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[a]Blood Savage; Blood-based cPrC
Topic Started: Tue Feb 2, 2016 7:03 pm (406 Views)
Seele
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Prerequisites Checklist:

  • Who am I? Seele (Alt: Priscilla)
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
  • Do I have at least 150 gold sitting on this character's account? *laughter slowly transitions into deep sobbing* … yes


Why should you accept this custom PrC concept?
I’ve really hit the limits of what I can do with blood magic in the shops. I’m already kind of stretching it in my use of water magic, ice magic, grafts, and magical tattoos to get the effects I want. The below abilities are all relatively unique on Imythess and fit with the theme of blood (kind of). They are also tailored for Priscilla, who is about as savage as they come when needed.



Blood Savage
Custom PrC: Priscilla


Blood mages are nearly universally reviled. They are the boogeyman of bedtime stories, the monsters that lurk underneath beds and down dark streets, lying in wait for unsuspecting children. Their reputation has not been helped by prominent incidents in which blood mages abused their gruesome powers. In truth, they are no different than most magic users, if perhaps a bit more… savage.

Unless stated otherwise, all Blood Savage abilities are magical.


Prerequisites
  • Skill: Knowledge: Arcana (Adept)
  • Primary Element: Water


[Training Costs go here]

Level One
  • Bloodless: You have an unlimited amount of blood within your own body. You cannot suffer from blood loss or its ill effects in battle. When wounded, you may choose whether or not the injury bleeds, and to what degree. This allows you to strategically use your blood as a weapon. This ability is considered non-magical.

Level Two
  • Aegis: You may coat one section of your body (e.g. one limb, your torso, or your head) in a mana-infused shell of hardened blood. This shell has the same properties of plate armor while being much lighter. The first time this shell is struck by an offensive magic spell, it will completely absorb its magical effects, coating the Aegis in a nimbus of energy of the appropriate element. This field will damage anyone else who comes into physical contact with the shell. Additionally, this blood can be liquefied and splashed over an enemy at close range, dealing moderate elemental damage. Only one Aegis can be active at once, and the ability can only be used twice per battle.

  • Transfusion: You can change the nature of your blood at will to obtain various beneficial effects. Blood that is already outside of your body will not swap effects, but maintain its current configuration. This can only be done once per post. These effects are considered non-magical.
    • Resistant: Your blood cannot betray you. You have enhanced resistance to poisons and disease. Unless stated otherwise, your blood is naturally in this state.
    • Searing: Your blood runs red-hot. It can leave painful burns on contact. You are more resistant to cold-based attacks and effects.
    • Frigid: Your blood runs ice-cold. It can leave painful patches of frostbite on contact. You are more resistant to heat-based attacks and effects.
    • Caustic: Your blood is strongly acidic. It can leave painful chemical burns on contact. It can also corrode most metals, but it takes a significant amount of time to melt through anything of substance.
    • Carrier: Your blood carries a pathogen that can be passed via skin contact. Those who are exposed will experience fevers, light-headedness, and coughing fits for the next 3 posts.
    • Mending: Your blood can heal the injuries of others via topical administration. It can heal light wounds and moderate wounds in two posts, but will not work on internal or severe injuries.

Level Three
  • Gape: You can target an injury left by your own hand and make it more severe. Inch-long crystallized spikes of blood will erupt from the injury, tearing it wider and making it bleed more profusely. The extra damage is mainly superficial, but is extremely painful. Gape can only be used against beings with blood and can only be used once on the same target per battle.

  • Debt: Your blood reacts to attacks on your person. Any attack that pierces your skin can be immediately greeted by a retaliatory tendril of razor-sharp blood that lashes out like a whip. It can reach up to ten feet away and occurs almost instantly. Repeated use of this ability will reduce its effectiveness; after three uses in the same battle its range will shorten to five feet, and after three more it will be reduced to one foot.


Level Four
  • Transfixion: You produce a thick, crimson mist of aerosolized blood. Upon activation this fog will spread to fill a fifteen-foot radius area directly surrounding your body, greatly reducing visual and thermal sensory information. After 1 post the mist will coalesce into a large number of needle-like spikes that will target anyone (besides you) within the area from multiple directions. Although individually weak, the sheer number of needles produced and their omnidirectional trajectory makes this ability difficult to guard against. This ability can be used once per battle.

Level Five
  • Fetch: You produce a perfect double of yourself crafted entirely out of crystallized blood. Its body is resilient but brittle and susceptible to impact damage. The Fetch possesses all of your physical capabilities (e.g. feats and skills) and can produce its own weapons out of hardened blood. These weapons can either enhance its unarmed attacks or replicate conventional weaponry. It can use Transfusion to alter its substance, as well as the abilities Aegis and Debt. While the Fetch is active you are physically fatigued, suffering a two-level reduction in your own physical skills. Your spellcasting abilities are unaffected, and the Fetch can be targeted with buffs. The Fetch can remain active for up to three posts and can only be used once per battle.
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Leyanni[Adm]
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Aegis is really unclear. I don't know entirely what it does because I thought it was just armor but it says it can't be used more than once simultaneously?

Does Transfusion work with Aegis and Transfixion? So would the blood mist be...burny/inflict the virus from Carrier?

Debt probably needs some damage or effects.
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Seele
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I meant to change up Aegis before someone reviewed this, my bad.

Changelog:
  • Messed with Aegis quite a bit
  • Added damage to Debt
  • Added things talked about Transfusion/Aegis abilities



Blood Savage
Custom PrC: Priscilla


Blood mages are nearly universally reviled. They are the boogeyman of bedtime stories, the monsters that lurk underneath beds and down dark streets, lying in wait for unsuspecting children. Their reputation has not been helped by prominent incidents in which blood mages abused their gruesome powers. In truth, they are no different than most magic users, if perhaps a bit more… savage.

Unless stated otherwise, all Blood Savage abilities are magical.


Prerequisites
  • Skill: Knowledge: Arcana (Adept)
  • Primary Element: Water


[Training Costs go here]

Level One
  • Bloodless: You have an unlimited amount of blood within your own body. You cannot suffer from blood loss or its ill effects in battle. When wounded, you may choose whether or not the injury bleeds, and to what degree. This allows you to strategically use your blood as a weapon. This ability is considered non-magical.

Level Two
  • Aegis: You coat your body in a mana-infused shell of blood. Although it adds no physical defensive value, the first time it is struck by offensive magic it will completely absorb its magical energy. For the next three posts, your blood will deal mild damage matching the element of the absorbed spell. This damage replaces the non-magical effects of Transfusion for its duration. Additionally, you retain a moderate resistance to further damage from that element until the Aegis fades. This ability can only be used twice per battle.

  • Transfusion: You can change the nature of your blood at will to obtain various beneficial effects. Blood that is already outside of your body will not swap effects, but maintain its current configuration. This can only be done once per post. These effects are considered non-magical.
    • Resistant: Your blood cannot betray you. You have enhanced resistance to poisons and disease. Unless stated otherwise, your blood is naturally in this state.
    • Searing: Your blood runs red-hot. It can leave painful burns on contact. You are more resistant to cold-based attacks and effects.
    • Frigid: Your blood runs ice-cold. It can leave painful patches of frostbite on contact. You are more resistant to heat-based attacks and effects.
    • Caustic: Your blood is strongly acidic. It can leave painful chemical burns on contact. It can also corrode most metals, but it takes a significant amount of time to melt through anything of substance.
    • Carrier: Your blood carries a pathogen that can be passed via skin contact. Those who are exposed will experience fevers, light-headedness, and coughing fits for the next 3 posts.
    • Mending: Your blood can heal the injuries of others via topical administration. It can heal light wounds and moderate wounds in two posts, but will not work on internal or severe injuries.

Level Three
  • Gape: You can target an injury left by your own hand and make it more severe. Inch-long crystallized spikes of blood will erupt from the injury, tearing it wider and making it bleed more profusely. The extra damage is mainly superficial, but is extremely painful. Gape can only be used against beings with blood and can only be used once on the same target per battle.

  • Debt: Your blood reacts to attacks on your person. Any attack that pierces your skin can be immediately greeted by a retaliatory tendril of razor-sharp blood that lashes out like a whip. It can reach up to ten feet away and occurs almost instantly, dealing moderate physical damage. This stacks with any damage from the effects of Aegis or Transfusion. Repeated use of this ability will reduce its effectiveness; after two uses in the same battle its range will shorten to five feet, and after two more it will be reduced to one foot.


Level Four
  • Transfixion: You produce a thick, crimson mist of aerosolized blood. Upon activation this fog will spread to fill a fifteen-foot radius area directly surrounding your body, greatly reducing visual and thermal sensory information. After 1 post the mist will coalesce into a large number of needle-like spikes that will target anyone (besides you) within the area from multiple directions. Although individually weak, the sheer number of needles produced and their omnidirectional trajectory makes this ability difficult to guard against. They deal additional damage according to the active effects of Aegis or Transfusion. This ability can be used once per battle.

Level Five
  • Fetch: You produce a perfect double of yourself crafted entirely out of crystallized blood. Its body is resilient but brittle and susceptible to impact damage. The Fetch possesses all of your physical capabilities (e.g. feats and skills) and can produce its own weapons out of hardened blood. These weapons can either enhance its unarmed attacks or replicate conventional weaponry. It can use Aegis, Transfusion, and Debt. While the Fetch is active you are physically fatigued, suffering a two-level reduction in your own physical skills. Your spellcasting abilities are unaffected, and the Fetch can be targeted with buffs. The Fetch can remain active for up to three posts and can only be used once per battle.
Edited by Seele, Thu Feb 25, 2016 3:45 pm.
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Mistalee
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I am kind of on the fence about the Bloodless ability. What bugs me is the unlimited blood thing. I understand this is a blood mage types of PrC and having protection against the effects of bloodloss is vital. I just don't like the idea of it pretty much making you immune to things like bleeding out, or internal bleeding, ect.

I am fine with the ability to control your bleeding and such. But instead of unlimited blood, I would be more comfortable with the ability to store more blood than the average person (maybe up to twice as much), thus giving you a good protection against the effects of bloodloss. Also to have an increased ability to regenerate your blood to replenish what you lost in battle upon resting.
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Aeyliea
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Bloodless: This is similar to another ability we've been having trouble with. As it reads, it is essentially death prevention - you cannot bleed out, which means against some melee characters you are more or less invulnerable. My recommendation would be to drop that, and make it any wound YOU create doesn't allow you to bleed out, or that you can control if or when it does bleed. Maybe allow that you can slow bleeding from other sources, but not prevent it entirely.

Aegis: I would reduce the number of times you can use this to once. When combined with other things available in the shops, this becomes extreme mage hate, and could potentially shut down casters, particularly single element casters.

Transfusion: Fine

Gape: Fine

Debt: Maybe reduce the amount of damage this deals as a base. I manage to get a glancing blow and you get me with a deep laceration....basically every time I cut you you deal potentially more damage than I do to you :D Or you can make it an activated ability and keep it as effective as you have it now, without the drop off in effectiveness.

Transfixion: Probably ought to specify a number of spikes. Otherwise, is fine.

Fetch: Fine.
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Seele
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Given how rarely blood loss is RPed properly (or even acknowledged IC) and how PCs can't really die, I didn't think Bloodless would be such a point of contention. Hm. Well, I'll change that up I guess.

I disagree that two blocked spells is a huge amount of mage hate. Still edited it so you take damage from the attack, but left it at two uses.

Changelog:
  • Bloodless changed, can make blood for abilities, also more resistant to blood loss
  • Aegis only reduces damage of the spell, doesn't negate it entirely
  • Debt has to be triggered
  • Transfixions creates "dozens" of spikes because hard numbers are for math nerds



Blood Savage
Custom PrC: Priscilla


Blood mages are nearly universally reviled. They are the boogeyman of bedtime stories, the monsters that lurk underneath beds and down dark streets, lying in wait for unsuspecting children. Their reputation has not been helped by prominent incidents in which blood mages abused their gruesome powers. In truth, they are no different than most magic users, if perhaps a bit more… savage.

Unless stated otherwise, all Blood Savage abilities are magical.


Prerequisites
  • Skill: Knowledge: Arcana (Adept)
  • Primary Element: Water


[Training Costs go here]

Level One
  • Bloodless: You can produce unlimited amounts of blood for use with your magical abilities, such as spells and the abilities of this cPrC. You are much more resistant to the effects of blood loss and must lose twice as much blood to start feeling the same ill effects as a normal person (dizziness, exhaustion, unconsciousness, etc.). This ability is non-magical.

Level Two
  • Aegis: You coat your body in a mana-infused shell of blood. Although it adds no physical defensive value, the first time it is struck by offensive magic it will absorb a portion of its magical energy, cutting the damage dealt in half. For the next three posts your blood will deal mild damage matching the element of the absorbed spell. This damage replaces the non-magical effects of Transfusion for its duration. Additionally, you retain a moderate resistance to further damage from that element until the Aegis fades. This ability can only be used twice per battle.

  • Transfusion: You can change the nature of your blood at will to obtain various beneficial effects. Blood that is already outside of your body will not swap effects, but maintain its current configuration. This can only be done once per post. These effects are non-magical.
    • Resistant: Your blood cannot betray you. You have enhanced resistance to poisons and disease. Unless stated otherwise, your blood is naturally in this state.
    • Searing: Your blood runs red-hot. It can leave painful burns on contact. You are more resistant to cold-based attacks and effects.
    • Frigid: Your blood runs ice-cold. It can leave painful patches of frostbite on contact. You are more resistant to heat-based attacks and effects.
    • Caustic: Your blood is strongly acidic. It can leave painful chemical burns on contact. It can also corrode most metals, but it takes a significant amount of time to melt through anything of substance.
    • Carrier: Your blood carries a pathogen that can be passed via skin contact. Those who are exposed will experience fevers, light-headedness, and coughing fits for the next 3 posts.
    • Mending: Your blood can heal the injuries of others via topical administration. It can heal light wounds and moderate wounds in two posts, but will not work on internal or severe injuries.

Level Three
  • Gape: You can target an injury left by your own hand and make it more severe. Inch-long crystallized spikes of blood will erupt from the injury, tearing it wider and making it bleed more profusely. The extra damage is mainly superficial, but is extremely painful. Gape can only be used against beings with blood and can only be used once on the same target per battle.

  • Debt: Your blood reacts to attacks on your person. After an attack pierces your skin you can choose to retaliate with a tendril of razor-sharp blood that lashes out like a whip. It can reach up to ten feet away and moves quickly, dealing moderate physical damage against unarmored targets. This stacks with any damage from the effects of Aegis or Transfusion. Repeated use of this ability will reduce its effectiveness; after two uses in the same battle its range will shorten to five feet, and after two more it will be reduced to one foot.


Level Four
  • Transfixion: You produce a thick, crimson mist of aerosolized blood. Upon activation this fog will spread to fill a fifteen-foot radius area directly surrounding your body, greatly reducing visual and thermal sensory information. After 1 post the mist will coalesce into dozens of needle-like spikes that will target anyone (besides you) within the area from multiple directions. Although individually weak, the sheer number of needles produced and their omnidirectional trajectory makes this ability difficult to guard against. They deal additional damage according to the active effects of Aegis or Transfusion. This ability can be used once per battle.

Level Five
  • Fetch: You produce a perfect double of yourself crafted entirely out of crystallized blood. Its body is resilient but brittle and susceptible to impact damage. The Fetch possesses all of your physical capabilities (e.g. feats and skills) and can produce its own weapons out of hardened blood. These weapons can either enhance its unarmed attacks or replicate conventional weaponry. It can use Aegis, Transfusion, and Debt. While the Fetch is active you are physically fatigued, suffering a two-level reduction in your own physical skills. Your spellcasting abilities are unaffected, and the Fetch can be targeted with buffs. The Fetch can remain active for up to three posts and can only be used once per battle.
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Leyanni[Adm]
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Aegis - this ability name is present in RK! The mage hate issue is because after a block, you get three posts of moderate resistance to that element - functionally six posts of resistance in a fight, which is pretty much a whole fight.

I don't have a big problem with this PrC otherwise. I admit it has some strengths, but it isn't overwhelming.
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Seele
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Changelog:
  • Removed Aegis and Debt, replaced with Trap (uses the attack rom debt in a different way)
  • New ability: Extend
  • Changed from Transfixion to Transfix (real words only plz)
  • Fetch gets its own usage pool for Extend

Blood Savage

Custom PrC: Priscilla


Blood mages are nearly universally reviled. They are the boogeyman of bedtime stories, the monsters that lurk underneath beds and down dark streets, lying in wait for unsuspecting children. Their reputation has not been helped by prominent incidents in which blood mages abused their gruesome powers. In truth, they are no different than most magic users, if perhaps a bit more… savage.

Unless stated otherwise, all Blood Savage abilities are magical.


Prerequisites
  • Skill: Knowledge: Arcana (Adept)
  • Primary Element: Water


[Training Costs go here]

Level One
  • Bloodless: You can produce unlimited amounts of blood for use with your magical abilities, such as spells and the abilities of this cPrC. You are much more resistant to the effects of blood loss and must lose twice as much blood to start feeling the same ill effects as a normal person (dizziness, exhaustion, unconsciousness, etc.). This ability is non-magical.

Level Two
  • Transfusion: You can change the nature of your blood at will to obtain various beneficial effects. Blood that is already outside of your body will not swap effects, but maintain its current configuration. This can only be done once per post. These effects are non-magical.
    • Resistant: Your blood cannot betray you. You have enhanced resistance to poisons and disease. Unless stated otherwise, your blood is naturally in this state.
    • Searing: Your blood runs red-hot. It can leave painful burns on contact. You are more resistant to cold-based attacks and effects.
    • Frigid: Your blood runs ice-cold. It can leave painful patches of frostbite on contact. You are more resistant to heat-based attacks and effects.
    • Caustic: Your blood is strongly acidic. It can leave painful chemical burns on contact. It can also corrode most metals, but it takes a significant amount of time to melt through anything of substance.
    • Carrier: Your blood carries a pathogen that can be passed via skin contact. Extended exposure will produce fevers, light-headedness, and coughing fits.
    • Mending: Your blood can heal the injuries of others via topical administration. It can heal light wounds and moderate wounds in two posts, but will not work on internal or severe injuries.

  • Trap: You can transform any puddle of blood into a disguised trap by imbuing it with magic. When an enemy comes within ten feet of the pool it will attack them automatically using a tendril of razor-sharp blood that lashes out like a whip. This attack does moderate physical damage against unarmored targets, which stacks with the effects of Transfusion. Triggering the trap exhausts its mana, rendering it back into a normal pool of blood. Only three traps can be made per fight.

Level Three
  • Gape: You can target an injury left by your own hand and make it more severe. Inch-long crystallized spikes of blood will erupt from the injury, tearing it wider and making it bleed more profusely. The extra damage is mainly superficial, but is extremely painful. Gape can only be used against beings with blood and can only be used once on the same target per battle.

  • Extend: You enhance an attack with blood, which greatly boosts its range. A phantom limb or weapon crafted of crystallized blood will burst from your body, extending your normal reach by up to fifteen feet. Although short lived, the sculpted blood is durable and resistant to damage. The bloody extension will deal moderate physical damage that depends on its shape (e.g. claws or swords will cut, a closed fist or mace will do blunt damage, etc.). This stacks with the effects of Transfusion. This ability can be used three times per battle, with each manifestation dissolving after making a single attack. Outside of combat it can be used freely for utility purposes.


Level Four
  • Transfix: You produce a thick, crimson mist of aerosolized blood. Upon activation this fog will spread to fill a fifteen-foot radius area directly surrounding your body, greatly reducing visual and thermal sensory information. After 1 post the mist will coalesce into dozens of needle-like spikes that will target anyone (besides you) within the area from multiple directions. Although individually weak, the sheer number of needles produced and their omnidirectional trajectory makes this ability difficult to guard against. They deal additional damage according to the active effects of Transfusion. This ability can be used once per battle.

Level Five
  • Fetch: You produce a perfect double of yourself crafted entirely out of crystallized blood. Its body is resilient but brittle and susceptible to impact damage. The Fetch possesses all of your physical capabilities (e.g. feats and skills) and can produce its own weapons out of hardened blood. These weapons can either enhance its unarmed attacks or replicate conventional weaponry. It can use Transfusion and Extend (with its own usage pool). While the Fetch is active you are physically fatigued, suffering a two-level reduction in your own physical skills. Your spellcasting abilities are unaffected, and the Fetch can be targeted with buffs. The Fetch can remain active for up to three posts and can only be used once per battle. When its duration is complete, it dissolves into a pool of blood that is automatically a Trap (even if you've already made three).
Edited by Seele, Fri Apr 8, 2016 7:34 pm.
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Zolero Rossen
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I think you should get rid of the "greatly boosts...damage" bit for extend because you have "deals moderate damage" later in the ability. Other than that it looks OK to me.
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Seele
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Made Zo's change. It was minor so I just did it in my last post, no need to post another copy just to take out 3-4 words.
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Aeyliea
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I think this is ready to roll, now.

Level 1: 125
Level 2: 175
Level 3: 150
Level 4: 100
Level 5: 200
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Leyanni[Adm]
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Congratulations! Your custom Prestige Class has been accepted. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.
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