Welcome to Gaia! ::

The World of Gaia: The Chronicles of Selant

Back to Guilds

 

 

Reply WoG v2.0 - Twisted Fates
WoG v2.0 Classes, Professions & Techniques Sticky Goto Page: [] [<] 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Sey
Captain

PostPosted: Sun Jan 01, 2006 2:43 pm


TMJ says:

exclaim February 1, 2006: Writeup version one, complete!

exclaim February 2, 2006: Added one word and removed one sentence, because I'm sick of hearing the same thing over and over again.


Martial Artist | By: themightyjello
User Image - Blocked by "Display Image" Settings. Click to show.


Martial Artists use their hands and feet as weapons in battle. They can be anything from common street thugs too poor to afford a good club to sturdy boxers who are masters of their art. A Martial Artist trains daily to improve himself: physically, spiritually, and in his art.

A Martial Artist is proficient in the quarterstaff, nunchaku, kama, and himself.

Normally tranquil and calm, though sometimes roudy and fierce, Martial Artists can strike quickly and with great force. They do not require weapons, but are capable of using them to compliment their style; they are also considered as having a half level of proficiency using any non-weapon object that they are holding as a weapon... if applicable.


Strengths:
  • Powerful physical attacks.
  • Adaptable style, relying very little on techniques.
  • Many inherant bonuses.


Weaknesses:
  • No ranged proficiency.
  • Wear little to no armor.


Martial Artist Techs
Brawler


Rough and Tough
A Martial Artist knows how to dish it out and take it. The Rough and Tough style of fighting has little more to it than knowing how to throw a straight punch, or to deliver a kick without falling over; however, it reflects the Martial Artist's practice in the art of streetfighting, which gives him an edge over the average punk.

Up My Sleeve
A Brawler knows enough to not pass something up when it comes down to picking a weapon in a fight. Virtually anything can double as a weapon to these people, from a broken bottle to a wrenched-off table leg; even the table itself can become a weapon.

Tumble
Light on their feet and bouncing like a ball; that's what helps to keep both the Martial Artist, and their opponent, on their toes. Acrobatics: jumping, rolling, and spinning help to keep a Martial Artist in control, even if they're knocked off of their feet. This skill provides an inherant resistance to unbalance effects, and quickens recovery from knockdown.

Swiftness
Due to their rigorous physical training, a Martial Artist experiences enhanced movement speed when running as opposed to other classes, improving at 20% per level. At Brawler level, a Martial Artist would run 120% as fast as a man of his build and stature normally would be able to. At Master level, 200%.

Scrapper


Fisticuffs
A Martial Artist needs to keep his guard up, or else he'll get in over his head. Learning proper Fisticuffs, a Martial Artist learns to control his body a little better, letting him bob, weave, duck and tumble better to avoid incoming attacks; as well as throw some pretty fierce blows of his own.

Stone Fists
A Martial Artist's fists are tough, hardened by training and use. At this level of training, a Martial Artist's fists strike like they are a club; able to break wooden objects and put dents in armor.

Acrobatic Charge
A Martial Artist is able to perform dives, rolls, jumps and tumbles even while running or climbing, with just as much skill as if he were not. If the Martial Artist suffers a knockdown effect while running, he is allowed an almost instant recovery from a roll.

Hundred Fists
The Hundred Fists technique involves throwing a flurry if rapid blows; much faster than one would normally be able to. Each hit carries with it a slight stun effect, long enough to allow just one more strike... though to throw a full hundred fists would be taxing on both the fighter and the recipient.
Charge time: 1 second | Range: Within reach | Targets: 1 | Duration: As long as the blows continue


Martial Artist


Martial Arts Training
As a true Martial Artist, a fighter of this level has learned the advantages of stance, as well as the basics of using an opponent's body movements against them. The Martial Artist has begun to learn the true secrets of martial arts.

Iron Fists
A Martial Artist's fists are tough, hardened by training and use. At this level of training, a Martial Artist's fists strike like they are a made of iron; able to break break stone and put holes through armor.

Stone Body
Through self dicipline and tough training, a Martial Artist's body becomes strong and resiliant; able to take a lickin' and keep on tickin'. At this level of training, a Martial Artist gains a resistance to bludgeoning damage; other types of damage (piercing, slashing, magic) still effect as normal.

Stunning Fist
By striking a vulnerable spot on the opponent's body (usually near the neck or back), a skilled Martial Artist is able to stun the target for 1d4x5 seconds. During this time, the target moves at half speed, and is sluggish in their movements of attack and defense.
Charge time: 2 seconds | Range: Within reach | Targets: 1 | Damage: Moderate | Duration: 1d4x5 seconds

Black Belt


Martial Arts Mastery
After much training, Martial Arts Mastery can be reached by a dedicated Martial Artist. This usually takes years, if not a lifetime of training, yet at this level a Martial Artist is in full control of his own body. He knows himself, and through that, is able to act quickly and skillfully in his movements.

Iron Body
Through self dicipline and tough training, a Martial Artist's body becomes hard and strong; able to withstand the punishment that it is put through. At this level of training, a Martial Artist gains a strong resistance to bludgeoning damage, being able to take ordinary attacks on the chin and hardly feel a thing; other types of damage (piercing, slashing, magic) still effect as normal.

Blade Grasp
With a swift clap of the hands, a Martial Artist this skilled can even catch the blade of a weapon before it strikes and stop it in place. This can be done with both melee weapons and projectiles. Caution is to be exercised in the use of this skill... slipping up could be a mistake not lived to regret.

Executioner's Fist
By concentrating a large amount of spiritual energy, or ki, into the fist, a Martial Artist is able to deliver a blow that defies an real concept of force. It will puncture, penetrate, or just plain demolish anything that gets in its way, right down to leaving a fist-sized hole in a castle wall. This technique takes its name from the legend of an old master who would hunt down criminals and execute them by beheading with this technique.
Charge time: 3 seconds | Range: Within reach | Targets: 1 | Damage: Critical | Duration: Instantaneous

Master


Fists of Legend
A level of martial arts mastery only dreamed of by novices, a Martial Artist who has become this skilled is capable of nearly supernatural feats; movements which seem practically impossible to make, or blows against an enemy that seem to defy the limits of his own body.

Perfect Body
A Master of martial arts is in perfect control of his own body, so much that he is even able to regulate his own metabolism. At this level of training, a Martial Artist gains immunity to nonmagical poisons and diseases.

Untouchable
A Martial Artist knows his own weaknesses, and knows that bringing the fight up close and personal will work to his own adavantage. The Untouchable technique is an ability designed specifically for this purpose, as it creates an almost impenetrable defense against ranged attacks made against him. Using a combination of dodging, deflecting, and simply catching incoming projectiles, the Martial Artist is able to minimize the threat of ranged opponents. This ability allows the Martial Artist to defend against up to 1 dozen (12) incoming projectiles per second, provided that he can move freely and is not distracted.

Crippling Strike
A much more potent attack than the Stunning Fist, the Crippling Strike is made to a specific place upon the back of the opponent's neck. Once this point is struck, the opponent will collapse to the ground as if exhausted, and remain that way for the duration.
Charge time: 2 seconds | Range: Within reach | Targets: 1 | Damage: Minor | Duration: 1d4 half hours
 
PostPosted: Sun Jan 01, 2006 2:46 pm


~ Reserved for Fighter Expansion ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 2:48 pm


Ninja
User Image

Ninja are specialized fighters of the East, masters of both city and country warfare. Their weaponry includes, among other things, the short blade, throwing stars, and hooked ropes. They can tap into chi, the power of the life force, and though it is not exactly magic, some of their abilities may appear to be supernatural.

Ninja progression: Genin, Chounin, Ninja, Jounin, Hokage

Strengths:





Weaknesses:



 
PostPosted: Sun Jan 01, 2006 2:49 pm


~ Reserved for Ninja Expansion ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 2:50 pm


TMJ says:

exclaim Januray 26th: I need more eastern weapons to populate the list on this class. Thankuu.

exclaim Januray 27th: Realized that I forgot to include basic information on stances. Fixed that.


Samurai | By: themightyjello
User Image


A noble fighter, trained in various forms of melee combat, as well as mounted combat. Mainly, Samurai follow the code of bushido and work to preserve their honorable name, though dishonorable Samurai are not unheard of, especially in troubled times. Samurai tend to be either in service under a noble or royalty, or nobility themselves.

Samurai are fully proficient with a weapon type that they have chosen to specialize in, and partially proficient with every other weapon type allowed to them (the closer the weapon is to their chosen variety, the more capable the Samurai will be of handling the weapon :: example: a katana-weilding Samurai would have little trouble swinging about a wakizashi or a tachi, but a spear or glaive would be unfamiliar).

A Samurai's chosen weapon may be any of the following: Wakizashi, Katana, Zatoichi, Tachi, Nodachi, Spear, Halberd, Glaive... FURTHER LIST POPULATION APPRECIATED

A Samurai bonds with his chosen weapon in much the same way that a Paladin does. Though rather than a spiritual bond, it is a bond of honor. To a Samurai, his weapon is his heart and soul. It is considered a grave insult to touch another man's weapon without permission, and if it is lost or stolen, a Samurai will go to great lengths to retreive his weapon.

Samurai are also trained in the use of the Yumi, a traditional japanese longbow of around 6' in length. Samurai are considered to have a 1/2 level of proficiency in this for ever full level he has in his chosen weapon.

Samurai gain incredible reaction speed and insight during battle due to their ability to concentrate intently. However, this comes with a price attached. The longer a battle lasts and the more concentration that a Samurai exercises, mental strain builds up. It first begins slowly, with a mild headache, then a migrane. After this slight disorientation is felt, and the world seems to assault the senses. At the most extreme levels of mental overload, the Samurai's mind will simply shut down, and he will collapse to the ground, experiencing a seizure. Needless to say, continuing to this level or beyond risks permanent injury, or death.

Stances are another way that a Samurai can increase his combat potential, however these also carry a slight drawback with them. They position a fighter's body in such a way that they will be more effective, however to maintain the bennefits mean that the Samurai must also maintain the stance. When in a stance, a Samurai is immobilized, and cannot move other than to take one or two pivoting steps to change the way that he faces; normally only done during a strike. This means that the Samurai cannot gain the bennefits of a stance when giving chase to an enemy, but once the adversary is cornered, the ensuing battle can be very, very short.

Strengths:
  • Fast and Dexterous.
  • Proficient with melee weapons.
  • Trained in mounted combat.


Weaknesses:
  • Unable to wear heavy armor.
  • Stances prevent movement.
  • Prolonged battle builds up mental strain.


Samurai Techs
【徒弟】 Totei [とてい]



Melee Weapon Knowledge
General knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon.

Flash of Steel
Holding the broad side of the blade up to catch the light and focusing his ki through the weapon to amplify the glare, a Samurai causes an intense and sudden flash of light that will blind anyone who was looking directly at the flash for one round.
Charge time: 1 second | Range: Within 50 feet | Targets: Any who are looking directly at the light | Duration: Instantaneous

Stable Stance
Dropping down into a Stable Stance, a Samurai ensures that his footing is secure and unyeilding. The sure footing provided by this stance grants the Samurai an immunity to unbalance status, and a resistance to knockdown effects. This stance is the only special stance that allows movement while maintaing the bennefits of the stance; movement speed is slowed to a walk, however.
Charge time: None | Range: Self | Duration: As long as the stance is unbroken

Dawn Slash
A rapid, yet weak strike that is made with the intention of following it up immediately with another attack. Commonly known as a feint, as the attack is merely an opener and not meant to cause serious damage, it draws a wary opponent's attention away from the real threat, which comes quickly towards an exposed area.
Charge time: None | Damage: Light | Targets: 1


【練習生】 Renshyusei [れんしゅうせい]



Melee Weapon Training
A little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon.

Catch a Breath
The Samurai is not merely known for having a quick hand and a keen eye, but also for being fleet of foot. A Samurai experiences enhanced movement speed when running as opposed to other classes, improving at 20% per level. At Renshyusei level, a Samurai would run 140% as fast as a man of his build and stature normally would be able to. At Daimyo level, 200%.
This speed was priased hightly by a Higashi emperor once, when one of his Daimyo managed to traverse a hall and catch a breath before it snuffed out a candle flame.

All the King's Horses
Samurai are trained in mounted combat as well as combat on foot. A Samurai is able to quickly mount and dismount from an animal, taking almost no extra time to do either. Attacks made from the back of a mount suffer none of the penalties for jostling or poor balance that an untrained rider would suffer.

Quick Draw
At this level of skill, the Samurai has mastered the art of the quick draw; enabling him to make one extremely fast attack as a part of drawing a sheathed weapon. Speed in re-sheathing the weapon is only marginally increased.
Charge time: None | Damage: Moderate | Targets: 1

【武士】 Bushi [ぶし]



Melee Weapon Proficiency
Time and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill.

Wings of the Crane
Using a technique that many, over the years, have accused of being air magic, a Samurai is able to manipulate his bodily ki and allow himself to perform feats of great agility. Such feats include things such as leaping to the second story of a building, recovering from falls almost instantly, and, in the most bizzare cases, even being able to fight while walking a tightrope.
Charge time: 3 seconds | Range: Self | Duration: 2 minutes

Defensive Stance
Dropping down into a Defensive Stance, the Samurai sacrifices mobility for defense. In this stance, he can perfectly percieve motion in the 180 degrees in front of him, even at the edges of what vision would normally catch (everywhere that eyes can normally see without turning the head), and his speed of hand when making movements to defend against attacks that he percieves in this way increaces by 50%. In exchange, however, due to the stance, offensive movements are 25% slower to complete.
Charge time: None | Range: Self | Duration: As long as the stance is unbroken

Honor-Bound
A Samurai walks the path of dicipline and honor. To fall in battle is an honorable death, but to leave allies without aid, or a foe undefeated, is a task left unfinished. Once a Samurai has fallen from injury or exhaustion, he is able to rise again due to his uneyielding dedication and will continue fighting for another 5 minutes, or until he is defeated. After the duration has expired the Samurai will collapse in exhaution, unable to rise again.
Charge time: None | Reuse time: 24 hours | Target: Self | Range: Self | Duration: 5 minutes

【侍】 Samurai [さむらい]



Melee Weapon Mastery
Unlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat.

Snatch
With reflexes so trained that nearly every percieved attack is already all but guarded, a Samurai is able to snatch a single arrow, dart, shuriken, or knife from the air and return it with a flick of the arm towards a chosen target. A Samurai can only catch one projectile per free hand.
Charge time: None | Targets: 1 projectile

Offensive Stance
Dropping into an Offensive Stance, the Samurai sacrifices mobility for offense. In this stance, the Samurai is able to follow every movement of one specific target for as long as his eyes remain fixed upon it. When making offensive movements, the speed of hand is increased 50% due to this 'pre-cognition' the Samurai experiences when so closely watching the opponent's body movements. However, when defending against any other attackers the Samurai experiences a 25% penalty to his reaction speed in defense due to his intense focus upon his chosen target.
Charge time: None | Range: Self | Duration: As long as the stance is unbroken

Splitting Hairs
A powerful slash delivered with inhuman accuracy and the lightning-fast hand of a trained Samurai, Splitting Hairs is capable of destroying certain objects with an attack due to the huge amount of cutting pressure involved. This carries with it the risk of damaging the Samurai's own weapon, however, if the object that is being attacked is extremely hard.
Charge time: 1 second | Damage: Major | Targets: 1 | Range: Adjacent

【大名】 Daimyo [だいみょう]



One with the Blade
A warrior and his weapon are hardly even separate existences anymore. The weapon itself is nearly an extention of the weilder's own arm, and even impossible feats seem within reach to a warrior who has reached this level of true mastery.

Focus
The mind is a powerful tool. By focusing the mind on a certain task, it can accomplish great things, even time itself seems to bend to the will of a focused mind. By concentrating intently on the task at hand, a Samurai is able to Focus their attention to a supernatural degree; doing so tunes the mind so acutely to the need for lightning-fast reactions in a battle that time seems to slow to a crawl for the Samurai. Speed of hand for both offensive and defensive movements doubles, and there is virtually nothing on the face of Gaia that can move too quickly for the Samurai's eyes to follow it.
Caution is severely advised in the use of this technique, as it produces an exceptional amount of mental strain upon the Samurai. Instances of extreme Focus should be kept to only a few seconds, if even that...
Charge time: 1 Second | Targets: Self | Duration: Until relaxed

Perfect Stance
The Samurai adopts a Perfect Stance, trading his mobility for sheer melee dominance within the reach of his sword arm. Any movement made for attack or defense is made at a 50% speed increase, and the Samurai is able to percieve any motion in a 315 degree radius (everywhere except directly behind).
Charge time: None | Range: Self | Duration: As long as the stance is unbroken

Dusk Slash
A quick slash made to quickly capitalize off of a previous attack, the Dusk Slash is what one would call a 'closer', the polar opposite of an opener move. When a strike is blocked, deflected, or dodged, it may be quickly followed up by another sudden attack. Most opponents are unprepared to defend against the same strike twice.
Charge time: None | Damage: Light | Targets: 1
 
PostPosted: Sun Jan 01, 2006 2:51 pm


~ Reserved for Samurai Expansion ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 2:52 pm


Paladin | By: TheMightyJello
User Image - Blocked by "Display Image" Settings. Click to show.


The Paladin is an elemental warrior. Putting his faith within the elemental spirits, a Paladin trains not only his body, but his spirit as well, attuning his own spirit with their chosen element. The Paladin is surrounded by an elemental aura, and focuses this aura through his chosen weapon to unleash powerful attacks upon his enemies. When focusing his aura for an attack, however, the Paladin does not gain the defensive bennefits that it offers until the ability is discontinued and the recovery time has passed; his Aura is either too exhausted or concentrated somewhere else, and it cannot be used to defend or use another skill.

At the start of his training, a Paladin takes a Chosen Weapon. From this point on, the Paladin can use this and only this weapon to focus his aura, as a part of his strict dicipline. The Paladin becomes so familiar with the weapon throughout his training that it becomes like an extension of himself; and through it he focuses his aura in order to make elemental attacks. A Paladin shares a bond with his weapon, as it has been imbued with a part of the Paladin's own spirit, and he can sense its presence no matter where it may be.

If the weapon is lost or stolen, the Paladin must seek it out and retrieve it. If the weapon is broken or damaged, the Paladin must attempt to have it repaired. If the weapon is destroyed or lost forever to the Paladin, then he must choose a new weapon to take its place.

Replacing one chosen weapon with another is a serious matter, and this should be reflected in the roleplaying. A new weapon could take weeks, even months for the Paladin to adjust to.

Other than this, there is no restriction upon what type of weapon the Paladin takes as his chosen.

Strengths:
  • Skilled in their chosen weapon.
  • Heavy armor does not interfere.
  • Ability to unleash elemental attacks.
  • Partial immunity to magic.


Weaknesses:
  • Only one usable weapon.
  • Follows a strict code.


Paladin Skills
Warrior of (Element)


Melee Weapon Knowledge - (Weapon)
General knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon.

Faint Aura of (Element)
The Paladin is surrounded by a faint aura of his chosen element; this aura grants a slight resistance to magical attacks of the opposing element and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 50 feet.

Imbue Weapon
The Paladin's weapon takes on his elemental aura (ranging in strength from faint to overpowering depending upon the strength of his aura). Attacks made while this ability is active carry the elemental subtype for damage (such as slashing damage AND fire damage), and a sufficiently strong strike from an imbued weapon can harm even spells.
Casting time: 2 seconds | Recovery time: 2 seconds | Range: Self

Transferrence
A Paladin is able to protect others by extending his aura to them. If the Paladin is within range of an ally, he may transfer all defensive bennefits of his aura to the ally (note that doing so prohibits the use of aura techs until the ability expires).
Casting time: 1 second | Recovery time: 2 seconds | Range: 20 feet (1 Ally)

Crusader of (Element)


Melee Weapon Training - (Weapon)
A little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon.

Weak Aura of (Element)
The Paladin is surrounded by a weak aura of his chosen element; this aura grants a little resistance to magical attacks of the opposing element (reducing their damage categories by one rank, to a minimum of 'minor') and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 200 feet.

Empower Weapon
By focusing his aura into his weapon, the Paladin empowers his own attacks; increasing his strength and adding elemental damage to his blows. This elemental damage oftentimes will go through even if a strike is blocked, but not with a missed attack.
Casting time: 2 seconds | Recovery time: 2 seconds | Range: Self

(Element) Guardian
The Paladin can concentrate his aura into one place, forming a solid elemental shield that can be used to block attacks or to attack. Anything touching the shield other than the Paladin will suffer minor elemental damage from his concentrated aura.
Casting time: 1 second | Recovery time: 2 seconds | Range: Self | Duration: 5 minutes or until destroyed

Paladin of (Element)


Melee Weapon Training (2) - (Weapon)
A slight improvement in skill with the chosen weapon.

Aura of (Element)
The Paladin is surrounded by an aura of his chosen element; this aura grants a resistance to magical attacks of the opposing element (reducing their damage categories by one rank, to a minimum of no damage dealt) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 500 feet.

Wave of (Element)
When the Paladin's aura is focused into the weapon, the Paladin can unleash a purely elemental attack with a sweep of their chosen weapon. Only one such attack can be made for every time the weapon is charged with aura. The wave moves outwards along the path of the sweep until it collides with an object or disperses.
Casting time: 3 seconds | Recovery time: 2 seconds | Range: 20 feet | Damage: Moderate

Martyrdom
The Paladin is strictly devoted to his beliefs, and will not stay down if it means compromising his morals or failing the elemental spirits. The Paladin is able to retain conciousness for 5 minutes when he otherwise would have fallen due to exhaustion or injury (this does not effect Sleep status). Unless the Paladin recieves healing (for substantial injury), he will slip unconcious again when the duration has expired. This ability does not stave off death, merely unconciousness.
Casting time: Instant | Reuse time: 24 hours | Range: Self | Duration: 5 minutes

Chosen of (Element)


Melee Weapon Proficiency - (Weapon)
Time and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill.

Strong Aura of (Element)
The Paladin is surrounded by a strong aura of his chosen element; this aura grants a significant resistance to magical attacks of the opposing element (reducing their damage categories by up to two ranks, to a minimum of 'minor'; spells that cause 'minor' damage by default instead deal no damage) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 1 mile.

(Elemental) Strike
By concentrating and extending his aura, the Paladin is able to strike out from a distance with the aura itself; firing a blast of elemental energy in a straight line outwards from him in a direction of his choice. This elemental blast will continue on this course until it collides with an object that it can not push, break, or penetrate, or until it reaches the maximum distance.
Casting time: 5 seconds | Recovery time: 5 seconds | Range: 100 feet | Damage: Critical

Shield of (Element)
Similar to the (Element) Guardian ability, the Paladin concentrates his aura to create a solid barrier. The barrier covers at most 10 feet by 10 feet of area, but can take any shape as long as it does not exceed the size restriction. Anything that comes into contact with the barrier other than the Paladin suffers Moderate elemental damage.
Casting time: 2 seconds | Recovery time: 4 seconds | Range: 20 feet (originating from self) | Duration: 2 minutes or until destroyed

Hand of (Elemental God)


Melee Weapon Mastery - (Weapon)
Unlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat.

Elemental Existence - (Element)
The Paladin is surrounded by an overpowering aura of his chosen element; this aura grants major resistance to magical attacks of the opposing element (reducing their damage categories by up to two ranks, to a minimum of no damage dealt) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 5 miles.

Heart of (Element)
The Paladin's aura concentrates around himself, forming an elemental shell that grants full resistance against elemental attacks of his opposing element, and deflects most attacks made against it. While in this shell, however, the Paladin's movement is restricted, and he cannot move faster than a slow walk. Any object that comes into contact with the barrier other than the Paladin suffers Major elemental damage.
Using this ability for long periods of time can quickly become taxing for the Paladin.
Casting time: 10 seconds | Recovery time: 15 seconds | Range: Self | Duration: 3 minutes or until destroyed

Wrath of (Elemental God)
The Paladin's aura erupts around him; creating an elemental storm all around which will harm, if not outright destroy any object caught in it. This ability is incredibly taxing upon the Paladin, and will use up most of his reserves in exchange for the sudden burst of destructive force.
Note: The casting time for Wrath of (Elemental God) is instantaneous if Heart of (Element) is already active. Wrath of (Elemental God) cancels Heart of (Element) when activated.
Casting time: 10 seconds | Recovery time: 2 minutes | Range: 50 feet | Damage: Major | Duration: 30 seconds
 
PostPosted: Sun Jan 01, 2006 3:25 pm


~ Reserved for Paladin Expansion ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 3:26 pm


[ Message temporarily off-line ]  
PostPosted: Sun Jan 01, 2006 4:18 pm


~ Reserved ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 4:22 pm


~ Reserved ~
 
PostPosted: Sun Jan 01, 2006 4:38 pm


~ Reserved ~
 

Sey
Captain


Sey
Captain

PostPosted: Sun Jan 01, 2006 4:44 pm


~ Reserved ~
 
PostPosted: Sun Jan 01, 2006 4:47 pm


~ Reserved ~
 

Sey
Captain

Reply
WoG v2.0 - Twisted Fates

Goto Page: [] [<] 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum