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WoGv2.0 Technique Lists

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Sey
Captain

PostPosted: Thu Dec 08, 2005 8:28 pm


idea Technique Sticky idea
WoGv.2.0



Put technique lists for all classes and professions, technique ideas, technique revisions and anything that has to do with doing techniques, ETC. In THIS thread.  
PostPosted: Thu Dec 08, 2005 10:16 pm


Note: Abilities without stats assigned to them are passive abilities, and are always considered in use.

Paladin
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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 | Recovery 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


themightyjello


Dapper Elocutionist

5,650 Points
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themightyjello


Dapper Elocutionist

5,650 Points
  • Happy Birthday! 100
  • Timid 100
PostPosted: Tue Dec 20, 2005 3:02 am


Knight
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A noble fighter, trained in various forms of melee combat, as well as mounted combat. Mainly Knights will follow the code of chivalry and work to preserve the Knight's noble image, though dishonorable knights are not unheard of, especially in troubled times. Knights tend to be either in service under a noble or royalty, or nobility themselves.

Knights 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 Knight will be of handling the weapon :: example: a broadsword-weilding knight would have little trouble swinging about a shortsword or a greatsword, but a spear or halberd would be unfamiliar).

A Knight's proficient weapon may be any of the following: Shortsword, Broadsword, b*****d Sword, Great Sword, Double-Bladed Sword, Flamberge (any type), Spear, Halberd, Glaive, Voulge, Hand Axe, Bardiche, Great Axe, War Hammer, Great Club, Mace, Heavy Flail, Lance and Javelin.

A Knight is also proficient in the use of heavy armor and all types of shield. If a Knight has a mount, (s)he often grows close to the animal after years of training with it.

Strengths:
  • Strong and tough.
  • Proficient with melee weapons.
  • Trained to fight well in heavy armor.
  • Trained in mounted combat.


Weaknesses:
  • Usually not trained in ranged weapons.
  • Heavy armor restricts and hinders movement.
  • Follow a strict code.


Knight Techs
Page



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.

Heavy Swing
Calling upon hidden strength, the Knight readies a strike that hits hard against his opponent; harder than even the heaviest blow that he could have dealt with only his own strength. Attacks that connect or are blocked with a shield cause the target to be stunned for half a second.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within reach of weapon

Shield Bash
The shield can be used for more than defense, it can also be used to attack. By striking an opponent with the broad surface of a heavy shield, a Knight can unbalance his opponent.
Charge time: None | Damage: Superficial | Targets: 1 | Range: Adjacent

Charge
Using his intimidating presence to his advantage, a Knight can charge at a hapless opponent before delivering a blow. The terrifying image of a Knight bearing down upon his opponent can incite fear into an enemy(s) (opposed roll: d6 plus class level). When charging, a Knight moves twice as fast as normal, but only across open terrain in a stright line. If mounted during a charge, the mount will also deal minor trample damage to the opponent, in addition to the attack.
Charge time: None | Damage: Varies | Targets: 1 group | Range: 60 feet (120 feet mounted)

Squire



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.

Parry
A Knight is trained in defense, as well as attack. The Parry is a quick movement of a weapon in order to defend against a single attack coming from the front.
Charge time: None | Targets: 1 attack | Range: Adjacent

Battle Cry
Uttering a terrifying Battle Cry, a Knight is able to intimidate his foes without even needing to draw a weapon, granting the status effect fear (opposed roll: d6 plus class level).
Charge time: None | Targets: All within range | Range: Able to hear the Knight

Ride-By Attack
A Knight's training with his mount has made both skilled and cool in combat. When performing a Charge while mounted, a Knight is able to continue charging even after delivering an attack to the target, and perform another Charge attack against a second target (a change in direction is allowed, but both charges must be in a straight line). Trample damage caused by the mount increases to Moderate.

Knight



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.

Knockdown Blow
A heavy-handed blow that the Knight deals either with a weapon, unarmed, or with a strike from the shield. This attack is similar to a combination of the Heavy Swing and Shield Bash skills, and draws upon a supernatural strength to deal a crushing blow to the enemy, causing knockdown.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within range of weapon

Second Wind
Intense endurance training allows the Knight to possess fortitude above that of a normal man. Once a Knight has fallen from injury or exhaustion, he is able to rise again with a Second Wind to continue fighting for another 5 minutes, or until he is defeated. After the duration has expired the Knight will collapse in exhaution, unable to rise again.
Charge time: None | Reuse time: 24 hours | Target: Self | Range: Self | Duration: 5 minutes


War Cry
Shouting a War Cry for his allies, a Knight can inspire them for battle, and bolster them against cowardice. All allies within earshot of the Knight recieve immunity to fear for the duration of the effect, and are less prone to exhaustion. However, bolstered allies, and the Knight himself, become prone to fits of violent rage due to their enthusiasm for battle (roll 1d6 with every post, if a 1 is rolled the character goes into a violent fit of rage which subsides after all enemies are defeated or after 1d4 posts).
Charge time: None | Targets: All within range | Range: Allies within hearing distance | Duration: 5 minutes

Defender



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.

Sunder
A crippling blow delivered with the aid of a Knight's hidden reserves of supernatural strength, Sunder is capable of destroying certain objects with an attack due to the brute force involved. This carries with it the risk of damaging the Knight's own weapon, however, but it is often worth the risk if the situation calls for such.
Charge time: 1 second | Damage: Major | Targets: 1 | Range: Adjacent

Die Hard
Due to the constant stress and strain that a Knight puts upon his body, he had adapted to learn to cope with the punishment that he recieves and the injuries that he suffers in battle. A Knight can no longer be rendered unconcious by injury or exhaustion, and will continue to fight until the blood stands still in his veins and his lungs draw no more breath. Magical sleep spells will still effect a Knight normally, however.

Overrun
When performing a Charge a Knight is able to perform a Knockdown Blow against any number of opponents that he encounters in his Charge. If mounted, the Knight is able to chance course up to twice during the charge and trample damage increases to Major for opponents that suffer knockdown. Even if not mounted, a Charge will deal minor trample damage to opponents that suffer from knockdown.

Lord/Lady


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.

Eruption
An attack that uses every ounce of a Knight's inner strength in one attack. Eruption is a pussiant strike that will knockdown and sunder any opponent that it strikes. Though, not stopping there, the blow drives the enemy hard into the ground (or an adjacent solid object) to cause a shockwave that tears up the earth for up to twenty feet around on all sides; causing a violent eruption that strikes everyone in the area for moderate bludgeoning, slashing, and piercing damage due to the debris.
Charge time: 3 seconds | Damage: Critical | Targets: 1 | Range: 20 feet

Juggernaut
A true pinacle of strength and endurance, the Knight draws upon his inner strength to perform feats that are truly heroic in stature; gaining the strength of ten men for the duration. A Juggernaut is immune to knockdown, unbalance, fear, sleep, and poison, as well as fatigue. In this state, a Juggernaut does not feel pain, will not respond to injury, and is prone to fits of violent rage (roll 1d6 with every post, a roll of 1 or 2 will result in the Juggernaut going into a fit of violent rage which subsides after 1d4+1 posts; even if all of the enemies are defeated before this time, a Juggernaut will continue to evicerate their remains until the rage subsides).
Charge time: 5 seconds | Target: Self | Range: Self | Duration: 3 minutes

Mounted Combat Mastery
The horse and rider become so atuned to each others thoughts and feelings that there is almost a mental link between them. Due to perfect coordination and much practice, a mounted Knight can perform acts in the saddle that would require perfect coordination and balance; even such things that would, to any normal rider, cause him to fall from the saddle or throw the horse due to unbalanced weight.
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WoG v2.0 - Twisted Fates

 
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