Gabriel's Armory
Jun 30, 2022 15:31:24 GMT -5
Post by Gabriel Duros on Jun 30, 2022 15:31:24 GMT -5
Skills:
Shield - Exalted
Armor - Master
Weapons:
Kite Shield
Gallant Guards
Items:
Mystical Archive Ticket x2
Founders Sigil
Veterans Sash
Bull's Strength Tattoo
Armor:
Cuirass
Spitfire Gauntlets
Greaves
Spells:
Shadow Hiding technique
Prestige Classes:
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)
Rushing 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.
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would weild the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Equip Load: 12/12
Spell Slots: 1/10
Shield - Exalted
Armor - Master
Weapons:
Kite Shield
Gallant Guards
Items:
Mystical Archive Ticket x2
Founders Sigil
Veterans Sash
Bull's Strength Tattoo
Armor:
Cuirass
Spitfire Gauntlets
Greaves
Spells:
Shadow Hiding technique
Prestige Classes:
Knight: Level Two
Challenging 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)
Rushing 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.
Mage Slayer: Level One
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would weild the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Equip Load: 12/12
Spell Slots: 1/10