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Dark Knight; (Not Batman)
Topic Started: Wed Mar 21, 2018 10:41 pm (874 Views)
Leofrick
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Prerequisites Checklist:

  • Who am I? Leofrick
  • 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? Yes


Why should you accept this custom PrC concept?
The Dark knight is a protector forsaken by the ones that rule. They are the ones who must do what a man of virtue and morals cannot, with great personal cost. They must protect those who are forgotten and cast aside. This cPrC will allow Leofrick and any others to have a class to embody the knight willing to sacrifice his own well-being or even life to be the shield for the people who need them. Not every knight can be a beacon of hope nor can every protector follow the law to save a life.



Dark Knight
Custom PrC: Leofrick

Every light must cast a shadow. For every shining Paladin championing virtue, there is a Knight of Darkness willing to do whatever it takes to protect the meek and the innocent. These knights are willing to welcome death itself if it means they save a life.

This is a Martial PrC. Abilities are non-magical unless otherwise stated.

Prerequisites

  • Adept Defense
  • Adept Blade
  • Cannot have another Martial PrC


<This is where your pricing table will go.>

Level One

  • Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a minor resistance at level 1, moderate at level 3, and major at level 5. At level 5 your aura also produces a moderate fear effect on those with lower concentration than yours.


Level Two

  • Unleash: You drop your defensive abilities in favor of offensive rage. For 3 posts you take a moderate boost in damage received and a minor increase in damage dealt. You are immune to pain for the duration. Causes moderate fatigue and can only be used once per combat and cannot be used with Grit.

  • Grit: You double down your defenses and forego offensive prowess. For 3 posts your aura covers your armor, causing incoming attacks to drain mana before damaging your health. You receive a minor damage resistance and a moderate reduction to damage dealt. Causes moderate fatigue and can only be used once per combat and cannot be used with Unleash.


Level Three

  • Salted Earth: You mark a 30ft area. The area is marked visibly with a ring of dark energy. For 2 posts you take half the damage meant for allies in the area while you are in it too. You lose physical fatigue first in this manner. Enemies inside take minor dark damage each post they are in the area


Level Four

  • Fatal Attraction: Your aura has become so powerful you attract the enmity of those around you. Those within 15ft who do not consider you an ally feel a compulsion to direct their efforts at you instead of those you are protecting. This effect can be negated if opponent's concentration is higher than yours.


Level Five

  • Dark Arts: Your aura saturates your weapon. For the duration of the ability all of your strikes are augmented, dealing dark magic damage instead of physical damage. Causes minor mental fatigue every post it is active.

  • Abyssal Survivor: Your inner darkness infuses the air with your aura, causing a cyclonic maelstrom of dark energy in a 100ft area. No one inside can be healed and everyone (Including you) takes minor physical and mental damage each post they are inside your dark storm. Ability lasts for 4 posts and causes major fatigue.
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Snellopy[Adm]
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Shop Ninja

A few comments to get the ball rolling, mate.

Inner Demons: Is this always on, or do you activate it?

Salted Earth: Is this centred where you stand, or can you projectile mark an area? What do you mean by you lose physcial fatigue first? You get knackered, then after you're tired, you take damage? Also, would Salt the Earth be a better name?

Fatal attraction: Is this always on as well, mate?

Dark arts: Is there a cap on how long you can do it, or the number of times you can cast it apart from the mental fatigue?

Abyssal Survivor: Is this centred on you? Can you dismiss it if you want to? 4 posts, or 4 rounds? Like if you're in a thread with many participants, 4 posts won't even be one round.
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Leofrick
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  • Inner Demons is a scaling passive that is always there.

  • Salted Earth/Salt the Earth (I Like that name) is first cast centered on your but you then move around inside it, the area cannot move. The fatigue bit is stamina loss first only inside the marked area.

  • Fatal Attraction is a passive that can be countered by equal or greater skill. Can change to activated for balance.

  • Darks Arts I will change to a 2-3 round limit once a combat.

  • Abyssal Survivor cannot be dismissed manually as it is a last resort, fitting the self-sacrifice aspect on the class. Will change it to 2 rounds. The effect itself, like the Level 3 starts on you but doesn't move with you.
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Leofrick
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Changes are annotated in red.


Level One

  • Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a minor resistance at level 1, moderate at level 3, and major at level 5. At level 5 your aura also produces a moderate fear effect on those with lower concentration than yours within 15ft.



Level Two

  • Unleash: You drop your defensive abilities in favor of offensive rage. For 3 rounds you take a moderate boost in damage received and a minor increase in damage dealt. You are immune to pain for the duration. Causes moderate fatigue and can only be used once per combat and cannot be used with Grit.

  • Grit: You double down your defenses and forego offensive prowess. For 3 rounds your aura covers your armor, causing incoming attacks to drain mana before damaging your health. You receive a minor damage resistance and a moderate reduction to damage dealt. Causes moderate fatigue and can only be used once per combat and cannot be used with Unleash.


Level Three

  • Salt the Earth: You mark a 30ft area around you. The area is marked visibly with a ring of dark energy. For 2 rounds you take half the damage meant for allies in the area while you are in it too. While inside the marked area half the damage you take is converted to fatigue loss. Enemies inside take minor dark damage each post they are in the area. The area does not move once set.



Level Four

  • Fatal Attraction: Your aura has become so powerful you attract the enmity of those around you. Those within 15ft who do not consider you an ally feel a compulsion to direct their efforts at you instead of those you are protecting. This effect can be negated if opponent's concentration is higher than yours.



Level Five

  • Dark Arts: Your aura saturates your weapon. For the duration of the ability all of your strikes are augmented, dealing dark magic damage instead of physical damage. Causes minor mental fatigue every post it is active. This ability lasts 2 rounds and can only be used once a combat.

  • Abyssal Survivor: Your inner darkness infuses the air with your aura, causing a cyclonic maelstrom of dark energy in a 100ft area centered on you. No one inside can be healed and everyone (Including you) takes minor physical and mental damage each post they are inside your dark storm. Ability lasts for 2 rounds and causes major fatigue. The area does not move once set.
Edited by Leofrick, Sat Mar 24, 2018 4:56 am.
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Leyanni[Adm]
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Hey, sorry, you can only have one custom PrC in review so please select one of these two you've made for further review.
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Leofrick
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If it would please the crown, I would like this cPrC to be the active review.
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Snellopy[Adm]
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Shop Ninja

Would I be able to talk you down to slight, minor and moderate for the resistances for Inner Demons, mate? Major resistances as a level one seem pretty high.

Does Grit also protect your armour and gear from damage too, or just you. Does it protect only against physical attacks, or magical ones, too?

Salt the Earth, just physical damage or any damage, mate? I would ditch the word loss after fatigue, as it reads like you are getting untired.

Fatal Attraction: is this only in relation to combat, or does it include any other things? I am just wondering how its going to play out when you're wandering down a street full of NPC's, are they going to bust out the torches and pitch-forks, or go for the guards? What happens if a PC ignores the compulsion, do they take damage or are affected in some way, or are they god-modding?
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Leofrick
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Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a slight resistance at level 1, minor at level 3, and moderate at level 5. At level 5 your aura also produces a moderate fear effect on those with lower concentration than yours within 15ft.



Grit: You double down your defenses and forego offensive prowess. For 3 rounds your aura covers your armor, causing incoming magic attacks to drain mana before damaging your health. You receive a minor damage resistance against magic and a moderate reduction to damage dealt. Causes moderate fatigue and can only be used once per combat and cannot be used with Unleash.



Salt the Earth: You mark a 30ft area around you. The area is marked visibly with a ring of dark energy. For 2 rounds you take half the damage meant for allies, physical and magical, in the area while you are in it too. While inside the marked area half the magic damage you take is converted to fatigue. Enemies inside take minor dark damage each post they are in the area. The area does not move once set.

(dropped loss from phrasing, added magic damage absorption)



Fatal Attraction: Your aura has become so powerful you attract the enmity of those around you. During combat, those within 15ft who do not consider you an ally feel a compulsion to direct their efforts at you instead of those you are protecting. This effect can be negated if opponent's concentration is higher than yours or they may take minor mental damage instead. Does not affect PCs or major NPCs, and cannot affect opponents who negate it the rest of combat.
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Snellopy[Adm]
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Shop Ninja

OK, final build, good to go once someone responsible comes to look and prices it.

Prerequisites Checklist:

  • Who am I? Leofrick
  • 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? Yes


Why should you accept this custom PrC concept?
The Dark knight is a protector forsaken by the ones that rule. They are the ones who must do what a man of virtue and morals cannot, with great personal cost. They must protect those who are forgotten and cast aside. This cPrC will allow Leofrick and any others to have a class to embody the knight willing to sacrifice his own well-being or even life to be the shield for the people who need them. Not every knight can be a beacon of hope nor can every protector follow the law to save a life.



Dark Knight
Custom PrC: Leofrick

Every light must cast a shadow. For every shining Paladin championing virtue, there is a Knight of Darkness willing to do whatever it takes to protect the meek and the innocent. These knights are willing to welcome death itself if it means they save a life.

This is a Martial PrC. Abilities are non-magical unless otherwise stated.

Prerequisites

  • Adept Defense
  • Adept Blade
  • Cannot have another Martial PrC


<This is where your pricing table will go.>

Level One

  • Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a slight resistance at level 1, minor at level 3, and moderate at level 5. At level 5 your aura also produces a moderate fear effect on those with lower concentration than yours within 15ft.


Level Two

  • Unleash: You drop your defensive abilities in favor of offensive rage. For 3 rounds you take a moderate boost in damage received and a minor increase in damage dealt. You are immune to pain for the duration. Causes moderate fatigue and can only be used once per combat and cannot be used with Grit.

  • Grit: You double down your defenses and forego offensive prowess. For 3 rounds your aura covers your armor, causing incoming magic attacks to drain mana before damaging your health. You receive a minor damage resistance against magic and a moderate reduction to damage dealt. Causes moderate fatigue and can only be used once per combat and cannot be used with Unleash.


Level Three

  • Salt the Earth: You mark a 30ft area around you. The area is marked visibly with a ring of dark energy. For 2 rounds you take half the damage meant for allies, physical and magical, in the area while you are in it too. While inside the marked area half the magic damage you take is converted to fatigue. Enemies inside take minor dark damage each post they are in the area. The area does not move once set.


Level Four

  • Fatal Attraction: Your aura has become so powerful you attract the enmity of those around you. During combat, those within 15ft who do not consider you an ally feel a compulsion to direct their efforts at you instead of those you are protecting. This effect can be negated if opponent's concentration is higher than yours or they may take minor mental damage instead. Does not affect PCs or major NPCs, and cannot affect opponents who negate it the rest of combat.


Level Five

  • Dark Arts: Your aura saturates your weapon. For the duration of the ability all of your strikes are augmented, dealing dark magic damage instead of physical damage. Causes minor mental fatigue every post it is active. This ability lasts 2 rounds and can only be used once a combat.

  • Abyssal Survivor: Your inner darkness infuses the air with your aura, causing a cyclonic maelstrom of dark energy in a 100ft area centered on you. No one inside can be healed and everyone (Including you) takes minor physical and mental damage each post they are inside your dark storm. Ability lasts for 2 rounds and causes major fatigue. The area does not move once set.
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Asti
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Inner Demons - The moderate resistance is fine, but the moderate fear is not. I'd suggest a different effect or one with a more particular qualifier than the notorious concentration skill.

Unleash and Grit could be the same ability.

Dark Arts is not very strong, particularly not compared to l3's Salt the Earth. "Dark Magic" is not an energy type, either, although Unholy would be.

Abyssal Survivor is also not very strong.
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Leofrick
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Inner Demons- I can drop the fear altogether or make in a effect on minor NPCs only

Combine Unleash and Grit, then swap it with Dart Arts (Unholy version)? Unleash and Grit were meant to be trade-off abilities where you do more with one and take more, or you take less and deal less to your enemies. Kind of like a tank-dps role swap.

Abyssal Survivor- Up the damage to moderate and drop backlash severity?
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Asti
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Inner Demons - Making it affect minor NPCs is fine.

If you combined Unleash and Grit, you could instead make it one ability with two functions because you couldn't use them at the same time even if you wanted to.

Abyssal Survivor would probably be okay like that, but a PrC is a whole-experience.
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Leofrick
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Inner Demons: Your attunement to the darkness of your own mind produces a visible aura around you. This aura provides protection from mind magic and effects. You receive a slight resistance at level 1, minor at level 3, and moderate at level 5. At level 5 your aura also produces a fear effect on minor NPCs within 15ft.


New Level 2:
Blood Weapon: You cause a bleeding wound on yourself dealing minor damage, soaking your blade. For 2 rounds your weapon moves faster when used to attempt to parry or block incoming strikes.


Grit: For 3 rounds you choose one of the following effects: You gain a moderate increase to damage received in exchange for a minor boost to damage dealt to your opponents. You are immune to pain for the duration.
-or-
Your aura covers your armor, causing incoming magic attacks to drain mana before damaging your health. You receive a minor resistance against magic damage received in exchange for a moderate debuff to damage dealt to opponents. Either choose incurs moderate fatigue.


Salt the Earth: You mark a 30ft area around you. The area is marked visibly with a ring of magical darkness. For 2 rounds you take half the damage meant for allies, physical and magical, in the area while you are in it too. While inside the marked area half the magic damage you take is converted to fatigue. Enemies inside take minor unholy damage each post they are in the area. The area does not move once set.


new Dark Arts: Your aura saturates your armor. For 3 rounds you take half damage from magical PrCs, or absorb half the damage from non-augmented, non-epic spells to replenish health (no meta-feats used), canceling the other half. This ability causes moderate mental fatigue and can only be used once per combat.


New Apex:
Shadow's Embrace: For 4 rounds you create a 15ft cone behind you with wings of magical darkness. Allies inside that cone are immune to magic damage and receive half physical damage. This ability requires you to remain stationary and can be dispelled by spells that remove magical darkness. This ability can be used once per combat.
Edited by Leofrick, Sat Apr 7, 2018 6:01 am.
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Leyanni[Adm]
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Grit should be condensed into one paragraph.

the new version of Dark Arts is just way too much mage-hate for modern Imy. Let's tone it down.
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Leofrick
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Grit: For 3 rounds you you gain a moderate increase to damage received in exchange for a minor boost to damage dealt to your opponents. You are immune to pain for the duration. Or you may choose for your aura to cover your armor, causing incoming magic attacks to drain mana before damaging your health. You receive a minor resistance against magic damage received in exchange for a moderate debuff to damage dealt to opponents. Either choose incurs moderate fatigue.



Dark Arts: Your aura saturates your armor. For 1 round you take half damage from magical PrCs. This ability causes moderate mental fatigue and can only be used once per combat.
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