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[Valiant] - Mylohk Danik - Tier Three

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Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend



[SOURCE]

valiant divider.png

IG NAME: PurpleKnoife
CHARACTER: Mylohk Danik
PROFILE:
[X]

PATRON: Valiant

TIER: Prophet (Tier Three)

SPELL POINTS: 6SP

ARTIFACTS:

BASTION OF SKEIRA
DESCRIPTION: A buckler of masterwork machanite, engraved with intricate lightning bolt patterns. It thrums with a low vibration.
[PASSIVE - WARWROUGHT]: Regardless of the form the shield takes, its weight is preternaturally less; around half as much as it should weigh.
[ABILITY - ESCUTCHEON]: The attuned can cause the buckler to shape itself to one of the following forms; buckler, round shield, tower shield, kite shield, heater shield. Regardless of the shape it takes, it remains forged of masterwork machanite, with the same intricate lightning bolt patterns. This process takes a round during combat, or five seconds outside of combat.
ATTUNED TO: Mylohk Danik


TRINKETS: N/A

PASSIVE: Mantle of Conflict
The Mantle of Conflict | Valiant
Cult members are unaffected by the smells of carnage and blood, and seem more physically toned. On the battlefield they seem larger than life, easily noticed by friend and foe alike.

CULT PASSIVES: THE REALMSGUARD

[x] Their voices become somewhat louder and more commanding in tone.
[x] Upon clashing a weapon upon a surface (such as a sword against a shield) the sound of a distant crash of thunder echoes around the area of yell chat.
[x] Their touch can instil a subtle sense of bravery and courage.

UNIVERSAL PASSIVE

|| PROVIDENCE ||


The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.
Current Providence Save: 3


TIER ONE

|| BLESSED FORM ||


The blessed’s patron grants some form of enhancement to their body directly. This can be taken multiple times, but only once for each skill. Fortitude, Determination, and Awareness are universally available, and certain gods offer other options.
Fortitude +1


TIER TWO

|| BLIND FAITH ||


The blessed relies wholly and unquestioningly in their faith in times of confusion, and may substitute Soul for Mind when rolling to resist mental effects.

TIER THREE

|| CREATURE OF SPIRIT AND BLOOD ||

There are moments where the blessed seems to follow less the conventions of an existence of flesh and blood, and more those of a creature of the Divine. They gain a DC 5 armor save against non-magical attacks. This is superseded by any physical armor they have and does not stack, but it does apply unmitigated if the physical armor is reduced to be less effective against it. This does not apply against spells, attacks from magical items, artifacts, and creatures, or against weapons made of materials that are particularly magical; any expert-grade (purple) material that’s notably magical ignores it. It applies only to attacks from mundane materials and creatures.

AESTHETICS
Their shoulders get a little broader and they grow up to an inch taller.
Their features become more defined, muscle seeming more pronounced and facial features becoming more chiselled or sharper in appearance.
During times of heightened emotion, adrenaline, or conflict in general, their eyes become an electrical blue in full and arcs of harmless lightning arc around their person and into the ground. Rumbles echo in the sky above, audible only to those nearby.


QUIRKS
Wounds that would not require stitches seal over with a metallic sheen within five minutes, leaving scars or not at the choice of the player.
In times of adrenaline (such as conflict or battle) they are able to lift up to 150lbs with ease for a limited period of time, such as hauling someone’s body from a place of danger or pulling something up that pins an ally down. This cannot be used in combat scenarios against another player.
Lightning no longer harms them, and cascades over their bodies and into the ground harmlessly if they are struck by it. This includes natural lightning, and arcane and divine spells that create lightning.


STATUS
Mylohk holds the preservation of the nascent Earthborn tantamount to his own Faith.

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DIVINE LOG

TIER FOUR JOURNEY

In order to first become tier four, the following requirements should be met;


Show extended worship, with three months OOC since achieving T3.
Must have a significant presence in the world as an embodiment of the virtues of their divine. Must make a constant effort to guide and foster their faith through either significant personal acts or active participation in events.
Must hold at least one sermon in which they explain their own unique views and understanding of their Divine.
An event held to sanctify an area/region in the name of their Divine, or the creation of a larger secondary shrine/church.
Must show further evidence of having a unique view and understanding of their Divine and their faith. To truly show how they differ, and what faith means to them personally.
Must have at least ten instances in their divine log where they have personally done something significant in the name of their faith separate to the event(s) above.
An offering of something of great personal value to the character themselves given to their Divine. Include evidence of why this offering is of importance and significance.
An Oath of personal and religious significance must be sworn in the name of their God.



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SPELLS


PURIFY
Divine: Universal
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:

Holy Water: Undead, Vyres, Mages, and Heretics (those who worship something not of the Pantheon) are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these burns will heal over the span of three days and leave behind no markings, not can the burns become infected. If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises, stomach upsets, scratches.
Lifeblood: This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood. This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner.
Divine Oil: This oil cannot be used to harm another, but it becomes scented and ideal for the use of anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to the specific divine (up to the player), though will extinguish if removed from the container and return to water.


ILLUMINATE
Divine
: Universal
Action: An uttering of; “[Divine], let them hear me.”
Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instil a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.


VISION
Divine
: Universal
Action: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.


DIVINATION
Divine
: Universal
Tier: 3
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a question, and receive a response. This is limited to once per OOC month and can be done either via a ticket or in-game at an event. This is only available to T3 and upwards.
Divine Request Thread: [ x ]


DIVINE WORD
Divine
: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.


FEAST OF THE GODS
Divine
: Universal
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1 SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.
Valiant; Feast of the Brave
Simple wooden tableware and cups with iron utensils form upon a dark blue cloth. Healthy, hearty foods form, like stews, soups, and bread, but seem a type commonly available to all. Water is served.


BAPTISM
Divine: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.
Valiant; Mark of the Brave
The offering disperses into flakes of blue and maroon before vanishing entirely. A mark appears upon them like a healed light scar, in the vague shape of a sword or shield. Children who grow up with this mark may show traits of being a little brave, finding they shrug off those bumps and bruises they get through the early years.

REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 0 SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.

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SHARED BURDEN
Divine
: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 1 SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.

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SHIELD OF FAITH
Divine
: Valiant.
Tier: 1
Action: Prayer.
Cost: 0 SP
Duration: Immediate.
Spell: The caster can lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. This functions as a mundane shield for all intents and purposes.

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CALL OF THE BANNER
Divine
: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1 SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from mental tampering; they may attempt to reroll the save against any ongoing effects that affect their mind.

REINFORCE
Divine: Valiant.
Tier: 2.
Action: Prayer while wielding a shield.
Cost: 1 SP
Duration: Ten minutes.
Spell: The caster’s shield radiates either a red or pale blue aura, enshrouded in semi-visible force. For ten minutes, attacks that would strike the shield bounce off it before contact can be made—sending them reeling back with just enough force to do so. Excessive force (i.e. high level magic, superhuman strength, powerful monsters, siege weapons) may pierce through this effect at a DM’s discretion.

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STRONGHOLD
Divine
: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 1 SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).

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SUIT UP
Divine
: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 1 SP for the initial cast and to summon it, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of three turns/15 seconds (whichever is shorter) their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.

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BOLSTER
Divine
: Valiant.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.

EXPOSE ARMOUR
Divine:
Valiant.
Tier: 3
Action: Prayer and touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster is able to, after physically touching an area (with or without gloves) render an area vulnerable on another in order to let weapons or healing hands access the area beneath it. It cannot exceed the area of say, the average chest plate, but it lasts for up to thirty minutes even if the caster is no longer in contact. The area, once the spell is cast, appears to be a glimmering blue hue, arcing with small arcs of harmless lightning in order to show all the exposed section. This can be used on creatures if they have a natural thick armour. It only exposes the layer touched, meaning if there is a gambeson beneath that must be gotten through. The target may roll an opposed Soul+Determination check against the caster to resist this effect.

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LIGHTNING ARC
Divine:
Valiant.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
Duration: One hour.
Spell: The caster blesses a weapon, causing dark vaporous clouds to coat it—with arcs of lightning dancing between the small clouds and the metal. The first thing struck by a weapon with this spell active will suffer a sudden surge of pain through that general area in an instant if struck upon metal armour, and a minute of numbness and lacking coordination if contacting flesh directly. Distracting, but not lethal. The clouds fade after an hour without use. The target may roll a Body+Fortitude check against the caster's Soul+Determination to resist this effect.

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HEROIC RECALL
Divine:
Valiant.
Tier: 3
Action: Ritual.
Cost: 2 SP
Duration: One day.
Spell: The caster prepares a spell in advance with an offering of something steel in dedication to Valiant. For the rest of the day, they may use the cast upon a willing target to be pulled from a dangerous situation (in physical or emotional peril) and placed within five blocks behind or beside the caster, so long as they were within RP chat range. The target must announce the cast via pointing or shouting their name. The spell is an instant cast, the target flickering away with arcs of lightning, and reforming with a crack of thunder. The target will feel like their skin is stinging, and their body aches all over with the sensation of bruises for all of five minutes.

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SPECTRAL ARMOURY
Divine:
Valiant.
Tier: 3
Action: Prayer.
Cost: 2 SP
Duration: One hour.
Spell: The caster’s eyes become a full electrical blue for the duration of the spell, matching the colour of the spectral weapon they may will into being. They take a minute to focus, and a weapon forms in hand from the following options: Arming sword, Longsword, Greatsword, War Axe, Battle Axe, Spear and Halberd. All weapons are equivalent to steel, basic in appearance.
The weapon is a spectral blue, but can be physically held and used as any usual weapon of its type providing it is held by the caster. If they are disarmed, the weapon disperses in a flicker of blue energy. After an hour the weapon will vanish from the caster's possession, though if they are in the middle of combat they will be alerted to the weapon's timer, and granted one more minute to prepare. Only one can be summoned at a time.
 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
-=][=-

Amidst the haze of dreams one night, Mylohk sees himself amidst a small horde of Knights, fellow Spawn, and some figures with faces that shift between those of close allies he has fought with over his time in Conflict. Holding a raised banner aloft, the Halfspawn leads his fellow warriors to battle against a faceless foe- At one moment he finds himself fighting Raiders, another moment the Cultists and Demons of the Underworld. It does not matter who the ever-shifting opponent is, all that is known will be victory. With Mylohk at the lead, a glorious charge brings the fight to a close, though not without the loss of some of his own allies. In the distance, a lone titanic armored figure stood, gazing directly upon the Halfspawn. With a start, Mylohk awakens in the midst of a field or forest some distance from where he'd gone to sleep. Not ten steps ahead of him, that same Armored Figure stands, before disappearing with a nod of approval.

-=- Welcome to Tier 3, Warrior of Valiant. -=-
Profile is updated; Mylohk is now a Prophet of Valiant​
 
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