Martial Abilities
Shifting Block (Polearm)
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.
Titanic Reach (Polearm)
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.
The Monster Mash (Fall)
A technique developed by ancient warriors as part of the Winged Expeditionary Force for combatting strong monsters with superior strength and regenerative abilities. By observing your opponent for one post, you can assess the weaknesses of non-humanoid creatures based on their movements. This allows you to evade their next attack and deliver a devastating blow to the back of their spine that will stun them, forcing them to recoil and gyrate in a manner that almost looks like dancing. Although highly effective towards creatures and cursed individuals, this move does not work on humanoids.
Weaken Armor
A scroll which depicts, describes, and elaborates on the common weak points of armor; after learning this, a martial fighter may target a single weak-point on a piece of armor, and reduce the hit preventions on the targeted piece of armor by two points if it hits. Due to the exertion this technique causes, it may only be used once per topic.
Leandros' Lion Swipe (Polearm)
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.
Cyran's Haunting Blade (Polearm, Unarmed)
A technique best utilized by fighters who have honed their speed and precision to deliver quick, deep incisions in a target’s vulnerable spots. When a fighter uses this technique, their speed allows them to deliver a whirlwind of attacks that deal double the damage of normal attacks. Within the time it takes to make one attack, you are able to deliver three attacks that all deal double damage. At the end of this strike (regardless if the attacks hit or not) You use your speed and agility to disengage from the enemy, allowing you to retreat without your opponent being able to attack you as you flee. This can be used twice per topic.
Tavern Champion (Mystical)
You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state.
The Buff Buff (Summer)
A unique ability utilized by extremely strong or beautiful individuals, who flaunt their physique to impress, distract or charm a target. Once per topic you may exhibit a display of charisma with your body, such as flexing your muscles or abs, or winking and fluttering your eyes. One single target of your choosing who witnesses this display will be charmed by you for their next post, unable to take any offensive or damaging actions against you.
If you are under the effects of a strength boosting effect, such as Baloth Muscles or Bull's Strength, you will gain one physical hit prevention against your torso, as long as it is not already armored.
Spells
Inspiring Presence (Holy Gifts)
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)
Wild Mane (Mystical)
This spell allows you to run magic through the hair on your body, altering and utilizing your hair for attacking and defending. For the next three post you can cause the hair on your head, face or limbs to harden and even move like water, giving you control of it. You can manipulate it to whip enemies or block physical attacks. During the duration you can also choose to fire hardened strands of your hair like needles. Once this is done the spell ends early.
Long Stride (Summer)
This spell can only be activated and used by the owner of the spell, only affecting their own person. The next time the owner would jump, they can instead jump three times their normal distance. This allows them to jump over gaps or obstacles, or even scale high walls. This spell only effects the next jump and must be used again to gain the effect an additional time.
Full Moon Facsimile (Fall)
Your strong connection to the light allows you to access it in all forms. This spell was originally developed by priests of Solaria in order to identify unholy creatures. This spell allows you to create a miniature orb of light from the sky, an artificial moon that casts light on the ground below it within a twenty-foot radius. Although this light is too gentle to be blinding, it is especially effective for identifying monstrous creatures hiding in plain sight. Any shapeshifter or undead creature under the moon will begin to shine with a shimmering light, almost sparkling, allowing you to pinpoint monsters hiding in plain sight. This spell does not work in the daytime.
Purify Poison (Spring)
This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it.
Glow (Spring)
A spell that causes your body to begin to glow in a vibrant light, illuminating the area. Your entire form starts to glow, skin, clothing and armor. This lets you light the area up, even if it is dark. You can turn this glow on and off. While it is bright, it is not strong enough to blind others.
Flame Hoop (Summer)
The owner will summon a small ring of fire to hover in mid air around their torso, with them being at the center of this ring. The ring (like a hoola hoop) will float 3 feet away from its owner on all sides, giving a bit of space between the user and the ring. The hoop will last for three post and will follow the owner around, moving through items and burning anyone who touches it.
-Deals Fire damage-
Traits and Class Features
Bull's Strength
This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items.
-Can only get this tattoo once-
Prehensile Tail
You have a medium sized tail grafted onto your body. This tail can come in a variety of shapes, colors or designs and mimics the tail of an animal. You have full control of this tail, having the ability to move it around, interact with items or even strike enemies with it.
Night Vision
Any and all eyes you have are altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not effect your normal eye sight and will not hinder you if it is bright out. These only work in normal darkness and will not see in darkness created by magic.
Bare Hands (Unarmed)
While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs.
-One enchantment slot (applies to both hands)-
Blood Scent (Mystical)
You are able to smell blood as easy as any other normal smell, regardless of how little the amount is. Once blood has left a body, you are able to pick up on the scent and follow it, making this a useful feature for tracking injured prey or hunting for food. The scent is pleasant to you and non invasive, and can not be turned off or affected by spells.
Heated Gland
An extremely warm gland is grafted into your body, causing you to be be incredibly warm to the touch, giving off a small aura of heat and allowing you to ignore non magical cold. While this heat is not strong enough to burn or cause damage, it can be extremely uncomfortable if exposed for an extended amount of time.
Juggernaut's Fury
A series of tribal like tattoos or markings that are designed to inspire the bearer with courage or rage in the heat of battle. Twice per topic the bearer can activate the energy in the tattoo, causing them to enter a rampage like state for two post. During this duration the bearer can not have their movement reduced or restrained and they can not be knocked off of their feet or made to go prone.
Arcane Mark
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Monk
Monk Tradition (Monk 1)
Monks are masters of the physical world, honing and training their body to a specific style of combat. When you obtain this level you may choose one of the Ways listed below, further enhancing your physical prowess. You may only choose one of the paths and can only choose a path if you have the required martial skill needed.
Art and Style (Monk 1)
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
Myriad Barrier (Monk 2)
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
More Style (Monk 2)
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Martial Prodigy (Monk 3)
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master Art created by another master by completing this quest. In order to do the quest, you must roleplay with another character with the Monk Prestige Class (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for.
Before your time (Monk 3)
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Monastery Master (Monk 4)
You have honed your physical prowess so much that you are now able to completely ignore an enemies defenses. While wielding a weapon from your chosen Monk Tradition you now ignore all hit preventions an enemy may have, from armor or other sources. This only applies to a weapon from a shop related to the monk tradition chosen. This does not cause your enemy to lose their hit preventions, even when struck, you just ignore them.
Tranquility (Monk 4)
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your Light or Dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Monk Arts
Way of the Budo
Requires Master in Blade, Blunt or Polearm
Those who have entered the way of the budo have focused their martial skills, becoming skilled weapon combatants. All items made with the Blade, Blunt, or Polearm tag now have no weight while wielded by you, losing their point values and cannot encumber you while worn.
Art of the Burning Fist
Your hands and feet catch fire, emitting a small aura of pure flame for the next three post. You are immune to the heat of the fire, however anyone else who is touched, punched or kicked will be burned. Your melee attacks now deal fire damage that is not considered magical. Twice during the duration you can send out a small (basketball sized) burst of fire from either a punch or kick. This blast of fire can travel up to 15 feet in the direction you delivered the attack.
Art of the Iron Fist
Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body.
Art of the Soul
Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post.
The Lion-Dog's Paw
By focusing spiritual energy into one's palm, some monks can copy the unique ability of the Koma-Inu to wield the material elements. With this ability, the user is able to not just deflect elemental ranged spells that are aimed at them, but catch and hold onto them. The monk must have at least one empty hand and the spell must have a physical projectile for them to do this. Any spell caught is transformed into an orb that they can hold and throw. The monk can only have one spell orb on them at a time. The spell orb doesn't need to be thrown back at the caster, but instead can be thrown wherever or at whoever the monk chooses. The orb will deal whatever type of damage the caught spell would have delt in addition to blunt damage from being transformed into a solid orb. Any abilities the monk has active that add additional damage to their physical attacks also applies to the thrown orb. Abilities that affect spells do not affect the orb. This can be used three times per topic but you can only have one active orb at a time. The orb will dissipate on its own after 5 post, even if not used.
Celestial
Angelic Pact (Celestial 1)
You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Good and can not be altered (you will stay good regardless of alignment altering affects)
Holy Gifts (Celestial 1)
Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
Angelic Light (Celestial 1)
The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Your attacks that deal light damage now deal double damage against those who are of the Evil Alignment.
Heavenly Infusion (Celestial 2)
The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore Dark damage from spells or attacks while the halo is summoned.
Calming Aura (Celestial 2)
Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
Mage Slayer
Sworn Enemy (Mage Slayer 1)
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 (Mage Slayer 1)
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 (Mage Slayer 1)
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.
Brawler
Hands are Weapons (Brawler 1)
The brawler knows that the best weapon is the one that can never be taken from you, the one that is always there with you, your hands. You have been in so many fights and have used your fist so often that they have begun to become stronger. Your fist are now considered weapons and deal blunt damage like a normal blunt weapon would. The skin of your fist have become tougher, ignoring minor damage such as cuts or bruises. You can now use your fist like they were made of metal, able to grab sharp edges without being cut, or blocking a blunt weapon without feeling the impact.
Improvised Weapons (Brawler 1)
While the brawlers best weapon is their fist, they realize that sometimes the situation calls for more creative means of offense. They can turn any mundane item at their disposal into a make shift weapon, allowing it to deal damage equal to the lowest form of their damage type. They can grab things like a chair leg and use it as a club, or a iron bar and use it as a dagger. This gives the brawler access to a multitude of weapons regardless of what situation they are in.
Iron Grip (Brawler 1)
Due to all the training and strengthening of their hands, the brawler has gained an incredible grip strength, able to hold onto anything or anyone. Their grip is so tight now that they can no longer have things ripped from their grasping, preventing things from knocking or pulling objects out of their hand, regardless of how hard it was hit or how strong the force was. This also makes them excellent grapplers, able to hold onto an enemy without easily being pushed off.
Two Piece (Brawler 2)
Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land.
Deflecting Palm (Brawler 2)
Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic.
Items
Hidden Blossom Blade (Spring)
A beautiful, redwood quarterstaff covered in vines and various flora; the bottom-half of the quarterstaff is actually the blade’s sheath, allowing the blade to be hidden. Upon removal from its sheath, the Blossom Blade is long, and an extremely thin, sharp, durable blade crafted by master blacksmiths in the Crescent Isles. This weapon can be used as a blade when unsheathed; a quarterstaff or walking stick when sheathed; and it is extremely effective against plants and creatures made of similar materials.
Weight +3 (0, Way of Budo)
Tourney Favor (End of Summer Giveaway)
This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time.
Attached to Hidden Blossom Blade. A pink ribbon tied around the blade's handle, given to Yasei by his daughter.
Double Strike
This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one.
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.
Flavored as a jade bracelet on his right wrist (attached to his bare hands weapon).Kou's Eternity Ring
A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Can own multiple but only one can be in effect at a time)
A gold ring with a circular piece of white sea glass surrounded by spokes to resemble a sun.