Primate Murder
Member
|
Since the Halloween war is coming to an end and I wanted to do something for werepyre paladins anyways... Fluff: There are few areas that need the services of the Paladin Order more than Darkovia. Unfortunately, the variety of curses infecting the forest's inhabitants (including the paladin Coeuraservi himself) leave them ill-suited for wielding holy weapons. Darkovian Armaments were crafted specifically to countermand that weakness, combining the werepyre's curse with the full might of paladin magic. That, on its own, might not be enough to reclaim Darkovia from the grip of the shadow... but it's a start. Hallowed Armaments A light mini-set with a focus on undead-slaying and hybrid stats. Hallowed Tenacity Melee/Magic light hammer 0-proc -3 bth lean. MC: Uses Str, Int and Luck for stats. Effect: Gain a stacking 2.5% damage boost each time you hit the monster. The next time you miss a hit, you loose (x/.15)% melee hp, where x is your current boost; this resets your boost to 0. Appearance: A gnarled wooden branch gripping a tombstone. Description: A large hammer, perfectly suited for crushing a variety of undead foes and enchanted with paladin magic that makes you stronger with every hit. The enchantment is not without its downsides, though – should you fail to hit your foe, the magical backlash will strike at your own curse! Hallowed Radiance Light shield MRM is low, but focuses on Magic. Effect: Looses 3 MRM. Against undead, you use the shield's Light resist for all eight elements. (shield version of paladin's Unwavering passive) MC: Gain (y * 10/1.4)% light Backlash, where y is the number of light spells you have in active inventory. Monster can resist (MainStat/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if it's undead. Appearance: A gnarled wooden shield with softly glowing runes. Description: A shield of light and shadow, capable of adapting to any undead foe. Its power resonates with your own light magic, punishing your enemies for every injury they deal to you! Hallowed Ground Light element spell. Does no damage, but has the following effects: - Monster is inflicted with light Burn (power: 1) until the end of the battle. Monster can resist (MainStat/Luck vs End/Luck) with -5 penalty to save. - Monster is inflicted with EleVuln (+10% light damage taken) until the end of the battle. Monster can resist (MainStat/Luck vs Cha/Luck) with -5 penalty to save. - You gain Str and Int (50 * MonsterLightRes each) for 2 rounds. MC: If your foe is undead, you also gain 4 Defiance charges (for lvl 10 paladin skill). Cost: 50% melee sp + 50% melee mp + 25% melee hp (50% if Int>Str). Against undead, the sp and mp costs are halved. (calc: 12.5% spell damage downtrigger = 25% melee, so a trigger is worth 50%). Appearance: Permanently changes the background to an old cemetary, lit by moonlight, Description: Consecrate the ground with your blood, enhancing your combat abilities while assaulting both body and anima of your foe. If the enemy is undead, the spirits of paladins past will even help you shoulder the ritual's cost!
|