Flint's saddle bags
Jul 16, 2023 20:02:13 GMT -5
Post by Flint Caldwell on Jul 16, 2023 20:02:13 GMT -5
Skills
Arcana: Light (novice)
Martial: Unarmed (Exalted)
Solar: 40
Renown: 5
Spells Known -
(7/10 Abilities known)
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.
Burning Smite: You hand begins to glow with brilliant energy, holy energy radiating forth from it. If you are holding a weapon or shield in your hand when you cast this, it will engulf that item as well, passing on its effects. This energy burns bright hot with energy, scorching anyone who is touched or struck by the energy. This burning acts as fire and will scorch or burn what it touches. This energy deals double damage on undead or revived minions.
-Deals light damage
Purity Bolt: This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage.
-Deals light damage-
Skills known -
The Espadrille Question Mark: One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention.
Aura of Vulcadreaus: Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
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.
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.
Items:
Tounrey Favor (equipped on bare hands): 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.
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-
Vulcadreaus Scale: A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
Constrictor Wraps: A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again.
Essence of the North (Potion): A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties, and with direct contact, it can mend all critical wounds, scars, and disfigurements currently on your body. Can only be used once per topic.
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.
Weapons
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.
-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.
-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
-Magic Blocker-
This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a users bare flesh (by cutting through fabric or armor) that target can not summon their magical energy for their next post. Active effects will continue to persist, however they can not use new spells.
- 0 Enchantment slot available -(applies to both hands/Tourney Favor equipped/External Fist)-
Clothes:
Firewalker Boots: Boots crafted from magic leather to mimic a fire drakes skin. These boots allow for the wearer to walk across hot surfaces such as fire, lava, incendiary stone, etc. without taking damage from its heat.
Arcana: Light (novice)
Martial: Unarmed (Exalted)
Solar: 40
Renown: 5
Spells Known -
(7/10 Abilities known)
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.
Burning Smite: You hand begins to glow with brilliant energy, holy energy radiating forth from it. If you are holding a weapon or shield in your hand when you cast this, it will engulf that item as well, passing on its effects. This energy burns bright hot with energy, scorching anyone who is touched or struck by the energy. This burning acts as fire and will scorch or burn what it touches. This energy deals double damage on undead or revived minions.
-Deals light damage
Purity Bolt: This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage.
-Deals light damage-
Skills known -
The Espadrille Question Mark: One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention.
Aura of Vulcadreaus: Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
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.
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.
Items:
Tounrey Favor (equipped on bare hands): 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.
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-
Vulcadreaus Scale: A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
Constrictor Wraps: A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again.
Essence of the North (Potion): A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties, and with direct contact, it can mend all critical wounds, scars, and disfigurements currently on your body. Can only be used once per topic.
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.
Weapons
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.
-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.
-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
-Magic Blocker-
This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a users bare flesh (by cutting through fabric or armor) that target can not summon their magical energy for their next post. Active effects will continue to persist, however they can not use new spells.
- 0 Enchantment slot available -(applies to both hands/Tourney Favor equipped/External Fist)-
Clothes:
Firewalker Boots: Boots crafted from magic leather to mimic a fire drakes skin. These boots allow for the wearer to walk across hot surfaces such as fire, lava, incendiary stone, etc. without taking damage from its heat.