The Sultan's Armory (OPEN)
Feb 21, 2023 18:59:52 GMT -5
Post by Admin: Soul on Feb 21, 2023 18:59:52 GMT -5
Sultan's Armory
A collection of rare and ancient items, techniques and spells that were discovered buried with the first Sultan of Zeinav beneath the sands of the Desert. Three Brave adventurers known as Cyran, Cirice and Gerhart entered the tomb, survived its dangers and revealed it's secrets. Because of them this shop is now open to all characters of Charon!
Item | Description | Type | Price |
Cyclone Razer | A large scimitar with three magical runes etched on the blunt side of the weapon. These runes can be activated to cause a short, fast gust of wind to burst from the back of the sword. This causes the sword to move faster than normal, using the momentum of the wind to propel the sword forward. Only one rune can be used at a time, giving you three uses of the ability per topic. | Scimitar 3 Points | 45 Solars |
War Camel | A camel bred and trained for warfare, able to be used as a mount for combat. The animal is fearless, does not get spooked when combat begins and is immune to mental affects such as fear or control, making it a loyal creature. If the camel is moving across sand, it can not have its speed reduced or manipulated in anyway, and comes with a set of armor that gives the camel one hit prevention anywhere on its body. | Mount Counts against pet cap | 40 Solars |
Sky Rider | A light weight war shield made of leather or animal hide, making it easy to carry but just as strong as normal steel shields. This shield has a unique property however, one that has earned the item its name, with wielders of the shield often obtaining the same title. Twice per topic the owner can hold the shield above their head, allowing them to catch the wind and use the Flight spell for one post. You must be holding the shield with at least one hand to use the spell. | War Shield 1 Point | 45 Solars |
Viper Dance | A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic. | Martial Skill | 30 Solars |
Desert Blessing | An Earth Domain spell that allows the caster to form a weapon out of sand and earth. Sand will flow through your hands and take the form of one of the weapons listed below. You are considered to be Master level with the weapon if you do not already have the weapon's skill. You can only summon one weapon per cast, able to cast this twice per topic. The weapon will remain for three post and will deal earth damage. Since the item is formed from sand, if it is damaged or broken during its duration, you can use sand to reform and mend the item. -Fighting Knives -Glaive -Fighting Sticks -Throwing Knives -Knuckle Knife | Earth Domain Spell | 35 Solars |
Sand Prison | A spell that causes sand to swirl around a targets feet, stopping at their knees and then solidifying, locking them in place. You can target one enemy ten feet away from you, causing them to be unable to move their feet for their next post. During their next post, the effected can still use their upper body and cast spells, but they can not move or use spells/abilities that would move them, such as dashes and sprints. This spell has a three post cooldown. | Earth Domain Spell | 30 Solars |
Pouch Sand | A small bag of fine white sand said to be mixed with finely ground glass and only found in this part of the world. The owner can grab a small handful of this sand and throw it, using it as a distraction or a tool for blinding and damaging an enemies eyes. If this sand enters the eyes, it will damage the eyes and cause blindness for their next post. If inhaled, the sand will cut and damage the throat, making the injured unable to speak or use vocal abilities/spells for their next post. There is only enough sand to be used twice per topic and the sand can only be thrown up to 5 feet from your person. | Item 0 points | 35 Solars |
Baby Bone Naga | A small, foot long baby snake made completely out of bone and animated by the users will. It normally sits unanimated in a small jar, bag or vial, but can be awoken by its owner to be used. When awake, the Naga can be placed on the ground, in which it will instantly burrow beneath the ground and just circle you, moving in a circular pattern with a 30 foot diameter, with you at its center. The snake will make this circle for three post and will move with you, detecting any hidden or unseen entity during its duration. You will be aware of anyone in the range who is trying to hide, including things that are invisible or under the affects of spells. This Naga can only be used twice per topic. | Pet Counts against pet cap | 30 Solars |
Cyran's Dream Walker | A spell that allows you to enter the dreams of a sleeping person. By touching the body of a sleeping person (friend or foe) you will go into a sleep like trance, connecting to their subconscious. While in their dream, you can control all aspects of the dream, from appearance, to theme and activities. You can remain in the dream for three post and can not be expelled unless the target wakes up. While in the dream you can communicate with the target and even read into their inner thoughts, but can not deal damage or effect their real world body. When the target wakes up, they will not realize this was a spell and will think it was all just a dream. Can be used once per topic. | Space Domain Spell | 35 Solars |
Gerhart's Guardian Blade | A unique sword with a useful ability to protect its wielders allies. While wielding this sword, if an ally that you can see would take damage or receive a successful attack, you can expend one of your hit preventions to give that hit prevention to that ally. The hit prevention will become a generic hit prevention against physical or magical attacks regardless of what kind of hit prevention you gave up. This can be used equal to the amount of hit preventions you have. | Longsword 3 Points | 40 Solars |
Cirice's Divinity Charm | A unique charm that can be attached to a weapon, and has a tiny fraction of energy from an extraplanar being. This charm does nothing unless the wielder of the weapon has any levels in either the Fiend or Celestial prestige class. For as long as the owner is wielding the weapon, any ability from their Celestial or Fiend class that has a number of uses tied to it will gain one extra usage. This increases the amount of times you can use your prestige abilities per topic. | Item | 30 Solars |
Scarab
150 Solars or 1 Mystical Archive Ticket
The Scarab is a subclass that mimics warriors from ancient Zeinav, skilled assassins, hunters, fighters and protectors of nobility. They worked as the private guard to the Zeinav people, dedicating their lives to the protection and growth of Zeinav. To purchase this Subclass you must have at least one martial skill at Master level.
(You can only have two subclasses active at once. Upon obtaining the Scarab subclass, a Golden Scarab tattoo forms somewhere on the owners body. The scarabs powers originate from this tattoo, and if the subclass is ever removed or lost, the tattoo and class abilities go with it)
Born From The Desert | Scarabs spent the majority of their lives in the desert, training, working and living. This honed their abilities and gave them unnatural control of the desert itself. A Scarab can Summon forth sand from the ground beneath them, then control this sand as if it had a mind of its own. Using both of their hands, the scarab can move, manipulate and control sand, using it to block physical attacks or strike enemies offensively. The sand does minor amounts of blunt damage and can be used to obscure vision and even hide the Scarab while moving across the desert. When activated, this ability will last for two post and can be used twice per topic. The Scarab can control the sand up to 10 feet from their body but can only summon a medium amount. |
Scorpion's Venom | The Scarab always carries around a tiny glass vial of modified scorpion's venom which can be applied to weapons or wounds. This poison does nothing at first other then irritation or slight numbness to the area, but with each subsequent blow of an envenomed weapon it grows until it knocks the affected target unconscious. If any enemy is wounded by a weapon with this venom three times, they will fall unconscious, unable to withstand the venom any longer. They will fall unconscious for the entirety of their next post, unable to take any actions. This venom can be removed by Greater Healing or similar strength healing magic. This venom can only coat one item, but that item will remain coated for the rest of the topic. |
Desert Stinger | The Scarab has a unique weapon at their disposal, a six inch knife or blade that is mounted into a bracer and worn on the forearm. The blade can be retracted by a single flex of the forearm muscle, allowing the scarab to summon or return the blade almost instantly. This makes it the perfect assassination weapon, able to be hidden and concealed until needed. Scarabs often used this weapon to initiate surprise attacks, or keep their hands open and free from weapons. The Scarab is considered Exalted when using this hidden blade and can use sand from Born from the Desert to repair the knife if it breaks or becomes damaged. |
Spirit Walk | Scarabs become inherently bonded to their Tattoo upon being chosen, so much so that their very soul is already become attached too and dwelling within the mark, ready to make its next journey should the Scarab fall. This same esoteric bonding allows the Scarab to Once per topic launch their mark in any direction as it takes on a spirit form and moves through any solid object, stopping once twenty feet has been traversed. At this point the Scarabs physical form reshapes from their Spiritual Mark placing them in the exact location that the spirit form ended. |