Sarne Sequoia Items and Skills
Jul 19, 2022 15:35:35 GMT -5
Post by Lord Sarne Sequoia on Jul 19, 2022 15:35:35 GMT -5
SKILLS
Skill: Blade (Exalted)
Skill: Shield (Exalted)
Skill: Armor (Exalted)
Skill: Stealth (Exalted)
Skill: Light Domain (Exalted)
Skill: Marksmen (Novice)
Silent Step
You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds.
Martial Technique
Blade Skill Blade Dance
With your weapons feeling as light as air in your capable hands, you are able to whirl them around you in beautiful and complicated ways as if you were performing a dance with them. While whirling your weapons, if you are within melee range of an enemy, your next attack will ignore hit prevention's. If you are not within melee range of an enemy, you will instead gain one hit prevention against ranged physical attacks. This can only be used twice per topic.
Cyran's Haunting Blade
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.
Sarne's Way of the Shield
Home Dojo
The One-Two, Upon blocking a physical melee attack with a shield, two conditionals can be triggered. One, the user can push the attacker back a Short distance, creating an opening for the user to deal a blow from their weapon. Two, the user can use the shield to sweep the attacker off their feet, again creating an opening to deal a blow from their weapon.
Shield Roll
A technical shield skill that is utilized by rolling an attack off of you and flipping the attacker over. Upon blocking a physical melee attack with a shield, you take a low dip on your back leg and push upwards, using the momentum to roll the attacker over top of you. Once per topic you can flip an enemy attacker after a successful block, knocking them prone and instantly ending any martial stance or mode they may be in.
Blade Skill Heart Seeker
Gerhart's Final Strike
By taking a thrusting stance with your blade, You are able to analyze your opponents movements and defenses. If you charge this stance for one post, on your next post, this attack can not be blocked (ignores armor, shields, or any attempt to block) and must instead be dodged to avoid it. If the strike hits it will apply a bleed that can not be healed for four post. Can only be used twice per topic.
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.
Guillotine Drop
A martial technique that can only be used while you are in the air and falling. Using the moment of the fall you are able to increase the speed and force of an attack. While falling your next attack is doubled in its velocity and striking power, causing it to deal increased damage as well. This makes it extremely hard to dodge or even block. You must be more than 10 feet in the air for this to apply.
Momentous Cleave
A technique that applies massive amounts of strength and energy into the attack. This skill allows your next attack to cleave off any unarmored or unprotected limb, such as an arm or leg. (will just knock out if struck in the head) If the attack is blocked or guarded with armor of any kind, this attack will consume all of the hit preventions that armor or defensive source has, and can not obtain any new ones for the rest of the topic. Can only be used once per topic.
Guard Break
By using momentum and a specific striking technique, you are able to cause your next physical attack with a martial weapon to break your opponents guard. If they attempt to block this strike, such as with a shield, armor or another weapon, their guard will be broken, causing them to stumble. They would have successfully blocked the attack, however are now opened up and can not block the next physical attack. This technique can only be used once per topic.
Head Strike
An attacked designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemies head with a blunt object, but can be done with any attack that hits the head. When applied your opponent will become dazed, their ears ringing, vision blurry and senses stunned. Any active effects they have on them from spells or abilities will end, and they will be unable to cast spells or use abilities during their next turn.
Tavern Champion
Mystical Archive Ticket Check for Ticks
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.
Javian's
Falcon Wing
Falcon Wing
Description
When using this combat style, you adopt a stance where your arms hover slightly angular to your hips with a weapon in each hand, preparing to do just about anything from feints, slashes, stabs, and parries at a moment's notice. For the next three posts you can do any of three movements within the Falcon Wing style once per post. After the three posts end, you cannot use this stance again for two posts.
Falcon Glide
While shifting your weight forward at a moment's notice you dash in a straight line a short distance away as quickly as you can while angling your weapons to either your right or left side, making a free attack at anything in your path as you do so.
Talon Strike
Using the uncertainty of your style's stance you strike with an alacrity rarely seen outside of birds of prey. Swinging one weapon from a lower and the other from an upper angle you make an attack that if only one of the weapons is blocked the other causes massive damage, rending two hit preventions. Both attacks must be blocked to negate this loss of hit preventions. If both blades hit, this move removes 4 hit preventions in total and cannot be used again for the rest of the topic.
Harrying Guard
You have trained long and hard with your mastery of dual wielding and it has borne fruit. Your hand-eye coordination and reaction time is like that of a frenzied beast, and you can use that to your advantage as you can make an attempt to block or parry an incoming attack and attack at the same time. If successful you completely block all incoming damage while successfully dealing damage to your opponent instead.
SPELLS
SPELLS: 18 of 30
Sneak Peak
Harvest Campfire Stories Mystical Archive Ticket
By touching an object that has something written on it, you can instantly transfer the writing into your mind, learning its contents without reading the object. This can be used to sneakily read information, or translate something you do not understand. Spies in Darkvale often pass scrolls off to each other, reading its contents without ever opening the scroll. This can be used twice per topic and can only read up to a page worth of information at any time.
Crimson Armaments
Dark Domain Spell
Halloween event 2022
When casting this spell, you draw blood out from a wound, be it a wound on an enemy, an NPC or yourself. You can cause this blood to take the form of any item from the blade, blunt, polearm or shield shops. This item will last for the rest of the topic and will function exactly like the item from the shop. This item (regardless of what it is) will also have the life link enchantment on it. You can only use this spell once and it last for the entire topic.
Remove Condition
Light Domain Spell
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Circle of Life
Light Domain Spell
You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. This can only be cast once per topic.
Divinities Blessing
Light Domain Spell
Mystical Archive Ticket A Mystical Winters Crown
You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once per topic.
Lantern Light Leaves
Light Domain Spell
Mystical Archive Ticket (TotM)
You summon forth an aura of glowing leaves from the Lantern Light Woods that dance in a ten-foot radius around you like a protective cloak. Any invisible or concealed enemy that enters this radius is immediately known to you. Additionally, you can command the leaves to dance, casting an aura of healing light around you that heals all dark damage wounds to those resting within this domain that lasts for three posts. During this healing dance, undead creatures and fiends may not enter your radius. Can be cast once per topic.
Purity Bolt
Light Domain Spell
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-
-Deals light damage-
Piercing Light
Light Domain Spell
You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage.
-Deals light damage-
-Deals light damage-
Wall of Light
Light Domain Spell
Binding Light
Light Domain Spell
Light Domain Spell
You throw up a wall of yellow translucent light, hanging in the air and glowing. This wall of light will remain for three post hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side.
Binding Light
Light Domain Spell
You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
Solar Flare
Light Domain Spell
You give off a instant flash of light from your body, illuminating the area around you. This light is extremely bright and will attempt to blind anyone who is looking in your direction. If anyone sees this flash they will be unable to see for the next two post, their vision being filled with white light.
Major Healing
Light Domain Spell
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.
Inspiring Presence
Light Domain Spell Celestial (Holy Gift)
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)
Control Light
Light Domain Spell
You can target a preexisting source of light, be it magical or not. You can then cause the light to increase in size or brightness, illuminating more of a space than normal. This can not be used however to make a flame larger or completely diminish the light.
Mend Object
Light Domain Spell
By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike prevention's onto armor.
Detect Lies
Light Domain Spell
You may cast this spell on any target you can see. For the next 24 hours you can detect any truth or lies they may speak. If they tell a lie, you become aware of the fact that they are lying to you. You do not know the actual truth or what it is they are hiding, but you do know that they have lied to you.
Light
Light Domain Spell
A simple spell that allows you to create a small light, whether in your hand or on an object. This light illuminates a small area around you or the object you have illuminated. This light is considered magically in effect.
Summon Mount
General Magic
A spell that requires you to first own a mount of any kind. By casting this spell you can instantly summon your mount to your location, making it appear out of thin air. This gives you instant access to your mount without having to take it around with you everywhere.
Mounts/Pets/Subordinates
Terror Wing
(Mount) Counts against Pet Cap. The Terror Wing is a large bird which vaguely resembles a pterasaur; its snout is short and flat, with jagged teeth that jut from its crooked snout. Its wingspan is massive with a strong, leathery membrane which gives it its capability to fly. Strange, jagged growths and spikes jut from this creature's body— allowing it to camouflage into the rocky environments of the Dragon's Cradle, from which it hails. The Terror Wing can release a scream as a defensive or offensive measure, causing a fear effect for one post. 40 feet wing span, Weight 550 pounds, and 15 feet long 10 feet in height walking.
Aura Hawk
Arashi (A-ra-shee)
Arashi (A-ra-shee)
The Aura Hawk is a brown and white-feathered bird whose size is much larger than regular birds of prey. Its eyes are a luminescent blue - and it possesses a long, glowing tail that seems to dissolve into pure light at the end. These hawks come from a specific line of hunting birds that were specially trained to seek out prey in snowy climates. Somewhere along the line, the magic of the northern lights began to seep into their very being, giving the hawk the essence of pure light. Wherever they fly, they trail the aura of the northern lights. Since then, these creatures have become capricious, mostly migrating with Frostgale's northern lights. Though it is difficult to tame the Aura Hawk, they are loyal creatures and imprint on their owners. They are friendly enough towards humanoids, and in times when the harsh northern blizzards are the thickest, lost wanderers may spot a luminous glow in the sky, guiding them to safety. Abilities: Predator's Sight, Imprinting Sharp Talons and beak, Large Size, 2.5 feet tall, 5 foot wing span and 5.5 pounds with Undimmable Light.
Lightning Pixie (Flare) Cast (Lightning Bolt)
Flare is a petite Pixie. With long curly hair topped off with flowers most of the time. Flare like most Pixies likes flowing dresses to wear. Flare's wings have a blue tent to them. Along with her clothing and hair. The best word to describe her is cute. Flare can be dramatic sometimes and likes to see new things and travel which makes Sarne the perfect companion. A tiny, six inch, pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in lightning magic, which turns all damage the owner would do into lightning damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only lightning damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
NPC Subordinate 1: Nordic, Dwarf, Male.
NPC Subordinate 2: Vamir, Elf, Male.
NPC Subordinate 3: Naesala, Half-Elf Female.
Stealth (Master): Invisibility, Silent Step, Blade (Novice): Battle Ax X2, Nordic is Sarne's Adjutant second in command. Captain's Badge A fancy badge made from cloth or other material that can be worn or attached to a NPC minion. This badge identifies them as an important member of your team; and someone you trust and can rely on. You can only own one of this item at a time. While worn, the Minion does not count against your NPC (Minion) Cap. Nordic is 70 years old a powerful build is muscular and fit. At 190 pounds Nordic can be intimidating when he needs to be. Nordic stands at 4' 8". His red-brown hair and hazel eyes. The tan skin shows the work that Nordic has done above ground and him a good looking for a Dwarf. He is dressed He normally dresses in Black adventuring clothing with a black cloak.
NPC Subordinate 2: Vamir, Elf, Male.
Stealth (Master): Invisibility, Silent Step Marksmen (Novice): Long Bow, Vamir is Sarne's Aide. With his fine made adventuring clothes he is a magnificent sight. He has blue eyes that seem like pools of water. His wavy sandy-boned hair sticks out of his hood. He stands just under 6 foot and is slim in build. Normally carrying an ornate bow from home. He normally dresses in Black adventuring clothing with a black cloak.
NPC Subordinate 3: Naesala, Half-Elf Female.
Stealth (Master): Invisibility, Silent Step, Blade (Novice): Dagger, long sword. Naesala is Sarne's Deputy Adjutant ans is third in command has beautiful brown eyes. Her shiny brown long hair goes to the middle of her back. Naesala's tan skin is in a lovely condition. At 5" 10" and 140lbs a curvy build makes Naesala attractive women. She dresses in Black adventuring clothing a cloak that seems to blend into any area she is in. Normally carrying an assortment of swords daggers and other stuff she may needs.
Equipment
3 of 25 weight points
Helmet
Armor that can come in many different kinds of material and is used to protect the face and head. While wearing a helmet you block and ignore the first physical attack that strikes your head. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn over top a Hood this combines to give the wearer two strike preventions instead of one. Has one attachment slot.
Hood
A hood is soft or light material like chainmail, leather or cloth that is worn over the head and can be worn underneath a helmet. While wearing a hood you block and ignore the first physical attack that strikes your head. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn underneath a Helmet this combines to give the wearer two strike preventions instead of one. Has no attachment slots.
Cuirass Phantom Plate
Mystical Archive Ticket Sol stone
A plate of armor that is almost incorporeal, as if it has been taken from a ghost. It weighs practically nothing, allowing its user to remain nimble. It does little to protect from normal physical attacks however, but gives you three hit preventions against effects or attacks that could by pass armor, either due to abilities, spells or effects. It also renders all enchantments on a weapon that attempts to attack through the armor useless. This negates all effects from enchantments on the weapon as the attack is being made
Padding
Padding is soft or light material like chainmail, leather or cloth that is worn over the body and can be worn underneath a cuirass. While wearing padding you block and ignore the first physical attack that strikes your torso. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn underneath a Cuirass this combines to give the wearer two strike prevention's instead of one. -Has no attachment slots-
Gauntlets
Armor that can come in many different kinds of material and is used to protect the arms and hands. While wearing Gauntlets you block and ignore the first physical attack that strikes your hands or arms. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Pauldrons this combines to give the wearer two strike preventions instead of one.
-Has two attachment slots-
-Has two attachment slots-
Pauldrons
Pauldrons are items made of light or soft material and is worn on the shoulders but helps to shield attacks towards your arms and hands. Pauldrons can be worn alone to block and ignore the first physical attack that strikes your Arms or hands. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Guantlets this combines to give the wearer two strike preventions instead of one.
-Has no attachment slots-
-Has no attachment slots-
Greaves
Armor that can come in many different kinds of material and is used to protect the legs and feet. While wearing Greaves you block and ignore the first physical attack that strikes your legs or feet. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Faulds this combines to give the wearer two strike preventions instead of one. -Has two attachment slots-
Faulds
Faulds are items made of light or soft material and is worn on the waist but helps to shield attacks towards your legs or feet. Faulds can be worn alone to block and ignore the first physical attack that strikes your Legs or feet. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Greaves this combines to give the wearer two strike preventions instead of one. -Has no attachment slots-
Kite Shield
Much like the War Shield, the Kite gets strapped to the arm and is held in one hand, however is bigger and covers more area than the war shield. The kite shield is pointed at the top and bottom, allowing the user to defend attacks aimed at the head or legs. Due to being pointed, the Kite shield can also be used to bash or attack with, giving it a defensive edge. The Kite Shield can take three strikes from a non magical source before it is rendered useless.Two attachment slots. Attachment Shield Spikes
Normal Cuirass not in use.
Weapons:
Ray Bow (Spring Shop)
A golden long bow with elegant filigree lacing the metal bow with the string being a thick piece of silver cord. This acts like a normal long bow, however does not need any ammo when being used. Instead of notching an arrow, you can simply pull the string back, causing an arrow of pure light to form where a normal arrow would normally be. These light arrows deal light damage and can illuminate an area of darkness, be it magical or natural.
Paladin's Blade (Bonded) (Element Domain Light)
Chattering Chompers Turned in for 1 Mystical Archive Ticket
Falcon Kukri Blade
Normal dagger Naesala has it
Chattering Chompers Turned in for 1 Mystical Archive Ticket
A white gold and silver long sword that deals slashing damage and works like a normal long sword. However while holding the sword you can choose to fire out a beam of pure light. This beam has a medium range and shoots out in a straight line. If the beams strikes an enemy it will deal a large amount of light damage, and if the beam passes through an ally it will heal them of all surface level wounds. Can pass through multiple targets and even solid surfaces.
Falcon Kukri Blade
A wicked kukuri that's a little bit bigger than normal-sized daggers, approximately the size of a short sword. A strong cutting tool capable of carving devastating gashes; it is a particularly effective weapon at melee range. This item comes with a unique ability - when scrapped against another hard surface, such as another weapon, a shield, or armor, it will produce a unique screeching sound, one similar to an attacking falcon. This sound will disrupt anyone within melee reach of the weapon, ending any currently active spells cast by the affected target. For their next two posts they cannot cast spells of any level. This can be used once per post. Strikes that draw blood with this weapon will apply a one post fear effect Magic Blocker enchantment.
Normal dagger Naesala has it
Normal Kukri Dagger
Normal Long Sword Naesala has it
Other Equipment:
Flask of Feijoada
Crimson Pestilence
A glass bottle with a unique cuisine from a far off land inside of it. A stew containing beef, pork, black beans and commonly served with rice. When consumed you find yourself instantly filled with joy and no longer hungry, able to survive an entire day off of this one bottle. You also heal yourself of any fatigue, tired or exhaustion effects, ending the active effect. This can only be used once per topic and contains enough for one person.
Crimson Pestilence
Black Harvest Campfire Stories
This potion is made of a sickly red crimson liquid, from the crushed up remains of shed insect shells; it possesses no odor, and is nearly unidentifiable when slipped into a liquid, save for its sheer density. When someone drinks this potion, they will begin to feel woozy, as if they have had just a little too much to drink. In the next post after they have ingested the elixir, they will begin to feel sick, and their stomach will feel heavy like they had swallowed lead, making it difficult for them to move. In their second post, they will be forced to empty the contents of their stomach, which have taken on the crimson appearance of blood. Comes with enough for one use.
Cirice's Divinity Charm
A unique charm that can be attached to a weapon, and has a tiny fraction of energy from an extra planar 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.
Dragon Chocolate
A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Chocolate
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Chocolate
A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
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 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.
Eternity Ring (Sylvari's) (Wearing)
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 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.
Etched Petal
A single petal from a beautiful flower that never dies or wilts away. Upon receiving, your name magically appears etched into the flower petal, and can be given to another Player Character. If someone owns a petal with your name on it, they will be able to treat you as a spell casting focus, able to cast spells on you without needing to see, touch or know where you are. Three times per topic they can channel a spell through the petal and affect the person who's named is etched into it, allowing that spell to take effect on or through that person. Can only have one petal active on your person at once
Rings of Forged Connection
Mystical Archive Ticket from Check for Ticks
A set of matching rings. When both rings are worn (either on both of your hands or by you and one other person), you can create a string of pure light between the two rings. When the rings are a short distance from one another, the light-string possesses elastic properties - it can even be used as a makeshift sling. If two different people are wearing each ring, they cannot get more than thirty feet from one another before the string dissolves. The string otherwise cannot be broken.
Grafts:
Feathery Angelic Wings
(Bat Wings)
Mystical Archive Ticket from What Lurks in the Murk
A pair of feathery angelic wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. They can be used in offensive and defensive ways. The wings can only be out and used for three post before they retract, having a two post cool down. While the wings are open the owner can use a form of celestial light location. You send out celestial Light waves bounce off of objects and illuminating them to you. This allows you to detect any creature in a 500 foot range.
Tattoos
Celestial Strength Tattoo
(Bulls 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.
Vehicles
None at the moment
Prestige Classes
See below
Sub Classes
Fighter's Guild Stalwart
Mystical Archive Ticket Hearth Day Give Away
Rage Before the Storm
You gain access to the Berserker's Rage ability from the Berserker prestige class and follow all rules of the ability. You can activate this rage once per topic. If you posses the Berserker class you instead follow all rules of the Rage ability minus the downside. While in your rage state you can now cast spells and activate abilities as if you were not raging, giving you access to those tools while still benefiting from all abilities of the Berserker class.
Sundering Strike
The Stalwart focuses on strength and power, allowing it to channel all of their rage and anger into one mighty strike. Once per topic you can deliver a mighty physical attack that not only ignores hit preventions but consumes all hit preventions an attacked area may have. This attack not only deals high amounts of damage but completely destroys and armor or defenses that may have been struck. You must be in a Berserker's Rage to use this, and using this ability instantly ends your current duration on the Rage.
Iron Skin
The physical manifestation of the honed and sculpted forms that the Stalwart's have gained make their very flesh like iron and better then any armor they could wear. Your skin gains two physical hit prevention across your entire body, protecting you from a physical non-magical attack that would strike your body.
Overwhelming Might
Stalwarts are physically impressive beings of massive might and prowess, and it shows in the weapons they wield. As long as this subclass is active you can wield any two-handed weapon or a shield in one hand, and heavy enchanted weapons and shields have all of the benefit of being heavy without being slower to use. This allows you to wield a double-handed weapon with one single hand, or even duel wield double-handed weapons.