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Post by Rena Brighteyes on Dec 26, 2023 15:36:16 GMT -5
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Post by Rena Brighteyes on Jan 16, 2024 0:45:16 GMT -5
Skills - 14/20 Spells and Abilities Stealth - Master Quick Palm - A simple technique that allows you to hold small items in the palm of your hand with no effort at all. You have mastered the skill of holding an item in your hand and making it look natural. In addition you can hold the item in a way that makes it look like the item is not there, concealing it within your palm. This does not work on large items like a sword or shield.
Surface Scaling - This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal.
Backstab - You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage.
Invisibility - You cause a shimmer to fall over your body as your entire person becomes invisible. You become transparent and incredible hard to see, both while moving or standing still. Anyone just glancing or looking at you will find it impossible to see you, however the more you move the more it breaks the effect, meaning attacking someone or casting a spell will cause you to become visible for a few moments.
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.
Lock Pick - This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell.
Sea Domain - Master Cold Touch - Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. - Additional ice damage or reduced damage
Permafrost - A unique spell that you can cast before or in conjunction with another ice spell. The next ice spell you would cast after casting permafrost will become immune to heat and fire, unable to be melted or effected by the heat. This allows you to use your ice spells against fire mages without getting completely countered.
Ice Bridge - A long thick expanse of ice forms from the bottom of your feet and stretches out over a certain area. This ice will bridge any gaps or holes, creating a walkable surface where there use to be none. This bridge will remain until shattered or melted by high amounts of fire and heat.
Space Domain - Novice Summon: Possession - You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something to big or heavy to hold.
Blink - This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Earth Domain - N/A Petal Storm - Spring Shop This spell is a fluid and rhythmic spell; it often appears as a dance when cast; and allows the caster to control leafage of the flora in their surroundings. This spell picks up fallen leaves and petals from the ground, or pulls them off nearby flora, and whips them around the caster, following the movements of their hands; being hit by this spell will cause dozens of small, painful cuts where the edges of leaves and petals have brushed.
Stinging Nettles - Spring Shop You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts. Dark Domain - Exalted Thought Hemorrhage You target one person you can see, filling their mind with a momentary lapse of memory. They will instantly forget any spell that they have already cast this topic, unable to use that spell in any form for the rest of the current topic, regaining memory of the spells afterwards. Blades - Master Marksman - Master
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Post by Rena Brighteyes on Jan 16, 2024 0:49:44 GMT -5
Items - 4/12 Throwing Knives - 1 - Dual Shot, Magic Blocker - Bonus Enchant Slot and doubled capacity from Foot Soldier a set of five long, slender bayonets balanced both for melee and ranged combat. crafted by her husband, Tolling Bell, incorporating his molted feathers into the steel and possibly containing his very soul. Ice Skates - 0 - Winter Shop A unique metal attachment that can be fitted to any kind of shoe or boot. Two thin metal blades are built into the shoe and are able to be popped out or popped back in by clicking the sides of the shoes together. When summoned, these thin blades will be coated in a very thin veil of ice, allowing the user to skate across solid surfaces such as earth and stone. The blades can also be used as weapons when kicking. Wand - 0 - one charm A simple length of bone about eight inches long, possibly carved from a femur. Inlaid with intricate patterns of tarnished silver, this wand has been passed down through the Brighteyes family for generations and can only be wielded by the rightful head of the clan. Rose Urumi - 2 - Spring Shop A beautiful blooming blade donned with roses and twisting vines along its hilt. This rose urumi can be unsheathed to use as a sword, or can be used as a bladed whip when the blade separates into fragments. This urumi seems to be held together by thorned vines, and it can be easily switched between its two different forms with a flick of the wrist. The roses at its hilt seem to shed their petals with sweeping motions, but will never become petal-less. Meticulously crafted by her husband as a wedding gift, this blade incorporates a strange variety of rose unique to The Valley of Crows, which changes color to match that of the holder's eyes. Lifespark Earring - 0 A small, yellow sun shaped earring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions. Stormrider's Cloak - 1 - Flavored to ScarfA cloak commonly worn by Storm Raiders and natives of the Dragon’s Cradle. This cloak offers no hit preventions, but it seems to have been woven out of a thread possessing a powerful enchantment. If wearing this cloak during a magical or nonmagical storm, you are not buffeted by the intense elements, and can move around freely. The cloak repels rainfall, preventing you from getting soaked to the bone and allows you to move without being slowed by the storm. In addition, once per topic when struck by an attack, the cloak lets out a loud thunderclap that stuns all enemies spells within the vicinity, preventing up to three enemies from casting Exalted or Master level spells.
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Post by Rena Brighteyes on Jan 16, 2024 0:52:47 GMT -5
Grafts Wings! Crow can fly! Crow fly good! You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Drake Gland - IceThe Curse inflicted upon Rena by the pact she forged with the Hag has changed her, warping her body as surely as it warped her soul and mind. As a result, she has developed the breath-gland of a young ice-drake.
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Post by Rena Brighteyes on Jan 16, 2024 0:54:58 GMT -5
Tattoos
None at the moment!
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Post by Rena Brighteyes on Jan 16, 2024 0:56:58 GMT -5
Vehicles
None at the moment!
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Post by Rena Brighteyes on Jan 16, 2024 0:58:13 GMT -5
Homes The Crow's Barrow - Small House
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Post by Rena Brighteyes on Jan 16, 2024 1:00:12 GMT -5
Prestige Classes Spirit Guardian - 2 Guardian Spirit The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on (a medium sized creature is defined as being between 3 feet and 8 foot tall). The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall (an elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e. a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura). The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Caller of Spirits The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Warlord - 2 Hired Help A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
Two for one The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently. Chosen Rune - Ice - An Ice rune etched into the item causing the blade to appear blue and giving off a cold sensation. Small icicles form across the item and attacks from this weapon deliver icy cold freezing wounds, preventing the use of that limb for the next post. Necromancer - 2
Undead Servant You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however cannot deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant cannot be killed.
Undying Frenzy You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and cannot go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Persistent Dead Any creature or minion you summon (must be from the Dark Domain shop or from this class) will have its duration increased by one. This allows it to remain for one extra post longer than its normal duration. Your summoned minions also become immune to effects or abilities your enemies control that would end their duration early, with the only exception being to straight up deal damage and kill them again. Spells and abilities that would remove the creature or banish it no longer take effect.
Army of the Damned The amount of summons or minions you control (must be from the Dark Domain shop or from this class) is now increased, allowing you to have two of these summoned creatures out at one time. They still follow their individual rules and guidelines, but can now remain in existence together. As long as two are out, you can not summon a new one until one of them leaves the battle field. Quillomancer - 1 Inked Markings The Quillomancer's tool of the trade is a small, glass vial of black writing ink, which all Quillomancers keep on them. By infusing your magic into this ink, you can place your hand on a target, transferring the ink onto their skin in the form of a tattoo of your own design. You can make three tattoos per topic, which are permanent and stay until the end of the topic, morphing back into ink when the topic ends. Anyone who has an Inked Marking will be able to telepathically communicate with others who also have an Inked Marking, even if they are unable to see one another. Those with an Inked Marking will also know the exact whereabouts of others with the markings, able to speak with and track others affected by the tattoos. An individual can only have one Inked Marking applied.
Summons from the Void Must have Master in Dark Domain to unlock this feature Utilizing the unique intricacies of Dark Domain magic, you are able to create semi-living creatures of Ink known as Ink Blights that follow your every mental command. Twice per topic you can create a creature made out of ink that is no larger than medium-sized (7 feet max). This creature will last for two posts and will follow your commands, able to attack or defend with basic actions, such as scratches, bites, or tackles. The blights can cast any novice level Dark Domain spell that you own on your inventory but can only cast one spell per post. These creatures also have a single hit prevention and if they receive any damage past that they burst into a cloud of obfuscating ink that lasts a single post.
Ink Wielder Must have Master in Sea Domain to unlock this feature Mimicking the flow and shape of water, Quillomancers with skill in the Sea Domain can form ink into any item from the general weapon and armor shops twice per topic; creating a functional replica of whatever item you are creating. You are considered to be at the same skill rank with any weapon wielded this way at whatever rank you are with Sea Domain magic. You can use these items as casting sources for spells from the Sea Domain as well, however if you use an item in this way as a source of water for a spell it is consumed in the process. These items will remain for the duration of the topic or until consumed by casting a spell.
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Post by Rena Brighteyes on Jan 16, 2024 1:02:20 GMT -5
Subclasses -1/2 Oniwanban Footsoldier Oniwanban Foot Soldiers are the brute force of the organization, rushing in and using raw power to overwhelm the enemy. The Oniwanban keep groups of Foot Soldiers stationed all over the islands, ready to spring into action when the islands are in need of defense. Multi-Attack The Oniwanban Footsoldiers are trained in the ways of the mighty Bushi of the Isles and are capable of attacking with rapid speed. Three times per topic, when an Oniwanban Footsoldier attacks with a melee weapon they make an additional attack in the same moment. This can stack with the Double strike enhancement allowing for three strikes in the breadth of one motion. This also affects weapons indicated in the Throwing Arts ability. Gun Brace The Oniwanban have used the black powder supplies they steal for another purpose as well, arming their operatives with a brace of two pistols that have an over under double barrel architecture. Each pistol has two shots per topic. The pistols are of solid enough construction that they can be used as clubs or tonfa like weapons as well and the gun itself can be enhanced with enhancements from the Blunt Shop.
-Has one enhancement slot that only affects the pistols when used as clubs or tonfa.- Throwing Arts The Footsoldier is never without a weapon as long as they have a sharpened stone or length of metal. Ninja Stars, Throwing Knives, and Blowguns have twice the amount of ammo and an extra enhancement slot when wielded by an Oniwanban Footsoldier as they have been taught the secret ways of shurikenjustsu long used by the Oniwanban. Climbing Arts Foot soldiers are experts in getting to their targets and allow nothing to stand in their way. They have perfected the ability to scale walls and hazardous inclines without getting hurt or triggering traps. Walls, barriers or other obstacles can easily be scaled or maneuvered over without slowing the foot soldier down at all. They also ignore obstacles such as spikes or hot water, and do not trigger traps intended to prevent movement, on or off the ground. Tools of the Trade The Oniwanban use unconventional weaponry that can be quickly converted into other more mundane items if the need arises. As a member of the Oniwanban you also have access to the below items: The Monk Spade The Monk Spade is a staff used commonly by the traveling monks of the Isles, and sports a crescent moon on one end and a stylized spade tool head on the other side. Both are razor sharp on either the inner or outer edges of either end and are as durable as the stone itself. The staff hides a hidden use as well other then appearing as a symbolic ritual tool of the Crescent Isles Moon Sect. A chain resides in the rod of the staff and with twists of the handle it can separate into a three section staff, opening up new avenues of attack. -Has two Enhancement Slots that can be used with either the Blunt or Blades shops- The Walking Sword The walking sword typically looks like a bamboo cane found throughout the crescent isles, however it hides a deadly secret as it houses two wakizashi length blades at either end of the cane that can be unsheathed from it. This blades are deadly in the hands of the Oniwanban and easily concealed by their agents. Has two Blade type enhancement slots - Doublestrike, Dashing Pills of Vitality One of the secret alchemical arts of the Oniwanban, every Foot soldier is given a small case of three pills that can be consumed while in battle. You can only be under the effects of a single pill at a time, with each pill lasting for two post. After the effects of the third pill wear off, you are burdened with fatigue, unable to cast spells or use martial skills for the rest of the topic.
For each post you are under the effects of a pill, you gain an extra Action during the Action System, all of your weapons are considered to have the double strike enchantment and you gain one hit prevention against physical attacks or martial skills per post.
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Post by Rena Brighteyes on Jan 16, 2024 1:03:48 GMT -5
Curse Werebeast Ancient tales tell of a group of soldiers who stumbled upon a flock of Fae and decided to capture them, hoping to turn them into some kind of oddity. Out of greed, the men attacked and tried to take off with the strange creatures. To defend themselves, the Fae cursed the soldiers, turning them into savage, wild animals. The Were curse is an ancient curse that plagues mortals, turning them into wild beast and savage hunter. (You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Werebeast is sold, removed or deactivated, you lose access to all class features.) Primal Form You have been cursed by an ancient Fae curse which has taken ahold of you, allowing you to change your form into that of the animal spirit which now lives inside of you. Upon earning this Curse, you choose one animal type from one of the three domains listed below, gaining a special ability based on the domain the animal is chosen from.
Earth Domain animals include any non magical animal that live exclusively on land, such as cats, dogs, or insects. Most mammals fall under this category as well. More exotic animals such as elephants, rhinos and other less common creatures can also be chosen.
Your hide becomes incredibly tough, almost acting like a natural armor. While transformed You have two hit preventions against non mental attacks while in this form, which cover your entire body. 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. Additonally, your senses become heightened, incresing 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 Rena Brighteyes on Jan 16, 2024 2:01:03 GMT -5
NPCs Spirit Guardian Tolling Bell - Bell - Rena's beloved husband, whom she lost in the snows of Fimbulwinter. his ragged feathers are speckled with burning embers, and his eyes burn a brilliant, piercing amber. Bell tends to be blunt and to the point, stating his thoughts honestly and often without sugarcoating. a smith by trade and a warrior by necessity, he holds that it's easiest to get the true measure of someone by seeing how they behave under pressure.
Warlord Distant Whistle - Whistle - a young crow aviankin, trained in the Blades skill to the novice level and equipped with a pair of fighting knives. her eyes are the color of rubies, burning to a infernal red when angered. She particularly enjoys playing with her siblings, though sometimes it less resembles play and more resembles harassment.
Winding Gears - Wind - a young crow aviankin, trained in the Marksman skill to the novice level and equipped with a heavy crossbow and 15 bolts. his eyes are golden hue, turning an electric yellow when angered. He's particularly fond of pranks, and can often be found sneaking around his murder's burrow in an attempt to catch his siblings off guard.
Necromancer Buzzing Locusts - the skeleton of a young crow aviankin. his eyelights are emerald in color, and change shape based on his emotions. common shapes include stars and horizontal lines. His bones are adorned with spectral feathers in various places, though all placements are optimal for emoting. Anxious and retiring, he'd happily spend however much time he's got left with his beak in a book or his hand in a sketchpad, but he's willing to break out of his comfort zone for his family. It's when his eyelights burn an acidic green and the incessant trembling stops that he becomes a dangerous, almost psychotic creature that better resembles the stereotypes about the undead. but even in this state, he remains firmly focused on the goal of protecting his family.
Wind through Bones - Wind - the skeleton of a young crow aviankin. her eyelights are rose gold, and change shape based on her emotions, commonly including hearts, stars, and horizontal lines. Her bones are adorned with spectral feathers in various places, though all placements are optimal for emoting. Excitable and affectionate, this little skeleton can often be found snuggling with one of her living family members, and she's particularly fond of her twin's hugs. It's when her rosy eyes pale to white that she becomes a manic creature obsessed with spilling the warmth of the living, though that desire is always carefully focused toward her murder's enemies.
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Post by Rena Brighteyes on Feb 13, 2024 17:49:10 GMT -5
Pets Snowy Owl A large snow owl from Frost Gale. Beautiful creatures that live in the forest and are used by mages to deliver messages and packages. This pet can not attack but is large and strong enough to pick up and carry items, including being able to lift a living creature for two post. This owl can cast the snow flurry and Heavy Blizzard spells once per topic. (Counts as a pet) Dancing Chain x2 A six-foot long and solid steel chain; it is lightly coated in ice and gives off a faintly cold sensation. This chain is animated and will slowly float around the owner with a mind of its own. This chain can not be used to attack, but can be summoned to defend its owner; it will float in front of an offensive physical attack such as a fired arrow or a sword slash. - Flavored as shields that crystallize from shards of black ice before shattering on impact.
The Dancing Chain can block one attack before needing to recover for three posts. You may only have two chains out at one time. (does not count as a pet) Wind Pixie 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 wind magic, which turns all damage the owner would do into wind damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only wind 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. (does not count as a pet)
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Post by Rena Brighteyes on Apr 2, 2024 19:18:53 GMT -5
Materials
None at the moment
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Post by Rena Brighteyes on Apr 3, 2024 18:45:54 GMT -5
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Post by Rena Brighteyes on Apr 14, 2024 18:09:39 GMT -5
Mystical Archive Tickets - 0/5
Winter's Crown - 1 - spent - Werebeast Curse Hearth day Giveaway - 1 - spent - Lifespark Earring Walk through Wonder p1 - The Gray Circle - 1 - Stormrider's Cloak TotM - 1 - spent - Obiwanban Foot Soldier Subclass TotM - 1 - spent - Thought Hemorrhage Spell
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