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 (Master)
Spell/Skill Slot:28 of 30
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 Stance
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 Strike
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 Shield Stance
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 Motion
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.
Tower Brace Shield Stance
A defensive stance that shield users can take to defend from a large attack over several moments, like a rain of arrows or a shower of stones. By taking up the stance, the user places their shield directly in front of their body, bracing with both arms. They hold this stance for the entirety of their next post, gaining unlimited hit preventions on the shield against both physical and magical ranged attacks. However while in this stance the user can do nothing else. They can not move, use abilities, skills, passives or cast spells, making you completely immobile during the duration of the block. Can use once per topic.
Cavazione Shield Stance
A technique that requires a weapon/shield/object to parry and a weapon/shield to do damage. The user's stance positions the parry toward the target gaining a hit prevention against physical attacks, upon engagement the user can sacrifice their stance's hit prevention to grant their offensive item the ability to bypass hit preventions for that attack. This refreshes after three posts after the user reengages the stance.
Blade Skill Heart Seeker Strike
Gerhart's Final Strike Stance
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 Stance
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 Strike
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 Strike
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 Strike
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 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 Stance
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.
Volley Shot Strike
Marksman
Overloading your Marksman weapon, you fire five shots/attacks at your target all at once and with pinpoint accuracy. You can attempt to strike at the same spot multiple times, or five different targets all at once. Can only be used twice per topic.
Javian's
Falcon Wing Stance
Falcon Wing Stance
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.
Conditional actions
Strike, Double Strike
This ability can be used when you have successfully hit with another strike action, and allows you to make a follow up attack with either your offhand weapon or the same weapon you used to make the initial strike.
Stance, En Garde
When you take this stance, you prepare yourself to block or dodge an incoming strike granting you a hit prevention, this also allows you to use a Conditional Strike or Motion ability if you block or dodge an incoming attack by your next post as a follow-up to whatever action was used to block or dodge. This use of a Conditional ability as a follow-up does not consume an action.
Motion, Push or Pull
After a successful strike action or strike conditional ability you can either push or pull a target a range band, based on range the interaction occurs at, in either direction, moving them away from you or towards you as you please. Once you have either brought the target closer or moved them further from you, all control of their movement you had is ended.
Motion, Sweep
This conditional can be used when you have grabbed or grappled a target, or made a recent strike attempt. You make a targeted effort to shift the opponent from standing to a vulnerable prone position this bypasses hit preventions. You can then follow-up with Conditionals related to a target or yourself being prone or on the ground positioning.
Strike, Drop Smash
Activated by the target being on the ground or in the process of going to the ground, Drop Smash is a strike that uses gravity to enhance the power of a blow adding the Bludgeoning effect from the Weapon shop to the blow.
Motion, Flowing River Stance: Tidal Shift
Once you use this ability you can add an additional range band of movement to an affected target that is already in motion or move your self one range band closer or further away. You can only make this ability as a conditional action following another CMT or Martial Technique that has the Motion, Control or Strike tags and causes movement on the target.
Stance, Flowing River Stance
Upon entering this stance you cause your movements to become more flowing or reactive in nature, and you can enter this stance as a free action on your turn. While in this stance you can use the Strike, Control and Motion CMT's related to the Flowing River Stance, you may also use them as linked conditionals to any CMT or action taken by you during your turns regardless of the CMT's requirements.
SPELLS
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.
Massive Healing
Light Domain Spell
A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.
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
A shiny white horse with deep gold eyes. The mane and tail hair that gives a wavering misty bright light. The misty light will not hurt its rider but will burn with its misty light anyone who does not own the horse. This creature acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner.
Armored Banner
Summer Givaway 2024
A set of lightweight armor given to mounts used in jousting, often decorated with sigils or banners of the owners' house. This item is crafted to specifically fit your mount (can be repurposed if the mount changes) and offers the mount protection during battle. The mount wearing this armor has two hit preventions against physical martial attacks.
Terror Bird
(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.
Violet is a petite Pixie. With long curly hair topped off with flowers most of the time. She is like most Pixies likes flowing dresses to wear. Her wings have a blue tent to them. Along with her clothing and hair. The best word to describe her is cute. Violet 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 Deputy 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 Scout. 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 Minister of Information (spy) is second 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.
Armor
High Quality Armor
Heavy Armor: Plate
Helmet Hit Preventions: 4
Name: Helmet
Type: Armor
Size: Heavy
Zone: Head
Enhancements: none
Total Purchase Price: 50 Solars
Type: Armor
Size: Heavy
Zone: Head
Enhancements: none
Total Purchase Price: 50 Solars
Chest Armor Hit Preventions: 4
Name: Plate Armor
Type: Armor
Size: Heavy
Zone: Torso
Enhancements: None
Total Purchase Price: 50 Solars
Type: Armor
Size: Heavy
Zone: Torso
Enhancements: None
Total Purchase Price: 50 Solars
Arm and Hand Hit Preventions: 4
Name: Plate Armor
Type: Armor
Size: Heavy
Zone: The Arms and hands
Enhancements: None
Total Purchase Price: 50 Solars
Type: Armor
Size: Heavy
Zone: The Arms and hands
Enhancements: None
Total Purchase Price: 50 Solars
leg and feet Hit Preventions: 4
Name: Plate armor
Type: Armor
Size: Heavy
Zone: The legs and feet
Enhancements: None
Total Purchase Price: 50 Solars
Type: Armor
Size: Heavy
Zone: The legs and feet
Enhancements: None
Total Purchase Price: 50 Solars
Kite Shield Hit Preventions: 3
Name: Kite Shield
Type: Shield
Size: Heavy
Zone: body
3 Attachments: Spikes: Spikes are small metal rods sharpened at the ends and stick out about half an inch from the armor or shield they are built into. These spikes are very sharp and act as a deterrent or potential offensive weapon for the Shield, being able to stab opponents within melee range for Minor Wounds using the Piercing typing.
Total Purchase Price: 80 Solar.
Type: Shield
Size: Heavy
Zone: body
3 Attachments: Spikes: Spikes are small metal rods sharpened at the ends and stick out about half an inch from the armor or shield they are built into. These spikes are very sharp and act as a deterrent or potential offensive weapon for the Shield, being able to stab opponents within melee range for Minor Wounds using the Piercing typing.
Total Purchase Price: 80 Solar.
Weapons:
Ray Bow (Spring Shop)
Quiver for Arrows
20 Arrows normalName: Ray Bow
Type: Marksman
Size: Large
Damage Type: Piercing
Specialty: Reach
Enhancements: 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.
Total Purchase Price: 40 Solars given at Christmas 2022.
Type: Marksman
Size: Large
Damage Type: Piercing
Specialty: Reach
Enhancements: 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.
Total Purchase Price: 40 Solars given at Christmas 2022.
Quiver for Arrows
Name: Arrow
Type: Marksman
Damage Type: Piercing
Specialty: Reach
Enhancements:N/A
Type: Marksman
Damage Type: Piercing
Specialty: Reach
Enhancements:N/A
Obsidian Arrows (x10)
Name: Arrow
Type: Marksman
Damage Type: Piercing
Specialty: Reach
Enhancements: Long, slim pieces of carved deadwood fitted with thin, obsidian arrowheads. These obsidian arrowheads can be used like a normal arrow, but are crafted and fine-tuned to explode upon impact with hard object(s). Shooting an obsidian arrow into any surface as hard, or harder than stone, will cause the arrowhead to explode— sending sharp scatterings of shrapnel and splinters of deadwood into anyone and anything within a 5 foot radius.
Type: Marksman
Damage Type: Piercing
Specialty: Reach
Enhancements: Long, slim pieces of carved deadwood fitted with thin, obsidian arrowheads. These obsidian arrowheads can be used like a normal arrow, but are crafted and fine-tuned to explode upon impact with hard object(s). Shooting an obsidian arrow into any surface as hard, or harder than stone, will cause the arrowhead to explode— sending sharp scatterings of shrapnel and splinters of deadwood into anyone and anything within a 5 foot radius.
Paladin's Blade (Bonded) (Element light)
Chattering Chompers Turned in for 1 Mystical Archive Ticket
Chattering Chompers Turned in for 1 Mystical Archive Ticket
Name: Paladin's Blade
Type: Blade
Size: Large
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: A white gold and sliver 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.
Total Purchase Price: 1 Mystical Archive Ticket
Type: Blade
Size: Large
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: A white gold and sliver 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.
Total Purchase Price: 1 Mystical Archive Ticket
Name: Falcon Kukri Blade
Type: Blade
Size: small
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: 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 Cold Iron enchantment Causes a lingering effect of malaise, slowing the target’s speed by half and preventing them from accessing their magic.
Total Purchase Price: Completed Quest
Type: Blade
Size: small
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: 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 Cold Iron enchantment Causes a lingering effect of malaise, slowing the target’s speed by half and preventing them from accessing their magic.
Total Purchase Price: Completed Quest
Normal Dagger
Normal Dagger Naesala has it
Name: Dagger
Type: Blade
Size: Medium
Damage Type: Piercing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 25 Solars
Type: Blade
Size: Medium
Damage Type: Piercing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 25 Solars
Normal Dagger Naesala has it
Name: Dagger
Type: Blade
Size: Medium
Damage Type: Piercing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 25 Solars
Type: Blade
Size: Medium
Damage Type: Piercing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 25 Solars
Normal Long Sword Naesala has it
Name: Long Sword
Type: Blade
Size: Large
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 35 Solars
Type: Blade
Size: Large
Damage Type: Slashing
Specialty: Hand to Hand
Enhancements: None
Total Purchase Price: 35 Solars
Tourney Favor summer 2023
Attached to Paladin's Blade
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 (Cold Iron).
Equipment:
6 of 25 weight points
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 (Paladin's Blade)
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
A ring, charm, or piece of jewelry that bears your sigil and is proof of your nobility. Wearing this signet allows you to move throughout the world of nobility freely, attending parties, meeting others and never being turned away. You are respected among your circles, with many trying to gain your attention or favor. You finding gaining access to most areas of Charon easy for you now, and are rarely turned away from most locations, establishments or activities.
Gingerbread Cottage Key
Mystical Archive Ticket Dragged into the Sea
A small key made of gingerbread. With enough room, this key can be pushed into the air and turned, opening the door to a lovely gingerbread cottage. This gingerbread cottage has two rooms— one for a living space, and one for a kitchen— and can hold up to six full sized individuals. It is fitted with beds and tables equally made of candies and confections, all of which are edible. The gingerbread cottage gives off a cozy warmth, and is alarmingly hardy under the most severe of weather; to anyone on the outside who does not have the key, this gingerbread cottage simply cannot be perceived or accessed. The cabin can last for 12 hours, before expelling you back out to where you entered.
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.
Eve of Harvest
Mystical Archive Ticket Hearth Day Quest Name Do we part.
An ornate skull etched into your skin which lies dormant until you die or fall unconscious due to damage. The first time you would die or fall unconscious in a topic the tattoo will glow, replenishing any used prestige or subclass abilities. You will remain unconscious unless returned by other means. But if you manage to do so, all of your spent class abilities are refilled.
Vehicles
None at the moment
Prestige Classes
See below
Sub Classes
Fighter's Guild Stalwart
Perfection in a Bottle Mystical Archive Ticket
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, 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.
Squire of the Order Knights of Duros
The Pen
Your assurances carry great weight, with those around you hanging on to every word; your reputation proceeds you. Those who support you and your order are quick to offer their aid. Once per thread, you may choose to pledge your support to someone or their cause, marking them as an ally for the next three post. While pledged to another, both you and that ally gain one extra use of any martial abilities they may have for the duration.
The Sword
With the emblem of your order emblazoned on your person, wherever you go, people cannot help but take notice; your reputation proceeds you. Those who oppose you and your order are quick to retreat when the option is available. Once per thread, you may choose to disavow a single target, marking them as an enemy for the next three post. That enemy is unable to use any martial abilities against you or an ally marked with The Pen.
I'm Okay!
Sometimes the thing you are trying to do doesn't pan out and something goes side ways, It happens to the best of us. You have learned to ignore damage and push past your limits until the wound can be attended to. Once per thread, if a Major wound or severe damage would cause you to fall unconscious or die, you can instead ignore the pain to keep pushing forward until the wound can be attended to or you receive more damage.
High Quality Armor
Your training and your station have provided you with the best armor that your Order can provide. Each piece of armor that you are wearing that has a hit prevention gains one extra hit prevention which only applies to physical damage.