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Post by Percy Rhyssina on Sept 10, 2023 11:17:42 GMT -5
Skill | Mastery | Blunt | Master | Unarmed | Exalted | Row 4 column 1 | Row 4 column 2 | Row 5 column 1 | Row 5 column 2 |
Renown: 4 Inventory: Heavy Mace Hand Wraps - Off-Hand Gills Blood Scent Baloth Muscles x2 - one in each arm SKILLS AND SPELLSAnvil Smash | Using the utmost control and expenditure of explosive force, you perform an overhead strike that, if it makes contact with your target, it will bypass all hit preventions and cause massive damage. This also stuns the target for a post, making it difficult to cast any spells or use any skills above Novice level. If you use this technique to strike the ground, you create a twenty-foot diameter hazard around you that makes it difficult to use any movement based spells or techniques for anyone within it. This also knocks anyone else touching the ground at that moment off their feet. Can only be used once per topic.
| Resounding Rebound | Using your brute strength, you have discovered how to strike with such force that when you throw a Blunt weapon it will bounce off of armor and hard objects. This allows you to strike at things within five feet of the original target, or catch your weapon if you are close enough.
| Shoulder to the Plow | This two-part technique uses both the weapon and the body as you dash forward, ignoring any movement impairment on yourself, closing in on your target, and attempting to shoulder charge them. If you hit, you forcibly push the target back regardless of any effects that may make them unable to be pushed or moved, and you follow it up with an upswing of your weapon that ignores hit preventions but can still be blocked or parried by other means. Can only be used once per topic.
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| Sacrificial Smash | A last ditch attack used by barbarians or berserkers to deal a devastating blow at the cost of their own weapon. Once per topic you can add all of your strength and might into a blunt weapon, giving off one final strike with it. If the weapon strikes an enemy or any of their defenses the strike will remove every single hit prevention any of their items give, while simultaneously destroying the blunt weapon used for the rest of the topic. If the strike hits a target with no hit preventions, it will instead knock them unconscious while still destroying the weapon.
| Lunging Haymaker | A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
| 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.
| Row 4 column 1 | Row 4 column 2 | Row 4 column 1 | Row 4 column 2 |
BRAWLER Hands are Weapons
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
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
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. Level TwoTwo Piece
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
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. Level ThreeStunning Blows
Your strikes have become so quick and so powerful that they no longer just deal damage but also are able to stun an enemy, causing them to feel intense pain for the duration. If your strike hits an enemies body part, such as an arm or a leg, it will stun that body part, causing it to feel numb and be unable to be used. A stunned body part will remain stunned for the next post, preventing the enemy to move that limb or make any offensive actions with it. A stunned leg can not walk and a stunned arm can not swing a sword. If the torso or the head gets stunned, the affected target can not cast spells for its duration. Fighters Sense
Brawlers are said to have a sixth sense, able to identify all of their enemies, remembering their locations. Often times a brawler will find themselves deep in the fray, sometimes with multiple enemies on all sides. A brawler can feel any enemy or creature within their immediate area, up to 10 feet from their person, gaining a sense of their location. They are able to react to close range melee attacks even if they can not see them with their own eyes.
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Post by Percy Rhyssina on Sept 10, 2023 11:24:45 GMT -5
Werebeast Curse Primal Form - Sea Domain | Sea Domain animals include any non magical animal that lives in or under the water and has the ability to breath under water. This includes all kinds of fish and things like sharks, but can also include more exotic things like octopus, alligators and squid.
If an animal from this Domain is chosen you gain the ability to live beneath the surface of the water, growing gills and webbed digits. While Transformed you can function under water much like you could on land.
| Bestial
Transformation | Once per topic you can summon forth the ancient beast within you and allow it to consume your physical form, taking on the physical appearance of the chosen animal. If the activation happens during the day, this form will last for 3 post, however if it was activated during the night the duration is increased to 5 post. While transformed you are unable to cast spells but can still use martial or stealth abilities, can activate prestige or sub class abilities and still have access to your gear and weapons, which can still be used.
While transformed you gain minor physical features related to your animal which can be used in combat, such as claws, fangs, talons or razor sharp teeth. Additionally, your senses become heightened, increasing your ability to see, smell and hear twice as well. You can now see in non magical darkness and are able to track scents that normally go undetected. Your physical strength is also increased, making attacks with your natural features, such as claws and fangs, twice as powerful.
| Feral Presence | While transformed you can not be feared or affected by fear inducing affects. If any of your attacks made with natural features, such as claws or fangs, draw blood or inflict damage, the affected target will become feared for their next post, unable to take offensive actions or attacks against you.
| Predation | While transformed if you have drawn blood from a creature, you are able to hunt them with an unnatural predation. You can track them through structures, foliage, and even illusions, able to determine the real target from any decoys or distractions. You can accurately track your target for two posts and must draw blood again to activate your predation sense again on the same target.
| Savage Impulses | If you make your target bleed you can once per thread unleash a devastating blow upon them that removes two additional hit preventions if it should land, regardless this blow causes a gushing wound on your target unless fully blocked that makes them bleed for the next four posts.
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Post by Percy Rhyssina on Oct 13, 2023 20:33:30 GMT -5
BERSERKER LEVEL ONEBerserkers Rage
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one. Undying Rage
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage. Sweeping Fury
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle. Level TwoRampaging Juggernaut
The berserker is said to be a force unlike any other, a rampaging storm hell-bent on running through everyone, and everything in their path. While in a rage berserkers can charge forward, gaining increased move speed while running towards an enemy. As long as they are moving in the direction of a target they intend to hurt, their movement is doubled, allowing them to dash across the battle field. This dash allows them to break through objects as well, such as walls and barriers. They can charge through a normal structure such as a house wall or a created structure such as a earth or water wall, boring a large hole into it. Blood Feud
Everyone is considered an enemy of the berserker, however they take special offense against those who have injured them. While a berserker is raging they will mark anyone who deals damage to them with a blood feud, their focus locking in on that enemy. This blood feud will remain for the rest of your rage duration, and allows you to deal double damage with your martial weapons against the marked enemies. They can not cleanse or remove this mark, with it only ending when your rage ends. Multiple enemies can be marked with blood feud at a time. Level ThreeIncreased Rage
At level three berserkers get stronger, angrier, allowing them to use their rage more often than normal. You keep all effects of your rage, however you can now use it twice per topic instead of once. When your first rage ends a single post of cooldown is required to calm down some. However after a post you can activate rage again, allowing a second use of the blood thirsty mode. Rage still only last for three post however. Intimidating Presence
The Berserker has become feared by all those in battle, their very presence invoking fear into the hearts of their enemies. The very sight of you causes weaker foes to become rattled, questioning weather they want to engage in battle with you or not. You passively become much bigger while raging, your size increasing by double. You now stand close to 12-15 feet tall and become a mass of muscle. While this makes you a bit easier to hit, it also allows you to force your way through enemies, knocked them over or even becoming a meat shield for others. Blood Cry
Berserkers have become so feared they are now able to instill absolute fear into those around them with a simple shout. This warrior can now cry out at the top of their lungs, filling the air with their sheer presences. Anyone who hears this shout will become feared, terrified of the berserker. The feared target will be unable to make any offensive moves against the berserker, unable to strike them with weapons or spears. They will be so rattled that their only objective becomes to get away, trying to put as much distance between them and the warrior. The fear last for two post and can only be used once per topic. Level FourDevastating Force
Nothing can stop the berserker, not even the best defenses at this point. Rage has filled them so much that their very strikes can render even the best knight useless. Melee attacks made with a martial weapon will now ignore armor while the berserker is raging. If someone is wearing armor, your strikes will act as if that armor is not even there, regardless of how many defensive points the armor still has. Like a hot knife through butter, the strikes will ignore the steel or padding and find its mark. These strikes will not remove any defensive points from the armor. Elongated Rage
At level four berserkers get stronger and angrier, allowing them to use their rage for much longer than normal. You keep all effects of your rage, however you can now remain in your rage for four post instead of three, pushing the duration of your rage out for an extra turn. This does not increase the amount of times it can be used, and only lets you use it for a little bit longer. Hardened Force
Thriving in battle for so long the berserker no only ignores pain, but now can straight up ignore damage from physical damage. While raging you can choose to harden your body, becoming completely immune to physical damage from physical weapons for the remainder of that rage. You can still take damage and suffer effects from spells, but weapons strikes no longer phase you. This can only be used per topic and only affects one use of rage.
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