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War Maiden

The War Maiden profession is a class of Holy sisters that are not just shrine maidens but warriors as well. This combines the power of a warrior and a cleric making them a deadly foe against men and undead. Though only women can be of the order of the War Maiden it is still the ideals of the shrine Maidens, female Clerics of Negocia, that women are considered pure in consideration of man’s world. The War Maiden brings fourth her fury and might wielding her Signet War Maiden Hammer blessed by the Shrine Maiden’s of their temple. The hammer has been a sign of God’s Might as well as their power versus evil since the fall of man in their country. Regardless that there are men in Negocia the War Maiden has accepted many as the Ranks of Clerics to further define their ranks. As a War Maiden it is their duty to smite evil and the impurities of the world. Though few of their order can be considered Rebels there are almost none who are evil or villainous.

Benefits> War Maiden’s gain some basic Cleric and Warrior abilities as well as their Signet Hammer. The 2d10 Hammer must be submitted in an email with at least a paragraph of how your War Maiden achieves this gift under her training as a War Maiden. Also only females can take this profession. Aside from that there are a few Warrior and Cleric Benefits a War Maiden can use.

Rise from they Grave> Only those of Clerical Powers can raise a player or target from the dead. However the target must have been dead with in recent time and not a death long ago. For Examples to Raise a Dead Character with in a time limit a person just dead in an adventure should be brought back or at the end of the Quest they would suffer what is on the Death Page. No Cleric of any order can bring back something long dead since it would be seen as heresy unless they follow the order of Cain or Kudos.

Turn Dead> A Cleric of Good Alignment can turn dead and banish them back to their grave or send them away from his site. The Cleric of good alignment must make a Spirit Roll d20 and score under their Spirit to turn a target undead away. However the strength a Cleric has in banishing or turning dead is based on the target’s spirit and since undead do not have a high spirit most can be turned unless stronger than the cleric. Only Half Vampires and Vampires are immune to the Turn Undead ability. Also Criticals are reverse in this ability roll where a 1 is a Crit Fail it is an automatic success and a 20 is a Crit Success it is an automatic fail for the good Cleric.

Increase Hp> A Warrior always will have a +20 Hp regardless if they reached the max of their Health Limit. Warriors are known to last just a little bit longer than most people because of this extra amount of health.

Increase D.Hp> Warriors also have an increase D.Hp pool of +4 meaning it takes a lot more to take them out than most people. This increase of D.Hp helps prevent them from being killed in the last or final blow of an Attack and normally keeps them alive.

Abilities> The abilities of a War Maiden consist of mix abilities of the Warrior and Cleric profession making them rather unique abilities for their own class. However unlike true Clerics they do not get divine choice of their god since the requirement requires them to worship the Creator and Illumina. Their powers are a blend of Clerical powers and a Warriors finesse making them deadly melee and cleric combatants. A War maiden can only use her Clerical Powers Equal to her Spirit and rolls her Clerical Powers exactly like a Cleric using the Prayer Roll and Difficulty.

Healing Touch> By praying to their deity for Healing only a light align Cleric can heal her parties wounds. This restores 2d6 +Spirit as Hp restored to the party and can also heal one Status Effect if one of the Cleric’s allies is affected by an abnormality.
Cost> 20 Exp

Raise Dead> There are two functions for this ability depending on the Clerics alignment. For that Good Aligned the ability allows them to make a Prayer Roll Difficulty 12 and if successful raises an ally back to full D.Hp and Hp. The other allows a Dark Aligned Cleric to raise an ally or target as a Animated ghoul that retains all the powers and abilities of the person’s past form with the handicap of the a Zombie’s Attribute and has 75% of its Max Hp, -2 Power, -2 Reflex, -6 Mind, -8 Spirit, and has Zero Social with a -1 to Movement. The ability lasts for the day and a Dark Cleric can only raise one of these once a day.
Cost> 40 Exp

Exorcism> The Cleric is bale to banish spirits or demons that have possessed a vessel or an object. The Cleric makes a Spirit Roll and must score under their Spirit to perform the Exorcism correctly. The Demon or Spirit must then make a Spirit Roll Difficulty base on the Spirit of the Cleric or be banished from the area.
Cost> 30 Exp

Banishment> A Cleric of any order can banish spirits and demons by blessing an area equal to their Spirit in Movement. A Movement is 5ft if a Spirit of 10 is 50ft then from the area around the Cleric the Demon or Spirit must be 55ft feet away or else be Banished and return to the realm of their origin. This also works like a Bane to keep Undead, Spirits, and Demons away from the Cleric. This lasts for about hours equal to the Spirit of the Cleric.
Cost> 40 Exp

Sonnet of Illumina> These prayers are spell like and allow a good align cleric to learn five spells from the Way Lighter magic domain. If any requirements are shown the Cleric must fulfill those requirements before choosing the spells. Also Clerics of this faith get the Smite Evil ability that deals +10 Damage to those who are considered Evil. When this ability is learned by the War Maiden the Signet Hammer is always blessed therefore gets the Holy Property regardless if it is magical or not.
Cost> 100 Exp

Reflexive to Combat> The skill gives a Circumstance ability to a Warrior making them able to win all ties on a roll base on Dodge, Attack, or Resist. For example a Warrior makes a Dodge on a attack score of 18 or 20. If the Warrior can score the same number as the opponent they win all ties. Also if the ability states that on a opponents score the actions goes even if the score is the same the Warrior still wins ties.
Cost> 40 Exp

Shield Guard> As an Instant Action a Warrior may State “Shield Guard” At any moment when wishing to prevent Damage. This avoids having to roll when desiring to block with a Shield. However though it is instant the more frequent it is used more than likely the Shield will be ruined if used often.
Cost> 30 Exp

Well Endured> Endurance is the key to some situations. When making a Charge or any Movement Action the Warrior can move at great speeds being well endured to continuous actions. They can add their movement to the total movement they wish to apply on any Movement Action. Meaning if a Warrior runs and makes double his Movement of 4 he makes 8 Movement (Distance of 40ft) and being Well Endured can make a Movement of 12 adding his base movement to the Run Action increasing his distance to 60ft.
Cost> 30 Exp

Intestinal Fortitude> As a Warrior grows in their training they are subject to many wounds and bruises in battle. At some point the body learns to heal itself quicker closing wounds or healing abnormal Status much quicker than normal. The warrior each round may choose to Heal one Status Effect or Regenerate d4 Hp or D.Hp each Round. This can be useful when they need it most.
Cost> 30 Exp

Natural Brawler> When attempting Punches, Kicks, throws, Throwing, Grappling, or using Generic Weapons (improvised) a Warrior gets a Natural +1 Bonus to that action either to ATR or to Damage.
Cost> 20 Exp

Natural Athletics> Regardless of the limit on the skill acrobatics the Warrior will always get a +4 Bonus to the Athletic Skill check Roll being well trained in the form of Athletics. This is natural to them since most their young days learning to be Novice Warriors taught them many athletics skills.
Cost> 40 Exp

 

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