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Post by Ambika Shanti Phairot on Aug 11, 2024 4:00:52 GMT -5
Skill Levels Marksman - Exalted Blade - Exalted Stealth - Exalted
Prestige Classes Bardic Virtuoso - Level One (Song) Sharpshooter - Level Three
The Hunter - Level Three
Shadow Dancer - Level One
Subclasses Oniwanban Shadow Scarab
Curses Phantom
PassivesBlood Scent | You are able to smell blood as easy as any other normal smell, regardless of how little the amount is. Once blood has left a body, you are able to pick up on the scent and follow it, making this a useful feature for tracking injured prey or hunting for food. The scent is pleasant to you and non invasive, and can not be turned off or affected by spells. | Mystical Archive
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Crafting Materials x1 Fang Spells/Skills (9/10) Minor Trickery
| Stealth Ability (Novice) | You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction. | Long Stride | General Arcana (Seasonal)
| This spell can only be activated and used by the owner of the spell, only affecting their own person. The next time the owner would jump, they can instead jump three times their normal distance. This allows them to jump over gaps or obstacles, or even scale high walls. This spell only effects the next jump and must be used again to gain the effect an additional time. | Silent Step | Stealth Ability (Novice) | 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. | Quick Palm | Stealth Ability (Novice) | 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. | Lock Pick
| Stealth Ability (Novice) | 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. | Cats Grace
| Stealth Ability (Novice)
| Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) | Sleight of Silence
| Stealth Ability (Event)
| A quick handed ability that allows you to quietly and discreetly slip a small hand held object onto someone else's person. Once per topic, if you are within arms reach of another, you can slip an object onto their person without being noticed or detected. If you possess the Oniwanban Shadow sub class then you are able to freely attach your Smoke Grenades or Sacred Scrolls to any of your weapons or class items for free. |
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| Viper Dance
| Martial Skill (Event) | A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic. | Desert Blessing
| Earth Domain Spell (Event)
| An Earth Domain spell that allows the caster to form a weapon out of sand and earth. Sand will flow through your hands and take the form of one of the weapons listed below. You are considered to be Master level with the weapon if you do not already have the weapon's skill. You can only summon one weapon per cast, able to cast this twice per topic. The weapon will remain for three post and will deal earth damage. Since the item is formed from sand, if it is damaged or broken during its duration, you can use sand to reform and mend the item. -Fighting Knives -Glaive -Fighting Sticks -Throwing Knives -Knuckle Knife |
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Inventory (7/24 weight points)
Weapons (6)
The Amorphous Concerto (Craft)
| An ever-so-slightly shifting crossbow that defaults to the shape of a lute, but is also capable of taking the form of other string instruments, large and small. The user can take an action to transform it into any marksman weapon. The item can be freely changed back and forth between weapon and instrument by taking an action. Once per thread, the target can launch a powerful anti-magic projectile. Upon a successful hit, the target will be unable to use any spells for one turn. The transformation and the anti-magic use count as two different actions if used together in the same post. Marksman | Large | Piercing | Ranged
Enhancements: Enhanced Instrument Attachment: Tourney Favor (unused)
| Weapon 3 Points
| Fear Tips (x5)
| A set of metal arrow heads or bolt tips that can be fastened to arrows or bolts. When this bladed tip injures someone, for the next post that person will become terrified of the person who shot the projectile. They can not move towards the shooter and can not take any offensive actions against the shooter. Marksman | Small | Piercing | Ranged
| Ammunition 1 Point(s)
| Obsidian Arrows (x5)
| 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. Marksman | Small | Piercing | Ranged
| Ammunition (1 Point(s)
| The Kusarigama (Oniwanban Shadow)
| The Kusarigama is comprised of a Kama or Sickle, and long piece of chain with a weight attached at the other end. You can use this weapon to grapple people or objects and pull them towards you a short distance, as well as attack with the sickle or weighted side at range. -Has two enhancement slots, that can be used on enhancements from the Blades or Marksmanship shops- Blade/Marksman | Medium? | ? | Ranged
Enhancements: 0 out of 2
| Weapon 0 Point(s)
| The Folding Shuriken (Oniwanban Shadow)
| The folding Shuriken looks like a large talon like blade attached to a circular ring, with the blade being roughly the size of an adult human forearm and looks very similar to a hoof knife meant for the large stone Oxen found throughout the Crescent isles. The user however can unfold the blade into a four bladed star shaped throwing weapon, making it look like a comically large shuriken. These are typically used with rope or wire to redirect them once thrown and retrieve them easily. Blade/Marksman | Medium? | Slash | Ranged
Enhancements: 0 out of 1
| Weapon 0 Point(s)
| 'The Sand Delphinium' Desert Stinger (Scarab)
| The Scarab has a unique weapon at their disposal, a six inch knife or blade that is mounted into a bracer and worn on the forearm. The blade can be retracted by a single flex of the forearm muscle, allowing the scarab to summon or return the blade almost instantly. This makes it the perfect assassination weapon, able to be hidden and concealed until needed. Scarabs often used this weapon to initiate surprise attacks, or keep their hands open and free from weapons. The Scarab is considered Exalted when using this hidden blade and can use sand from Born from the Desert to repair the knife if it breaks or becomes damaged. Blade | Small | ? | Hand to Hand
| Weapon 0 Point(s)
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Equipment (4) Veiled Sunhat (Clothing) | A sunhat popularized in the deserts of Zeinav; this hat is veiled by translucent sheer fabric around its rim which falls down to the wearer's shoulders. The veil blocks both sand and sun from hitting the wearer's face. While wearing this hat, your sight is unaffected by particles such as snow, sand, or silt. | 1 point(s)
| The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. | 0 point(s) | The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points.
| 0 point(s)
| The Mask
| A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again.
| 0 point(s)
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Items (0)
Mystical Archive/Giveaway Items (2) Tourney Favor
| 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.
| 0 Point(s)
| The Weaver's Dreamcatcher
| A dreamcatcher made from spider’s silk and an ashwood rim. It is small enough to be hung from the belt of the user and worn as a charm - the dreamcatcher acts as a sieve, collecting nightmares in its web. This dreamcatcher collects nightmares in its net like flies in a web, saving it for later. Once per topic, the dreamcatcher will protect you from those that might project nightmares into your subconscious. Additionally, when you are exposed to a visual illusion, you may pull out your dreamcatcher and stare at the illusion, projecting one of your nightmares onto it. The illusion will be transformed into a person or creature or object from your own bad dreams. The new illusion will indiscriminately haunt for the next two posts, and while it cannot make physical attacks, it can move objects as if casting telekinesis and subjects everyone who can see it to the reality of your worst nightmares. The dreamcatcher requires a three-post cooldown before it may be used again.
| 1 Point(s)
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Grafts/Tattoos
Unknown Mark (Eve of Harvest)(MAT)
| An unknown mark that blends in seamlessly with her back, barely perceptible to the eye. Ambika is unaware it exists.
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. | 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-
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Vehicles
None
Homes
None
Mystical Archive Ticket Management (7/7 used)
Source | Usage | Character | Summer Festival (2024) | Eve of Harvest | Ambika Shanti Phairot | World Plot: Walk through Wonder Part 3
| Gingerbread Cottage Key | The Beanies (and Demony)
| Thread of the Month (October 2024)
| A Touch of Warmth
| The Beanies (and Demony)
| Campfire Stories (2024)
| The Weaver's Dreamcatcher
| Ambika Shanti Phairot | Thread of the Month (November 2024)
| Blood Scent
| Ambika Shanti Phairot | Eclipse the Sun: Trouble in Guandao Part Three
| Scarab
| Ambika Shanti Phairot | Come little ones (Fall Renown 2024)
| Wizards Hat
| (L'atio and) Zinnia
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Post by Ambika Shanti Phairot on Sept 7, 2024 23:35:01 GMT -5
Bardic Virtuoso
Bardic Virtuosos are masters of performance, they include singers, dancers, and entertainers who have interwoven their art into their abilities. Not only are they extremely skilled entertainers, but they can also be very helpful on the battlefield, making Virtuoso's unique allies to take along with you.
Level One Bardic MusesVirtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing. Muse | Description | Song | Some Virtuosos find song and music to be their magnum opus when it comes to creative muse and it empowers the music they make, giving it magical effects and strength that can quite literally move those enthralled by its sound. |
Tools of the Trade
Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you. Name | Description | Muse | Enhanced Instrument | The Muse of Song has bestowed upon you an instrument of your choice that radiates with arcane energy. You may use this instrument as a spell-casting focus, allowing you to cast spells through the instrument while you are playing it, no longer needing free hands to cast your magic. If you already own an instrument you may choose to have the Muse enchant that instrument instead, gaining this same ability. | Song |
First StepsNow that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse. Name | Description | Muse | Perfect Pitch | A Virtuoso with the Muse of Song has trained long and hard to perfect their musical abilities, so much so that they have perfected the art of maximizing a note, allowing them to sing while also performing with their instrument. If you are both singing and playing your instrument, you can cast one spell through your instrument that normally requires touch, allowing you to instead cast it as a ranged spell up to a medium distance. This can be used three times per topic.
| Song |
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Post by Ambika Shanti Phairot on Sept 23, 2024 20:47:22 GMT -5
Sharpshooter Sharpshooters are deadly long ranged fighters who have mastered the art of using a bow, crossbow or other ranged weapon. Their aim is perfect, and their wits are sharp, making them incredibly difficult foes, able to hunt any enemy and snipe any target. They have trained and honed their art, making them effective at long ranges despite the circumstances. Level One Shooters SenseYou have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy. Far SightYour aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to. Level Two Quick DrawYou now have become incredibly quick and agile with your weapons, allowing you to manipulate and use them faster than others. You now ignore the reload speed of any ranged weapon that uses ammo and can draw a ranged weapon from its resting place in twice the speed, letting you get more shots off or respond to enemies much faster than you normally could. Blood Trail
Damage done by your range weapons now cause the wounds to bleed even more, forcing excess blood from the wound. This will cause anyone who has taken damage to leave behind a blood trail, which you have trained to track. This bloodtrail will spatter the ground, leading you directly to your target. This makes it incredibly hard for your enemy to hide once you have damaged them. Level Three
Piercing Shot
With the focus and patience of a true sharpshooter, you have gained the ability to charge a shot, holding back your strike for a short duration and building up tension. You can choose to super charge your next shot, giving it extra punching power. The charged shot will ignore things like armor, structures or walls and can be used to pierce things, ignoring the defensive capability of it. This allows you to shoot through a barrier or even hit an enemy directly, ignoring their armor. You only get two charged shots per topic. Crippling Wounds
Damage with your range weapons now cause crippling wounds, wounds that sting and burn, lasting longer than normal. These wounds can not be healed by spells or abilities and take twice as long to heal naturally. This prevents others from healing the damage you dealt, allowing you to close in and truly finish off your prey.
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Post by Ambika Shanti Phairot on Sept 23, 2024 20:54:26 GMT -5
The Hunter
The Hunter is the pinnacle of tracking and investigation whether it be man, beast, or other lifeform. They are capable of acquiring vast amounts of detail about their target through their toolkit, which allows them to analyze even the smallest of hints and use them to track their target through any environment while remaining completely hidden from their enemies.
Level One Standard Equipment:One of the Hunters biggest assets is their standard tool kit, a series of unique items that the hunter outfits them self with. Upon earning this level, you gain access to the items below which get added to your inventory. These items are considered standard gear to the hunter and can be used for as long as they have not been damaged or destroyed in a topic. Investigation Kit | A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered. | Camouflage Kit | Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item.
| The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. | The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points. | The Mask | A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again.
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Improvisation EquipmentWhile Hunter's are never without their standard equipment, most of them often come with additional gear, known as improvised tools. These tools are a random assortment of items that have their own effects but can be combined to create more advanced systems such as traps or triggers. Each hunter comes with the items listed below which can be used on their own but can not be combined or utilized with other objects without a class feature. Spidersilk Wire | Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each.
| Crude Gunpowder | The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic). | Carabiners | A hinged hook around the size of a human palm, the hook locks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five. | Anchors | A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character. | Glass Spheres | An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit. | Smoke Powder | A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses. | Flash Powder | A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses. | Powdered Capsaicin
| A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses. | Powdered Glass
| A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses. | Caltrops | A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten.
| Sticky Paste | A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses. | Camo Cloth | Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four. |
Improvisation EngineerWhile a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear. Tracker ExtraordinaireOn top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
Level Two
Creative Inventor Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use. Intuitive BloodhoundYour ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
Level Three
Improvisation MasterNow a master of combining and crafting improvised items, your full inventory becomes a series of deadly weapons. You can now create three different make shift items or systems in a single post and can be used until you run out of improvised gear. If you used this ability three times in one post, the third creation counts as a free action. You can now also combine your Improvised, Standard and normal inventory gear together, gaining access to a full arsenal of items to be improvised together. Magicians SecretNothing can get passed the Hunter's ability to sense their surroundings now. You are able to sense any hidden object, person or living creature, regardless of how they are hidden. You will get a mental ping of the exact location of where something is trying to be hidden from you, and can even sense things that are magically hidden, such as by spells or abilities. You can sense invisible enemies or detect things covered up by magic.
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Post by Ambika Shanti Phairot on Oct 4, 2024 8:47:51 GMT -5
Shadow Dancer
Shadow Dancers are masters of stealth and movement; those who have learned to harness the power of being unseen. They excel at maneuvering through their environment without being noticed or detected. They have learned to manipulate the shadows around them, becoming one with the very darkness they use.
Level One One with the ShadowsYou are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. You gain the following dominion over shadows: - You can manipulate your own shadow, changing its size, shape and even removing it altogether.
- While within a shadow you have the effects of the ability Shadow Hiding from the Stealth Shop active at all times, and you can now move and interact with objects without breaking its effect.
- While inside of a shadow created by you or another object, you can see perfectly, and your vision not hindered by the darkness.
- You can see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight - however, this does not apply to magical effects such as spells or abilities.
The Shadowed WaltzThe inherent base skill of a Shadow Dancer is the way they move through the shadows. Upon engaging their Shadowed Waltz, a Shadow Dancer is capable of flitting in and out of the shadows of their surroundings, taking on the form of any shadow that they enter. You are still detectable by magical methods. While this ability is active, you can passively trigger other abilities related to movement from spells, abilities, items, prestige classes or subclasses. Shadow ManipulationYou can manipulate shadows that you are a part of or are touching with the umbral magic of the Shadow Dancers. When you are a part of a shadow, cross over one, or manipulate a shadow as part of another ability from this class, you gain one Umbral Mote. You can only have a maximum of four Umbral Motes at a time and can only gain a maximum of two per post. Each shadow can only give you one Umbral Mote per thread, meaning you must traverse through a new shadow every time you want to gain an Umbral Mote. By expending an Umbral Mote, you can perform one of the following: - Umbral Binding - A tendril of shadow moves from yours to your target's. If it makes contact with their shadow or body they become bound to you, unable to move more than a short distance from you. This also functions as a tether allowing you to be "grappled" to another person.
- Umbral Thorns - A shadowy tendril leaps from your shadow and attempts to pierce your target. If it makes contact with your opponent's shadow or their person, it stabs through them and deals moderate piercing damage.
- Umbral Movement - You can move from one shadow to another instantaneously so long as it is within a short distance of you.
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Post by Ambika Shanti Phairot on Oct 8, 2024 8:28:08 GMT -5
Oniwanban Shadow
(Flavour text) The Gilded Delphinium had connections with the Oniwanban prior to their dissolution, for when they needed to pin the blame on outsiders. In return, the knowledge of their techniques were passed on to their finest.
Oniwanban Shadow's are the elite assassins of the Crescent Island organization. When the Oniwanban need an important target eliminated, they send in the Shadow. Tactical killers who harness the power of the unseen, attacking from a distance and disrupting their enemies. ( You can only have two subclasses active at once.) Evasive Grenade Arts | The Oniwanban acquired black powder long ago and have chosen to mix it with phosphorous to create their penultimate support item - The smoke grenade. They usually carry quite a few on their personages and they can use it in a number of ways, but none is so great as their rapid movement technique. After using a smoke grenade you can move to any point you were aware of within the smoke instantaneously. The cloud of smoke is heavy and will remain for the next two post, only able to be blown away by Master or higher Wind spells.
You have three uses of Evasive Grenade Arts per thread, with each Grenade filling a medium sized sphere. | Advanced Smoke Arts | The Oniwanban has many mystical techniques but none are as feared as their smoke manipulation technique. They can infuse any smoke be it natural or magical with their mana and then freely change its shape and density. For three posts after activating their manipulation technique they can create constructs of shadow that can be a weapon from any of the shops or a piece of armor or shield. These constructs dissipate if affected by wind damage immediately but otherwise function like their normal counterparts.
The Oniwanban can also make a tendril of lashing or grabbing smoke from a smoke source that will attempt to smack or grapple any foe near it. This technique lasts for as long as the source it was made out of last, and can be used twice per topic. | Smoke Field | The Oniwanban have passed down many sacred arts and skills over the centuries but none is as feared as their Smoke Field technique. Once per topic you are able to generate massive amounts of smoke from your body, filling in the area around you with thick obscuring, black smoke. The smoke will remain for three post and can only be blown away by Exalted level wind spells. While in the smoke you can sense the movement and location of anyone else caught within its range. | Smoke Sealing | You can target one enemy who is within a cloud of smoke, affecting a spell they have cast or an item that is within the smoke as well. Once per topic you can choose a spell that was cast or a specific item and cause a plume of smoke to swirl around it, sealing it away. The spell or item will stay sealed away for the rest of the topic, preventing its owner from casting that spell or getting the weapon back, even through retrieval means such as spell blade. You can choose to cast the sealed spell yourself once, or summon the sealed weapon to use for yourself. | 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 Kusarigama The Kusarigama is comprised of a Kama or Sickle, and long piece of chain with a weight attached at the other end. You can use this weapon to grapple people or objects and pull them towards you a short distance, as well as attack with the sickle or weighted side at range. -Has two enhancement slots, that can be used on enhancements from the Blades or Marksmanship shops-
The Folding Shuriken The folding Shuriken looks like a large talon like blade attached to a circular ring, with the blade being roughly the size of an adult human forearm and looks very similar to a hoof knife meant for the large stone Oxen found throughout the Crescent isles. The user however can unfold the blade into a four bladed star shaped throwing weapon, making it look like a comically large shuriken. These are typically used with rope or wire to redirect them once thrown and retrieve them easily. -Has one enhancement slot that can be either from the Marksmanship or Blades shops-
| Sacred Scroll Arts | The Oniwanban have several sacred scroll arts that they have passed down through the ages to their members, and you have learned how to prepare these ahead of time. You can carry three scrolls into a topic with you, chosen from below, and can use each one once per topic. This can be activated while holding them or remotely if charged with mana and placed like a tag some where.
Star Storm Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a torrent of Ninja Stars from it that fan out in all directions for twenty feet piercing and slashing at anything in the area, causing moderate damage. This damage bypasses all hit prevention as it spans the entirety of its 20 foot diameter space in a dome like fashion.
Fire Flower Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a fan of fire balls that barrel forward in a twenty foot cone and burn anything in their path dealing moderate fire damage. Some say the fire itself looks like a budding flower as it moves outwards.
Concussion Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a forward facing explosion of massive kinetic force that deals heavy blunt and fire damage on contact.
Concealment Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it makes whatever it is attached too or a medium sized space completely invisible and undetectable for the next two post, unless the tag is exposed to fire to which the invisibility ends early.
Clone Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated a cloud of smoke will rise from the tag, taking the exact form and image of yourself. This clone will look exactly like you, but can not move or interact, remaining in a single spot. It can mimic minor movements like lifting a leg, to appear real, but stays stationary for two post.
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Post by Ambika Shanti Phairot on Oct 14, 2024 9:31:25 GMT -5
Scarab (Flavour text) The Gilded Delphinium had its hands in every piece of the assassination pie, and as a Zeinavian herself, learning the way of the Scarab came as naturally as antlions to sand.
The Scarab is a subclass that mimics warriors from ancient Zeinav, skilled assassins, hunters, fighters and protectors of nobility. They worked as the private guard to the Zeinav people, dedicating their lives to the protection and growth of Zeinav. To purchase this Subclass you must have at least one martial skill at Master level.
(You can only have two subclasses active at once. Upon obtaining the Scarab subclass, a Golden Scarab tattoo forms somewhere on the owners body. The scarabs powers originate from this tattoo, and if the subclass is ever removed or lost, the tattoo and class abilities go with it) Born From The Desert | Scarabs spent the majority of their lives in the desert, training, working and living. This honed their abilities and gave them unnatural control of the desert itself. A Scarab can Summon forth sand from the ground beneath them, then control this sand as if it had a mind of its own. Using both of their hands, the scarab can move, manipulate and control sand, using it to block physical attacks or strike enemies offensively. The sand does minor amounts of blunt damage and can be used to obscure vision and even hide the Scarab while moving across the desert. When activated, this ability will last for two post and can be used twice per topic. The Scarab can control the sand up to 10 feet from their body but can only summon a medium amount. | Scorpion's Venom | The Scarab always carries around a tiny glass vial of modified scorpion's venom which can be applied to weapons or wounds. This poison does nothing at first other then irritation or slight numbness to the area, but with each subsequent blow of an envenomed weapon it grows until it knocks the affected target unconscious. If any enemy is wounded by a weapon with this venom three times, they will fall unconscious, unable to withstand the venom any longer. They will fall unconscious for the entirety of their next post, unable to take any actions. This venom can be removed by Greater Healing or similar strength healing magic. This venom can only coat one item, but that item will remain coated for the rest of the topic. | Desert Stinger | The Scarab has a unique weapon at their disposal, a six inch knife or blade that is mounted into a bracer and worn on the forearm. The blade can be retracted by a single flex of the forearm muscle, allowing the scarab to summon or return the blade almost instantly. This makes it the perfect assassination weapon, able to be hidden and concealed until needed. Scarabs often used this weapon to initiate surprise attacks, or keep their hands open and free from weapons. The Scarab is considered Exalted when using this hidden blade and can use sand from Born from the Desert to repair the knife if it breaks or becomes damaged. | Spirit Walk | Scarabs become inherently bonded to their Tattoo upon being chosen, so much so that their very soul is already become attached too and dwelling within the mark, ready to make its next journey should the Scarab fall. This same esoteric bonding allows the Scarab to Once per topic launch their mark in any direction as it takes on a spirit form and moves through any solid object, stopping once twenty feet has been traversed. At this point the Scarabs physical form reshapes from their Spiritual Mark placing them in the exact location that the spirit form ended.
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Post by Ambika Shanti Phairot on Nov 2, 2024 2:06:36 GMT -5
Phantom Curse Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked.
Touched by Death
| An event in your past has caused you to have a brush with death, either facing it yourself or encountering a spirit left behind. You now live in the inbetween, partially alive and partially dead. You find it harder to accept death, fighting nature itself. The first time you would die or be knocked unconscious in a topic, you instead shrug it off and remain conscious. While you do feel pain and take damage, you are able to push through and ignore the pain more so than others. Taking damage or feeling pain no longer causes you to flinch or react to the damage, letting you push through damage as if it was not there. | Phantom Form
| Once per topic you can fully give yourself over to your spirit, turning yourself into an incorporeal ghost like being. For three post your body becomes ghost like, unable to be touched or interacted with. Solid objects will pass through you, allowing you to dodge attacks or move through structures. You are unable to interact with the physical world yourself however, unable to touch objects or make attacks. Anything you do while in spirit form will have no interaction with the physical world, such as casting spells or activating features.
You can still see, speak, hear and communicate with others. They will be able to see a thin outline of your form, so you are not invisible but slightly obscured. This allows you to continue to interact with living beings while still being a ghost. | Possession | While in your Phantom Form you are able to move into another person, possessing them and sharing their body. You are able to see through their eyes, hear through their ears and even communicate with them as if using the message spell. While possessing someone, you move with them, relinquishing all control of your own movement but can choose to leave the body at any point. You can not cast spells, use skills or activate abilities while inside someone else and can only remain passive until you leave. | Inner Seance | Once per topic, while possessing someone else, you can lend some of your power to that person. You can cast a spell, use a martial skill or activate an ability through this possessed individual. You can affect the possessed individual but can not use anything to bring or cause damage to that person. You can however cast a damaging spell or ability through the person, using them as a conduit to hit your real target. You can only use this ability once per topic. | Death's Hold | Once per topic, while possessing someone else, you can exert your spiritual energy over the possessed person, stressing their system. When you activate this ability, your spirit surges through the person, preventing them from casting any spell during their next post. Once you use this ability you will be forcefully pushed out of their body. |
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