Nephele’s Sling Bag
Apr 19, 2023 15:38:14 GMT -5
Post by Nephele on Apr 19, 2023 15:38:14 GMT -5
Skills
Novice | Master | Exalted | |
UNARMED | - | - | X |
SEA DOMAIN | - | X | - |
ANIMAL HANDLING | X | - | - |
SPACE DOMAIN | X | - | - |
STEALTH | X | - | - |
PRESTIGE CLASS
Monk: Level 2
Way of the External Fist | Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items from the Unarmed shop come with an additional enchantment slot now for you to further enchant your items. |
Art of the Gale Bow | You rise up 20 feet into the air, gaining an aerial view of the battlefield and levitating there for the next three post. While elevated you can move up, down or from side to side in any direction freely, as if walking. Once during the duration you can cause a bow to form out of swirling wind, allowing you to fire a wind arrow, which takes the form of a small tornado. Anyone hit by this arrow will be knocked off of their feet and sent back 10 feet. |
Myriad Barrier | 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. |
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. |
Spirit Guardian: Level 1
Spell Slots 9/10
Guardian Spirit | The 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 Shroud | When 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. |
UNARMED
*Bare hands | 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. 0/2 slots |
Float Like A Butterfly | A skill that represents years or even decades of training at the edge of physical limitations, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy. Until you launch your first attack, your fancy footwork grants you a hit prevention while within melee range. |
Sting Like A Bee | Using your hand like a blade, you strike with the finger tips and, upon impact with unprotected skin, exert enough pressure to form a pin-sized hole that causes bleeding. If an arm or leg is struck, it will go numb and cannot be used for the next post. |
Life Link | This enchantment allows the wielder to heal from attacks landed against an enemy. After striking an enemy minor cuts, scraps and wounds will slowly heal up, giving the weapons wielder some rejuvenation. |
Dashing | This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distant while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy. |
Gerhart's Final Strike | Skilled fighters know how to use the weight of their weapon to deliver devastating wounds. If a martial weapon (Sword, Axe, Hammer, Staff) would deal damage to its target, the wound will become severe, bleeding out and unable to be healed by Novice or Master level healing effects. This ability can only be used once per topic and must be applied to an attack as it is being used. |
Heartstopper | Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the rhythm of their breathing. Once you are primed with that information, a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands, sending the victim into an unconscious state for their next post. Can only be used once per topic. |
SEA DOMAIN
Breathe Water | This spell allows you to breath under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally. |
Create Water | This spell creates a small amount of natural water for consumption. You summon water in a container near you such as a bowl or bag. This water is considered fresh and natural, will last as long as normal water and can be stored for later. |
Shape Water | A basic water spell that allows you to manipulate small bodies of pre existing water. You can target water in the area but can not control massive bodies of water like ponds, lakes or oceans. You can alter the flow of the water, change its shape, even add or subtract from its mass, making more or less water. |
Water Cutter | You shoot a very thin, long beam of water forth from your mouth in a very quick pulse. While almost instant, this beam of water is very quick and very sharp. It is able to cut through solid objects, such as stone and metal. The thin nature makes the cut very accurate, creating thin slices in objects or even people. Deals water damage. |
Liquidate | You briefly become water; your physical form melts away in the blink of an eye, collapsing into a puddle of water, or merging and disappearing into a larger body of water. You take on a serpentine form while in motion, able to float or slither along the ground for one post. You cannot take damage from physical objects, but can be forced to reform if hit by a lightning spell. You will reform at the end of your post, but cannot reform inside of an object or person. |
Ice Spike | You create a large spike made of pure ice in your hand. This spike is about as long as a spear and can be used just like one. It has a pointed tip, making it great for stabbing and piercing. It can also be thrown for ranged damage. If it stabs into something, it will break, leaving a chunk of ice behind. Deals ice damage. |
Cold Touch | Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. Deals ice damage. |
Swirling Vortex | You first clap your hands together summoning forth magic, then cause a large vortex to form within a body of water. The water will begin to swirl, drawing it in on itself and pulling things in the water towards its center. The pull will be extremely strong, pulling things, objects and even people into it. Once pulled towards its center the object will become submerged, being pulled beneath the surface. |
Water Prison | Drawing forth water you cause it to swirl around a target, taking the form of a giant bubble which will attempt to trap the target within it. This bubble will be filled with water and will swirl around at high speeds, trapping its target inside. The current makes it hard to get out without outside help. While stuck inside you are unable to breath, eventually falling unconscious if unable to get out. This spell is easy to dodge if the target is not already restricted or bound in some way. |
Frozen Feet | You fill your feet with ice magic, coating the bottom of your feet with ice. This allows you to skate across the ground or the surface of objects. Now with a slippery set of shoes, you can move twice as fast as your normal speed, darting across the surface of the earth. |
Sea Tendrils | Using your connection to the sea domain, you can bond yourself with a body of water, forming two large tendrils that wave around. You can then move your arms around, controlling the two tendrils as if they were extensions of your very own body. These tendrils can hit things, or even wrap around objects and people. Deals water damage. |
Shatter | You summon a large amount of cold energy in your hands. You are then able to touch an object, freezing it over and then forcing enough pressure into the object to cause it to shatter and break. This will cause whatever the item is to become incredibly fragile, with only a tiny amount of force breaking the object. This can not be done to organic material or living creatures. The broken object will only remain broken for the current topic. |
SPACE DOMAIN
Meditate | You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end. |
STEALTH
Items
Cat's Grace | Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) |
Items
Punching dagger | Punching Daggers are hand held knives, single blades fixed to a small handle. The handle can be held in the hand, allowing the knife to rest on the knuckles. This weapon is used for punching, stabbing and even can be used to block other bladed attacks. Due to being held, this item does not allow for the hand to be used while its wielded, much like a sword. 0/2 slots |
Spell Slots 9/10