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Post by Leandros Aurthurian on Jan 23, 2023 19:03:25 GMT -5
Skills | Level | Polearm | Exalted | Armor | Exalted | Light | Exalted | Animal Handling | Exalted | Shield | Exalted |
Renown: 38 Inventory: -Mounts - Horse: Byrr (with Armored Banner -A set of lightweight armor given to mounts used in jousting, often decorated with sigils or banners of the owners' house. This item is crafted to specifically fit your mount (can be repurposed if the mount changes) and offers the mount protection during battle. The mount wearing this armor has two hit preventions against physical martial attacks.) -Weapons
Name | Type | Physical Description | Damage | Specialty | Enhancements | Size | Paladin's Halberd | Polearm | A gold halberd that deals slashing damage and works like a normal halberd. However while holding the sword you can choose to fire out a beam of pure light. This beam has a medium range and shoots out in a straight line. If the beams strikes an enemy it will deal a large amount of holy damage, and if the beam passes through an ally it will heal them of all surface level wounds. Can pass through multiple targets and even solid surfaces.
| Slashing | Reach | Holy Damage | Large | Hussar Lance | Polearm | A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound.
| Piercing | Reach | Bleed effect | Large |
-Armor (13 Hit preventions + 3 High Quality Armor) -Terrafirm Aegis (Heavy, Torso, 4 HP) -This heavy breastplate is made from the scale of an ancient earth dragon. The thickness of the scale grants the wearer one additional hit prevention. Once per topic, when the wearer is struck, they can take a reaction to invoke the magic still in the scale and become immovable like a mountain. When this reaction is triggered, the were cannot be moved or knocked prone by any means (regardless of spells/prestige class abilities), and they cannot move until they take their next action. -Legs (Heavy, 3 HP) -Arms (Heavy, 3 HP) -Oathsworn Shield (Heavy, 3HP) -Arrow Blocker Enchantment -Fire Enchantment -Earth Enchantment -Miscellaneous -Heroic Reputation -Signet Ring -Lion's Strength Tattoo x2 (bulls strength by a diff name) -Baloth Muscles x2 (one in each arm) -Dragonleather Cloak Made from the webbing of a slain dragon, this cloak is especially resistant to elemental attacks that are breathed or spewed out from the mouth. This cloak has one single hit prevention against elemental breath attacks, and can be used to cover or protect oneself from creatures or grafts that are able to spew an element from their mouth. -Life Spark Earring A small, yellow sun shaped ear ring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions. -The Lion's Will This graft utilizes the typical parasite used by Chthonians to fight back against them. Users with this graft are more resistant to mental effects that would seek to take control of their actions. This graft gives you two hit preventions against any fear, charm, or mind control-like effect. After this hit prevention is used, you have a two-post cooldown before you can use another one. However, if the next mental attack is the same type as what used up the first hit prevention, your mental resistance to this type of effect bypasses the cooldown. 2 Mystical Archive Ticket Crafting Materials: 1 Lightning Catalyst 1 Venom 1 Claw 1 Skin 1 Pulsar Gem
SKILLS
Titanic Reach
| You have learned to maximize the reach of your blows by shifting your grip on the shaft of your polearm at just the right moment, making use of the entire length of it plus your armlength to enhance your striking distance. Any target within fifteen feet of you is now considered within your reach, however any blow made while making a Titanic Reach that isn't from overhead or thrusting produces a lighter impact. Conversely, any thrusting or overhead blow has a stronger impact then it normally would, removing two hit preventions instead of one. | Shifting Block | Spinning your polearm while holding it at its exact center point, allows you to form a nearly impenetrable wall of whirling armament. The speed at which you twirl your weapon provides little to no gap in your defense within five feet of you, and as long as you alternate sides and your front you are considered to be able to block any martial technique that comes from those directions, or any offensive targeted spell (Not AoE or Cone in shape) of master or lower, leaving only your back exposed. This stance can only be used once every three posts. | Inspiring Presence | An aura of energy begins to radiate from your person, filling your allies with hope and strength. You begin to inspire those around you to continue fighting, filling them with the will to continue going. Anyone who you consider to be an ally standing in your immediate area will feel their strength grow. For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
| Major Healing | A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. | Shaa's Flinch | You make a sudden movement with your body that causes your opponent to block the wrong part of their body. This is followed up by your next attack having to be blocked by any means.
| Undying Fervor | A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
| Minor Healing | By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds.
| Momentous Cleave | A technique that applies massive amounts of strength and energy into the attack. This skill allows your next attack to cleave off any unarmored or unprotected limb, such as an arm or leg. (will just knock out if struck in the head) If the attack is blocked or guarded with armor of any kind, this attack will consume all of the hit preventions that armor or defensive source has, and can not obtain any new ones for the rest of the topic. Can only be used once per topic.
| The Lion's Swipe | This move emphasizes the speed and reach advantage of pole arms and longer weapons. The user feints with an overhead strike, causing the target’s guard to raise up. The user then shifts to strike the target’s leg or midsection with the back end of the haft. Depending on the area targeted, the user can momentarily stun the target by knocking the wind out of them or slow them down by striking the legs.
| Rising Strike | This skill allows the user to send an opponent air borne with a physical attack of theirs. By successfully striking a foe (not blocked) with a upward rising strike, the force from the strike will lift the enemy off the ground up to four feet, causing them to rise upwards for their next post. This move allows martial fighters to captilize on a strike, opening up the chance for a combo attack. Can only be successfully used once per topic (does not count if the attack was not successful.
| Weaken Armor | A scroll which depicts, describes, and elaborates on the common weak points of armour; after learning this, a martial fighter may target a single weak-point on a piece of armour, and reduce the hit preventions on the targeted piece of armour by two points if it hits. Due to the exertion this technique causes, it may only be used once per topic.
| Vaulting Style | You have practiced the art of vaulting and jumping using your polearm to achieve acrobatic feats typically only seen in traveling circuses. Any leap, tumble, or roll you attempt while wielding a polearm has its distance increased by ten feet, and any jump you perform using your polearm like a vaulting pole allows you to soar up to twenty feet into the air. Your training in this style of combat has also passively increased your ability to land safely from any height up to 30 feet.
| Divine Ascent | Two bright golden angelic wings spring forth from your back. These wings give off an immense amount of light and also give you the ability to fly. These wings will remain for three post and will allow you to move through the air much like other creatures with wings. These wings mimic the flight spell.
| Sheperds Drop | A simple technique used by shepherds and herders who often find themselves in precarious situations with nothing but a stick or staff. By tucking the end of the polearm under your arm, you can use the shaft of the pole to slide down, preventing fall damage from great heights. After jumping or falling, you can use this to jab the end of the polearm into the ground or an enemy upon impact, sliding you down onto the ground or the stabbed enemy.
| Agile Removal | A delicate technique created and taught by monks who often find themselves up against heavily armored or protected enemies. Three times per topic, you can launch an attack with a polearm that is not designed to deal damage, but instead disarm your enemy of their defensive items. By twisting and lunging with the polearm, you can target a clasp, ring, or other mechanism used to hold armor on or keep shield attached, and detach it, rendering the item useless for the next post. Any hit preventions provided by the item will no longer be in effect until the armor/shield is reattached.
| Shield Roll | A technical shield skill that is utilized by rolling an attack off of you and flipping the attacker over. Upon blocking a physical melee attack with a shield, you take a low dip on your back leg and push upwards, using the momentum to roll the attacker over top of you. Once per topic you can flip an enemy attacker after a successful block, knocking them prone and instantly ending any martial stance or mode they may be in.
| Tower Brace | A defensive stance that shield users can take to defend from a large attack over several moments, like a rain of arrows or a shower of stones. By taking up the stance, the user places their shield directly in front of their body, bracing with both arms. They hold this stance for the entirety of their next post, gaining unlimited hit preventions on the shield against both physical and magical ranged attacks. However while in this stance the user can do nothing else. They can not move, use abilities, skills, passives or cast spells, making you completely immobile during the duration of the block. Can use once per topic.
| Forceful Rebuke | If you would sustain damage from a single target attack, you may instead choose to reflect that damage back to the attacker. This can be a physical attack with a weapon, or a single target spell, but does not work against AOE or mass target effects. This ability can be used in combination with your Oath of Sanctuary. Can be used once per topic.
| Oath of Sanctuary | Twice per topic you can summon the power of your Oathsworn to shroud an ally that you can see in shimmering light. The next attack that strikes the shrouded ally will be redirected to you instead, transferring all damage or effects to you.
| Guard Break | By using momentum and a specific striking technique, you are able to cause your next physical attack with a martial weapon to break your opponents guard. If they attempt to block this strike, such as with a shield, armor or another weapon, their guard will be broken, causing them to stumble. They would have successfully blocked the attack, however are now opened up and can not block the next physical attack. This technique can only be used once per topic.
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Post by Leandros Aurthurian on Feb 4, 2023 23:00:12 GMT -5
Spirit Guardian
Level OneGuardian SpiritThe Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 foot tall.) The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks. Spirit ShroudWhen the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes. Level Two
Caller of Spirits
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic. Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud. Level ThreeDevoted Spirits The spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm. Overpowering Presence The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports. Level FourAncestral Fervor The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic. Spiritual Suppression The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud).
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Post by Leandros Aurthurian on Feb 12, 2023 10:48:24 GMT -5
Knight Level OneChallenging Mark This feature allows you to call out an enemy, marking them as a challenger. This forces the marked enemy to focus their attacks and their attention on you, now their primary target. Any offensive move made, such as an attack or a cast spell must be made against you and no one else. However you must also only make offensive moves towards them. If you attack or make an offensive move against anyone that is not your marked challenger, the mark will fade. This mark will naturally last for four post, unless ended early, and has a three post cool down before it can be used again. Stalwart Armor You are comfortable with your armor, basically living in it at this point. Your armor has become an extension of your own body. Because of this you no longer feel the effects of armor, moving normally and as nimble as someone without armor. Your armor also now ignores effects that would attempt to bypass armor. If a spell or ability would cause an enemy to ignore your armor for any reason, that effect is now negated. Master of Combat You have spent your years training with a shield in one hand and your weapon in another. You have now learned how to wield any melee weapon in your free hand, regardless of its size. This allows you to use weapons that would normally require both hands to hold with just one hand now. Combining your ability to fight with your ability to defend yourself and others (this does not apply to ranged weapons such as the bow). Level TwoRushing Charge You continue to get comfortable in your armor, your movements fluid and quick. As long as you are wearing your armor and have a shield attached you can charge across the battlefield, rushing into the fray. You may activate this charge which last for only a brief second, sending you dashing forward at incredibly high speeds. Your movement is double for this dash, allowing you to move at inhuman speeds. This dash allows you to close the gap or even use your own body as a weapon. Can only be used twice per topic. Immovable Bastian Now even sturdier than before, you have learned to anchor yourself while wearing armor. You have mastered the art of absorbing damage and shifting your weight. You can no longer be forcibly moved by spells or effects. If something would attempt to move your body or knock you down, you can ignore these effects, remaining in the same spot you were in as the effect attempted to move you. Level ThreeBattle Cry You send forth a cry of war, calling out into the air. You and all of your allies are driven to battle, filled with courage and strength. Any allies affected by this cry will deal double physical damage for the next two post, making their physical strikes from weapons deal increased damage for the duration. In addition all allies affected by the cry can not be feared or forced to turn against their allies. They will ignore the effects of any fear type spell or ability until the end of the cries duration. Can only use this feature twice per topic. Light as a Feather You have become so use to wearing armor and carrying a shield around with you in battle that it no longer even feels like you are wearing it. Your defenses now just feel like normal clothes, having no weight or movement restrictions. As long as you are wearing the armor or have a shield equipped, those items will not count against your total item limit, allowing you to carry more weapons or items into battle without your armor weighing you down.
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Post by Leandros Aurthurian on Feb 28, 2023 22:07:20 GMT -5
WARLORD Level One Hired HelpA Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level. Banner LordThe warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic. Level Two Two for oneThe warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ. Enchanting SigilThe power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently. Fire Rune A Fire rune etched into the item causing the blade to appear a deep red. While this gives off no light the weapon does radiate heat in a small range. This rune causes the weapons attacks to burn like fire, searing flesh and burning clothing. Level Three Three is a crowdYou have now hired a third minion to assist you in your endeavors. This minion follows the same rules as the first two, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have three novice level minions in your employ. Looming Fear
The range of your banners aura has now increased, having a 20 foot diameter range with you and your sigil at its center. The power of your name has also increased, allowing you to activate your fear twice per topic and its effects now last for two post instead of one. Level Four
Upgrading the forceYou have spent much time with your minions, leading them into battle and having earned their respect. All three of your minions can now upgrade their respective skills. Each minion gains master level in their first skill and now gains novice level in a new martial or utility skill. They also can choose a one new item or skill from their master skills shop and a new item or skill from their novice level skills shop. This gives you a total of three minions, each with a Master skill and a Novice skill, as well as three items, two from their master skill and one from their novice skill. Sigils BlessingYou can choose a second rune from the list below or from the previous list above, earning access to more runes to mark your banner with. All minions earned from this class will now have their weapons enchanted with all runes etched into your banner. Holy A Holy weapon radiates with calming and relaxing energy, filling allies with hope. This weapon is effective against undead creatures and deals extra damage to evil aligned people. After striking an enemy, allies of this weapons owner come to trust and respect the user while those who were struck now cower in the weapons presence.
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Post by Leandros Aurthurian on Feb 28, 2023 22:32:31 GMT -5
RETAINERS
Apogee Aurthurian Leandros' wife, a pale elf with curly blue hair. Her knowledge of plants serves the party well with healing potions and if need be, she is a far, far better liar than her husband. Skills: Alchemy - Master Stealth - Novice Blade - Novice
Items/Skills: Smooth Talking Major Healing Potion Fire Resistance Potion RapierGilder Tavoie A human ranger who has helped the Aurthurian family for some time. Growing up with Leandros, he knows his lord's weakness at range and looks to make up for that while also serving as the scout. Skills: Marksman - Master Animal Handling - Novice Blunt - Novice
Items/Skills: Longbow, arrows Throwing Knives Trained Falcon Fighting Sticks
Theobo Buck The son of a family allied with the Aurthurians. Theobo is a well-meaning and earnest squire who is learning under the tutelage of Leandros, the Lion of the Landing. Skills: Shield - Master Blade - Novice Armor - Novice
Items/Skills: Longsword War Shield Cuirass
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Post by Leandros Aurthurian on May 14, 2023 22:43:16 GMT -5
ACOLYTE Level One
Vestige of Light
Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enchantments from their corresponding shops just the same as if they were a traditional item but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features. Blessings of the Divine
When you take this class at level one, you choose the Path of Sun or the Path of the Moon and gain class abilities related to that chosen path from then on. You can only choose a path if you have the necessary domain; Light for Path of the Sun and Dark for Path of the Moon, and can only choose one of those paths, gaining that path's abilities. You can only have one Blessing active at any time, but can end a Blessing early. -Path of the Sun Blessing of the Hallowed
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions. Controlled Immunity
Gaining mastery over the healing arts has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect lasts for one turn less on you and will not affect you as much as normal. Level Two Blessings of the Divine
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura. -Path of the Sun Blessing of Illumination
If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Sunlight within your aura. For the next two posts, any enemy standing within your aura will find that their vision is filled with bright light, making it very hard to see. They are not completely blind, but lose 75% of their vision. Allies within the aura will see the light but will not be blinded by it in any way. If anyone under any version of the Vampire Curse enters this blessing they will be burned instead, taking medium fire damage. Blessing of Protection
If your Vestige of Light is in effect, you can activate this blessing, buffing up the defensive abilities of allies within your Vestige's Aura. For the next three posts any spell or ability you use to heal an ally will be increased, healing all minor and major wounds from them, regardless of the spell's level. Additionally, if any ally enters the Aura while this Blessing is active, they will instantly gain one Physical and one Magical hit prevention. (cannot obtain more than once) Level Three
Blessings of the Divine
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura. -Path of the Sun Blessing of Vengeance
If your Vestige of Light is in effect, you can activate this blessing, causing allies within the aura to glow softly with a warm light. For the next three posts, if any ally inside the aura takes damage from a source that bypasses protections such as armor, resistances, immunities, or hit preventions, that same damage will instantly be applied to the enemy that caused it. The enemy does not need to be inside the aura as long as the damaged ally is. Blessing of the Mind
If your Vestige of Light is in effect, you can activate this blessing, buffing up the mental resistance of allies within your Vestige's Aura. For the next three posts any ally inside of the aura cannot be targeted or affected by mental conditions, such as fear, charming, mind reading, or other similar effects. Any ally who was under these conditions will have them instantly end upon entering the Aura or starting in it. Level Four Blessings of the Divine
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura and increasing the duration of your light's aura. Your Vestige of Light now last eight post instead of six. -Path of the Sun Blessing of Harmony
If your Vestige of Light is in effect, you can activate this blessing, calming and subduing anyone inside. For the next two posts, anyone inside of the Aura will be charmed and become non-hostile, having no desire to fight or engage in conflict. For as long as they remain inside the aura or until damaged, they will cease any offensive or violent actions until the Aura is ended. Path of the Sun - Blessing of Pride If your vestige of light is in effect, you can activate this blessing, channeling all of your holy energy into an aura that you can use to mark an enemy you see. For the next three posts, that enemy has been marked by the sun, preventing them from dealing dark damage or using dark domain spells. During this time, the next martial attack you make on this target will bypass any hit preventions the creature has, ignoring any abilities that would prevent that. After this attack, the blessing comes to an end and you have exhausted your holy light, requiring a two-post cooldown in which you cannot activate any blessings or use martial abilities. Mastery of Light and Dark
Your years of dedication to the light has allowed you to fully manifest its power, even dipping into the opposite domain. By having Exalted in the opposite domain as the one you joined with, you gain access to all of the Blessings related to that Domain. This allows you to use both Path of the Sun and Moon blessings by having both Light and Dark Domain at Exalted. Blessing of Life
If your Vestige of Light is in effect, you can activate this blessing, creating an aura of life. For the next two posts, if you or any ally within the aura were to be knocked unconscious or killed, they will instead be stabilized and left at the brink of death. This allows allies who would have normally fallen to remain conscious and alive until they can be healed. Allies stabilized in this way can not cast spells or use abilities until healed or attended to.
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Post by Leandros Aurthurian on May 14, 2023 22:44:11 GMT -5
CHARGER Level OneRider's Bond You choose one of your mounts to bond with, creating an unbreakable bond with them. You now share one mind, able to share your thoughts, feelings and emotions with the beast. This does not allow the animal to speak, but it can however communicate with you through this telepathic bond. You can give it commands, direct it in battle and even feel what it feels, all without having to speak a word. Secure Saddle You have mastered the art of riding and fighting, able to attack from the back of your bonded mount without any trouble. You also have found a firm seat atop your mount, unable to be forced off of its back or dismounted anymore. Spells and abilities can not remove your from your mount, and your mount will never buck you off, allowing you to remain in the saddle regardless of how crazy the situation is. Trained Ferocity Your mount has learned from you, realizing that it is a tool for you in battle. The animal will always try to avoid dangerous situations without needing to be told, like avoiding a spike wall, dodging an attack or avoiding a pit. The mount will also defend itself, using any of its features, like its claws or teeth, to defend itself against any enemies without being commanded to. You and the mount can operate together without needing to confirm actions. Level Two
Unstoppable Charge You can now command your mount to push through, regardless of the obstacles in its way. Your mount can leap over large obstacles such as walls, fences or trenches. You can also use this charge to send your mount smashing through a structure, such as an earth wall or other created obstacle. No harm will come to you or your mount while smashing through. Your mount cannot charge through an obstacle for three post after using this ability. Sure Footed Your mount has become relentless, moving through battle without fear. Your mount can no longer be affected by fear or control effects, and speed reducing spells or abilities no longer slow your mount, allowing it to move full speed no matter what. Tearing Wounds Your mounts damage now inflicts savage wounds, tearing the flesh more so than normal. Any wound an enemy would sustain from your mount, such as a bite or a scratch, can no longer be healed for the duration of the topic. They will remain wounded, feeling the pain from the strike. Any healing spell or effect will be ignored if it attempts to heal the wound caused by this mount. Level ThreeUnwavering Will Your mount becomes stronger and more resilient, reducing the amount of damage your mount will take. Your mount becomes resistant to all physical damage, reducing the damage taken from physical and martial attacks by half. Your mount will now ignore the pain from wounds sustained, letting them push through even if wounded. Howling Fear Your mount can deliver a loud vocal response, being a howl, grow, screech or shout. This cry will fill the immediate area, sending fear through those around you. Player characters will become instantly afraid of you, moving in the opposite direction. They can not move towards you or make any offensive strikes against you. If a player character is within melee range of you when the cry is called out, they will be forced to move back, leaving your melee range and putting space between you. Level FourSavage Pin Your mount can be used to pin an enemy to the ground or a wall, often being used to combat other mounts or animals by pinning them and removing them from battle. They will use their features, such as claws, teeth, talons or other parts of their bodies to slam into an enemy and restrict their movement. If used on a player character, they will become pinned for their next post, unable to move but still able to defend themselves or use actions. If used against an enemies animal, pet or mount, the creature will remain pinned for two post, unable to move for the duration of the pin. This feature can only be used twice per topic. Two as one The charger and its mount have become one, their bond like no other. Your mount can no longer be killed or knocked unconscious for as long as you are conscious. If you continue to fight then so will your mount. You can also leave your mounts back freely now, moving through battle, and your mount will continue to fight. Even if you are not on the back of your mount, it will still fight as if you were and will retain any of this classes features. You can smoothly transition from a seated position on the mount to running through combat only to return to the saddle without slowing down, making you both deadly foes, together or separate.
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Post by Leandros Aurthurian on Aug 30, 2023 18:31:32 GMT -5
SUBCLASSES Stalwart Martial champions that can truly call themselves the apex of their craft are few in number, but those that can back up claims of having unfathomable might are truly impressive and heroic beings. These stalwart individuals are legendary amongst the members of the Fighter's Guild and their stories and deeds are known across the world. Name | Description | Rage Before the Storm | You gain access to the Berserker's Rage ability from the Berserker prestige class and follow all rules of the ability. You can activate this rage once per topic.
If you posses the Berserker class you instead follow all rules of the Rage ability minus the downside. While in your rage state you can now cast spells and activate abilities as if you were not raging, giving you access to those tools while still benefitting from all abilities of the Berserker class.
| Sundering
Strike
| The Stalwart focuses on strength and power, allowing it to channel all of their rage and anger into one mighty strike. Once per topic you can deliver a mighty physical attack that not only ignores hit preventions but consumes all hit preventions an attacked area may have. This attack not only deals high amounts of damage but completely destroys and armor or defenses that may have been struck. You must be in a Berserker's Rage to use this, and using this ability instantly ends your current duration on the Rage.
| Iron
Skin
| The physical manifestation of the honed and sculpted forms that the Stalwart's have gained make their very flesh like iron and better then any armor they could wear. Your skin gains two physical hit prevention across your entire body, protecting you from a physical non-magical attack that would strike your body.
| Overwhelming Might
| Stalwarts are physically impressive beings of massive might and prowess, and it shows in the weapons they wield. As long as this subclass is active you can wield any two-handed weapon or a shield in one hand, and heavy enchanted weapons and shields have all of the benefit of being heavy without being slower to use. This allows you to wield a double-handed weapon with one single hand, or even duel wield double-handed weapons.
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Post by Leandros Aurthurian on Jan 29, 2024 21:04:05 GMT -5
Drake HussarName | Description | Winged Drake
| The Expedition under Sigmund Corvinus have spent significant resources on the breeding of specific winged drakes which all share the characteristics listed below. Upon earning this subclass you receive one free Adult Drake from the Stables without needing the animal handling skill. If you remove or sell this subclass, the drake will no longer obey you and cannot be used again until the class is reactivated.
Mammoth
These winged drakes are twice the size of Adult Drakes and are often mistaken for true dragons due to their immense physical presence.
Thermal Senses
Focusing on reconnaissance, these Drakes are capable of sensing visually and through smell the presence, the type, and number of creatures within their immediate surroundings.
Dual Glands
The primary gland functions as the elemental breath attack of your choice (fire, earth, water, ice, wind, lightning). The secondary gland acts as an exhaust vent which dissipates the byproduct of the elemental breath attack into an obscuring cloud that covers the Winged Drake and can act as cover for one post.
Reactive Hardening
Their main survival mechanism are their reactive scales which harden upon impact or at the will of the drake which allows them to generate a hit prevention upon hardening. Twice per topic you can activate the scales to add one hit prevention to the Drake, however they can not benefit from hit preventions from other outside sources.
| Hussar Lance
| A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound.
| Altered Physiology
| Your body has been magically and alchemically enhanced to be able to handle additional grafts/tattoos beyond the norm. Any graft or tattoo that has the tag "Can only add this graft/tattoo once" can be added one more time. Ignores effect stacking limitations.
| Telescopic Goggles
| These unique goggles have been crafted for two purposes, to keep the Hussar's eyes clear from wind while riding their drake and allow them to see fine details far below and away from the them as they are flying. One of the biggest reasons for the The Expedition's success is their impeccable reconnaissance which allows the force to operate with the best available information and this is due to these Telescopic Goggles. The goggles are activated by a dial when twisted which extends the framework of the left eye lens into the shape and function of a mini spyglass.
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Haurach - Ice Dragon
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Post by Leandros Aurthurian on May 27, 2024 15:32:25 GMT -5
MAGE SLAYER Level OneSworn Enemy
The Mage Slayer has devoted themselves to fighting off magic. Regardless of their reason, they have chosen to target those who would wield the arcane. When an enemy casts a spell while you can see them, you can mark that person as your Sworn Enemy. For the next five posts that person will remain your Sworn Enemy and can now be targeted by other features of this class. You cannot choose a new Sworn Enemy until the end of the previous one's duration and cannot have more than one at any time. Physical attacks and martial abilities used by the Slayer against a Sworn Enemy will now remove two hit preventions instead of one and wounds cannot be healed by spells. This ability can be used twice per topic. Spell Drinker
The Slayer has spent their years fighting off magic - they have now learned how to absorb magical energy and use it as their own instead. If you were to take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell. The spell acts as a minor healing spell instead of its normal type. If the damage came from a spell that was cast by your Sworn Enemy, it instead heals a major wound. This will not ignore effects of a spell, just the damage. This feature can only be used twice per topic. Arcane Infection
When you mark a Sworn Enemy, you can disrupt their magic, tampering with the flow of Arcana Forumlae. Your sworn enemy can no longer benefit from any effects that increase their spellcasting limits. Any effect that would give the caster the ability to use spells beyond their listed limit end, restricting them to the base spell limits. This ability can be used once per Sworn Enemy. Level TwoArcane Restriction
Training teaches a Mage Slayer that the best magic user is one who can't use their spells - they have learned unique techniques to limit their enemy’s abilities. Upon marking a Sworn Enemy, you now limit how many spells they get access to, thus restricting them to ten more spells. For as long as they remain your sworn enemy they can only cast ten spells before their arcane abilities are frozen for the rest of the duration of the Sworn Enemy mark. This can be used once per sworn enemy. Deflecting Slice
The Slayer has learned the in and outs of combatting spells, learning how to fight against spells that would be cast against them. If a non-mental spell that has a physical form is used against you, you can slice through the spell, ripping it in half. If an elemental spell has been cast and it has physical form, such as a fireball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. If the spell that was deflected belonged to your Sworn Enemy, they can no longer cast that spell for the rest of the topic. This can only be used twice per topic. Level ThreeCountering Wound
When you strike an enemy with a martial ability or physical attack, you can wound their bodies in a way that disrupts their magic's flow. If the damaged target uses a spell during their next post, the spell will backfire and be considered countered. If the spell is a damaging spell, such as a fireball or lightning bolt, it will blow up in their face, dealing minor damage. If the affected target is your Sworn Enemy, the next spell they cast will be countered, regardless of whether it happens during their next post or not. This can be used twice per topic. Forumlae Cleansing
You now have the ability to end spells or remove effects that are currently affecting you. If a spell’s effect is currently active on the Slayer, such as a stun, charm, fear, or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic. Level FourNull Zone
Once per thread you can activate a null zone that disables all spells, magical effects, or enchantments around you for four posts. Any spell or magical effect cannot be used within close or short distance of you, either from you or anyone else. All enchantments will turn off and become void until the end of the zone’s duration. This functions as a total anti-magic zone, causing any spell that enters or is cast inside to fizzle out immediately. Stolen Power
While the Slayer has vowed to combat spell casters, they do understand that magic has its uses - and sometimes, fighting fire with fire is necessary. When the Slayer witnesses someone casting a spell they can choose to steal it, absorbing its magical essence for themselves and rendering the spell useless to its owner. The stolen spell can no longer be used for the rest of the topic by its owner, and empowers the Slayer based on the spell stolen. If the spell was stolen from your Sworn Enemy you can now also cast the stolen spell once throughout the rest of the topic. Stolen Power can be used twice per topic and ignores the Null Zone. - If the stolen spell has an elemental damage type, all of your weapons are coated in that element and deal that elemental damage for the rest of the topic. - If the stolen spell would heal a wound, your weapons now deal damage that cannot be healed for the rest of the topic. - If the stolen spell is a mental effect, such as charm, fear, or mind manipulation, you become immune to that same effect for the rest of the topic. - If the stolen spell possesses a stealth effect or a spell meant to conceal, such as invisibility, your weapons instead become invisible for the rest of the topic, unable to be seen by normal vision. - If the stolen spell is a defensive or protective spell intended to defend, you instead gain one magical hit prevention against any kind of spell.
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Post by Leandros Aurthurian on Jun 28, 2024 12:42:07 GMT -5
Squire of the Knights of Duros The Squire is a subclass inherent to those of the Knightly Orders of Charon. To purchase this Subclass you must complete the initiation quest related to one of the three knightly orders, which you will become a member of upon completion. You can only complete the initiation for one order, earning this subclass as well as joining the order as a Squire. Squire's are devoted members of the knightly orders who have dedicated their lives to achieving their goals and protecting the people of Charon. The Pen Your assurances carry great weight, with those around you hanging on to every word; your reputation proceeds you. Those who support you and your order are quick to offer their aid. Once per thread, you may choose to pledge your support to someone or their cause, marking them as an ally for the next three post. While pledged to another, both you and that ally gain one extra use of any martial abilities they may have for the duration. The Sword With the emblem of your order emblazoned on your person, wherever you go, people cannot help but take notice; your reputation proceeds you. Those who oppose you and your order are quick to retreat when the option is available. Once per thread, you may choose to disavow a single target, marking them as an enemy for the next three post. That enemy is unable to use any martial abilities against you or an ally marked with The Pen. I'm Okay! Sometimes the thing you are trying to do doesn't pan out and something goes side ways, It happens to the best of us. You have learned to ignore damage and push past your limits until the wound can be attended to. Once per thread, if a Major wound or severe damage would cause you to fall unconscious or die, you can instead ignore the pain to keep pushing forward until the wound can be attended to or you receive more damage. High Quality Armor Your training and your station have provided you with the best armor that your Order can provide. Each piece of armor that you are wearing that has a hit prevention gains one extra hit prevention which only applies to physical damage.
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