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Jebediahs

Eurobricks Dukes
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Everything posted by Jebediahs

  1. "A wooden shield, please. I sense magic within it."
  2. "Welp, that bomb's already in flight. If ye want to stop it, yer welcome to try." Nur hunkers down in the middle of his group and prepares to heal Alexis then Stigveladi in subsequent rounds in case of auto-rolling.
  3. Like the bomb throwers of Xerxes' army, Nur throws another fire bomb from the back row to weaken the bugbear advance.
  4. OoC: Heh, I just meant since Stigveladi didn't take a free hit last round, then she'd probably live through 5 out of 6 of us throwin' fire bombs + counterstrikin' two enemies so wouldn't need to be healed this round. Nur checked his pack for a bomb. Didn't I have a sapphire in my inventory? Alexis won't be too happy I lost it. Unless she took it back when her bedroll was next to mine... "Well then, I will throw a fire bomb from the back row."
  5. There was too much going on for the mage to concentrate. If the enemies' number wasn't reduced soon he'd never get a spell off. "Stigveladi is a sturdy lass. Crafty too. I have faith she'll find a way to avoid all damage next round. If'n you and the other heroes would be interested in throwing a fire bomb with me? Hoke doesn't have one so we can send him in first as a distraction with his spell tornado of doom move. Combined with those magic revengin' gloves, we should clear out at least half...methinks."
  6. Nur casts a fire spell at Bugbear Archer E from the back row.
  7. Nur casts fire at Bugbear Healer E from the back row.
  8. "He's a quick one." I should have prepared a silencing spell. "I shall stop him this time." Nur casts fire at Bugbear Healer E from the back row. "You're right Namyrra...let them burn!"
  9. "You disturb me, lady. The squeals of these creatures are unsettling." En Sabah Nur casts a fire spell at Bugbear Healer E from the back row.
  10. En Sabah Nur enters into a spellcaster duel by casting fire at Bugbear Caster A from the back row.
  11. "Well if it's practice ye be needin'..." Nur pointed towards Hoke. "He looks mighty comfortable over there. Maybe you could loosin' him up to keep that sword arm of his able."
  12. "Hmmm." Strokes beard. "This is why you still carry a quiver, in case you should return to the art of evoking? I have considered dedicating myself to that discipline. My initial attempts were borderline disastrous but as I continue to improve my understanding of ether, I believe I will fair much better now. S'pose you've never had a hard time with magic as lithe and nimble elves always seem to have an easier time of things as far as spellcasting is concerned. Some say elves have ether for blood!" Nur smiled then looked to the clouds. Hm, I wonder what Fenarians eat?
  13. "Oh, I've been on a few travels since the island." Nur peeked at Alexis' barely restrained bosom and her exposed legs. "I see you no longer call upon Ocven. Has your connection to the ice spirit been broken?"
  14. Skald These barbarians really know how to shout (shout) to let it all out. Requirements: Must have played a Barbarian class for at least 5 quests. * Additional Health: +4 * Weapons: Axes, Maces, and Swords * Job Trait(s): Kindred Spirits - The skald inspires other barbarian classes in the party to do an additional 10 damage with all attacks. Barbarous Rage - The skald’s presence riles up other barbarians making the damage component of their SHIELD abilities apply to all enemies (if they don’t already) but causes each barbarian to be permanently Enraged. Natural Respite - (See barbarian). * Battle Style: Whooping - Skalds use powerful shouts in battle. 1. SHIELD: Warholler - The skald belts out a powerful shout that causes all enemies to bleed for the remainder of the battle. Additionally, all allies are hastened for the next round. 2. CRITICAL WHOOPING HIT: The skald hits his target with strength equal to weapon power multiplied by two then added to level (WP: 20x2 + Level 30 = 70 damage). Additionally the skald lets out a battle whoop that subtracts one number from the die roll of the party member listed immediately after the skald in the order of actions. 3. WHOOPING HIT: The skald hits his target with strength equal to weapon power added to level (WP:20 + Level 30 =50 damage). Additionally, the skald lets out a battle whoop that subtracts one number from the die roll of the party member listed immediately after the skald in the order of actions. 4. WHOOP: The skald spends his turn whooping which subtracts one number from the die roll of the party member listed immediately after the skald in the order of actions. 5. YELPING DAMAGE: The skald is struck by the enemy’s attack. Additionally, the skald lets out a blood curdling cry of despair that weakens the resolve of the party member listed immediately after the skald in the order of actions for the next three rounds. 6. YELPING SPECIAL DAMAGE: The skald is struck by the enemy’s special skill. Additionally, the skald lets out a blood curdling cry of despair that weakens the resolve of the party member listed immediately after the skald in the order of actions for the next three rounds.
  15. "Hmmm. Indeed, with great magic at my disposal there is no need to lash out with staff or dagger. However, that does not mean I don't remember how." En Sabah Nur rests in his bedroll at the Sanctuary. "Ah, s'much easier to meditate without being attacked. I sense sentient life of insignificant threat levels towards the Hollow Oak. Thinking enemies usually carry special loot. Of course, these two ladies may have better insight as to what is ahead of us due to their previous experience as opposed to my subtle feelings."
  16. I liked it better when gems dropped, went to mages, and weren't readily sold by a vendor. New Pretzel looks cool.
  17. Nur kneeled and placed his gloved hand upon the ground, palm down with fingers spread. "Normally I would feel terrible for the level of devastation wrought to this meadow but the earth here heals quickly, as does the its...fauna. A sage? I am but a mage who likes to experience all types of magics. Makes one a bit more resourceful if ye ask me." "But if I had to describe the current path I am on, I would describe it as using your current magical abilities in a way you may never have thought to try before. In other words, through intense meditation, a mage can become "enlightened" which deepens their knowledge of the arcane. In my case, I sat in deep thought for months (I think) trying to return my stone covered arm to normal. As you can see, I was quite unsuccessful but did manage to harness the healing energies of Olegaia, thanks to my affinity for earthen spell casting." Nur grabbed a handful of dirt, stood and let it blow with the wind. "It's not exactly the same experience for all mages, but at the end of their meditations, all sages understand and achieve the ability to restore life." He looked toward the western cliffs before his gaze returned to the dwarf. "The only downside is that you must forego any physical violence as it interferes with the ability to meditate." Nur moved closer to Stigveladi. "Also, becoming a sage grants you a better understand of other things as well. I find my luck is not attached to any item or artifact but to the gods determining the outcomes of our lives, in and out of battle. When they're pleased with my character, I do seem to do better in battle."
  18. Unable to find an opening, Nur again casts fire at Silent Lamb B from the back row.
  19. Hah. Good question. Guess it's either disabled, waiting to be repaired or healed by a healer? Dunno :-D That ventriloquist character sounds pretty neat. You can be the Puppetmaster and do whatever you want with the class. Chop it up, make changes, make it whatever faction related. I release it to the interwebs. I don't have plans (no ideas) for which factions to attach any of my class proposals to which is why they're either posted with a non-faction requirement (50 Shades of Bley) or no requirement at all and don't go pass the informal proposal stage. Everyone feel free to take any of my suggestions, make modifications, submit to Sandy, make modifications, submit to Sandy again, make further modifications, submit to Sandy until it works out for your quest idea. On to the next... Bainshee These mages aren't banshees but they're still pretty spooky. (Requires player to be KO’d by any undead enemy. Female characters only) * Additional Health: +3 * Additional Ether: +10 * Weapons: Staves, Wands, Scrolls. Gems * Job Trait(s): Corporeal Form - The bainshee’s default form allows the ability to grant ether bubbles and Counterspellin’ - After receiving a free hit, the Bainshee retaliates with a spell equal to the Bainshee’s power at the cost of 1 ether. If out of ether, nothing happens. Ethereal Form - Bainshees can change to a non-corporeal form that is immune to all elemental damage before each turn in combat or out of combat at will to pass through solid objects at the cost of 5 ether. The bainshee deals extra damage in an amount equal to her level in the form of a wail with each successful attack that hits all enemies. The strain of this form deducts 1 ether per round of combat. Bainshees receive half damage from DAMAGE /rolls but take double damage from SPECIAL DAMAGE /rolls. No ether is lost when returning to normal form. Spellcasting - (see Mage). * Battle Style: Wraithly - Bainshees wail as they phase in and out of existence, focus solely on spellcasting and don’t attack physically. 1. SHIELD: Phantasmal Wail - The bainshee attacks all enemies with an elemental spell with strength in an amount equal to weapon power added to level followed by a non-elemental piercing wail that hits all enemies with strength equal to the bainshee’s level (WP:20 + Level 30 + Level 30 = 50 elemental damage and 30 non-elemental damage to all enemies). Additionally, the bainshee restores ether to the entire party in an amount equal to her weapon power then reinforces the party for the next round.(i.e. WP 20 = 20 ether restored to entire party + Reinforced). Bainshee loses no ether in the round this is rolled. 2. GREAT SPELL/GREATER ETHER BUBBLE: The bainshee spends 1 ether to cast an elemental spell with strength in an amount equal to weapon power multiplied by two added to level followed by a non-elemental piercing wail that hits all enemies with strength equal to the bainshee’s level (WP:20x2 + Level 30 = 70 elemental damage to target + 30 damage to all enemies). Optionally, if in corporeal form, the bainshee may choose to spend 1 ether to cast an ether bubble on a party member that regenerates 3 ethers per round for the target for three rounds. 3. SPELL/ ETHER BUBBLE: The bainshee spends 1 ether to cast an elemental spell with strength in an amount equal to weapon power added to level followed by a non-elemental piercing wail that hits all enemies with strength equal to the bainshee’s level (WP:20 + Level 30 = 50 elemental damage to target + 30 damage to all enemies). Optionally, if in corporeal form, the bainshee may choose to spend 1 ether to cast an ether bubble on a party member that regenerates 3 ethers per round for the target for two rounds. 4. MEDITATE/ LESSER ETHER BUBBLE: The bainshee concentrates to regain 1 ether. Optionally, if in corporeal form, the bainshee may choose to spend 1 ether to cast an ether bubble on a party member that regenerates 3 ethers per round for the target for one round. 5. DAMAGE/NO ETHER BUBBLE: The bainshee is struck by her target’s attack. Damage is halved if bainshee is in ethereal form. Optionally, any attempt at bubbling fails. 6. SPECTRAL GUARD/NO ETHER BUBBLE: The bainshee has a 1/2 chance of avoiding the damage component of her opponent’s special skill. The bainshee receives double damage if hit while in ethereal form. Optionally, any attempt at bubbling fails.
  20. Nur immediately selects his next target and prepares to send another stream of fire at Silent Lamb B from the back row.
  21. Puppeteer These heroes never stopped playing with toys. Requires player to use 20 skeleton decoys in a single quest. * Additional Health: +4 * Weapons: Staves, Daggers * Job Trait(s): Advanced Puppetry - The puppeteer’s presence adds 100 health to all decoys on the field of battle. Puppet Control - The puppeteer controls a puppet for every ten levels of experience. Focused Performance - Puppets deal double damage when all the puppeteer’s puppets target the same opponent as the puppeteer. * Battle Style: Puppetry- Puppeteers use puppets and decoys. 1. SHIELD: Marionette Masterpiece - The puppeteer hexes his target for three rounds. Additionally, all puppets activate their SHIELD abilities. 2. CRITICAL HIT: The puppeteer hits his target with strength in an amount equal to twice his weapon power added to level (WP: 20 x 2 + Level 30 = 70 damage). Additionally, all puppets hit/heal their targets with strength equal to the puppeteer’s level. 3. HIT: The puppeteer hits his target with strength in an amount equal to his weapon power added to level (WP: 20 + Level 30 = 50 damage). Additionally, all puppets hit/heal their targets with strength equal to 1/2 the puppeteer’s level. 4. REPAIR PUPPET: The puppeteer restores health to all puppets in an amount equal to weapon power (WP 20 = 20 health restored to all puppets). Additionally, all puppets miss their targets as they’re retrieved for repairs. 5. DAMAGE: The puppeteer is struck by his opponent’s attack. Additionally, all puppets are struck by their targets’ damage. 6. SPECIAL DAMAGE: The puppeteer is struck by his opponent’s special damage. Additionally, all puppets are struck by their targets’ special damage. PUPPETS The puppeteer controls one puppet for every ten levels of experience earned (i.e. Level 30 = 3 puppets controlled). The puppeteer may choose from three puppet types, fighter, ranged, healer. Any combination of the three types may be used. The puppeteer may select individual targets for his puppets to attack but each puppet shares the /roll of its puppeteer. For instance, if the puppeteer /rolls DAMAGE versus his target, all his puppets /roll DAMAGE versus their targets as well. If the puppeteer chooses to do nothing, his puppets must do nothing as well. On the turn a puppeteer uses a consumable, his puppets do nothing. Puppets deal elemental damage and effects that are attached to the puppeteer’s primary weapon. Fighter - This melee puppet fights primarily from the front row or improves its defense by standing in the back. Level 1/2 of Puppeteer SP: 10 Health: 100 + Puppeteer’s level SHIELD: Hunker Down - The fighter puppet gains 2 SP for the next three rounds (stacks). CRIT: The fighter puppet attacks target with strength equal to its level multiplied by two (i.e. Level 15 x 2 = 30 damage) Ranged - This ranged puppet attacks for full damage from the back row. Level 1/2 of Puppeteer Health: 30 + Puppeteer’s level SHIELD: Multi Shot - The ranged puppet hits all enemies with strength equal to its level multiplied by three (i.e. Level 15 x 3 = 45 damage to all enemies) CRIT: The ranged puppet hits its target with strength equal to its level multiplied by two (Level 15 x 2 = 30 damage) Healer - This puppet can heal allies but cannot attack physically. Receives the damage and negative effects from the puppeteer’s target on DAMAGE and SPECIAL DAMAGE /rolls when no enemy target has been selected. Level 1/2 of Puppeteer Health: 40 + Puppeteer’s level SHIELD: Heal All - The healer puppet heals the party in an amount equal to the puppet’s level. CRIT: The healer puppet heals its target for in an amount equal to the puppet’s level multiplied by 2 (Level 15 x 2 = 30 health restored)
  22. "I don't appear to be in the right state of mind to activate this ruby." En Sabah Nur slammed the end of his staff on his right foot. "Oof! Now I'm starting to simmer." Nur casts fire at Black Sheep A from the back row.
  23. "Indeed. He was a human magician I spent a period of two weeks studying from. Despite his age at the time of eighty-three, he had a baby face and the exuberance of a youngling. Quite the paranoid fellow though as he used to say the world would soon end in fire. I'd retort that it would end when the ground opened up and swallowed everything. Then he'd say from what he had tasted of desire, he held with those who favor fire and that I should too." Nur shrugged. "After my time with him was done and my father and I moved on to another town, I heard his mind slipped almost completely. 'Eard he continually cast fireballs at the feet of party guests while repeating the phrase, 'Dance, dance!' The last thing he said before he was detained was, 'Don't pretend you ever forgot about me. Sugar, we're goin' down swinging." With his demeanor and looks, they began calling him the Fallen Boy.
  24. "In the words of the 'Fallen Boy', it's time to light 'em up, up, up!" Nur casts fire at Black Sheep A from the back row.
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