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Woman of Faith

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^_^ Helga Natasha Brigitta Louisa Lukschander, "Asha"
Physical Description: Race:Human, Gender: Female Ht:6'5", Wt:189, Hair:Auburn, Eyes: Emerald Green, Skin: Tan & Freckled
Age: 19 (Consi threads), 39 (A Grain of Sand)

http://alicexz.deviantart.com/art/Redhead-93450366 (young Asha)

http://img91.exs.cx/img91/9461/angie128zh.jpg (Asha now)

Asha stands tall, but appears relaxed at all times. She wears sturdy, serviceable clothing in a deep shade of green, enhancing the color of her hair and eyes. Her long, thick, fiery hair is usually tied back at the sides to keep it out of her way. Her soft leather overtunic is also green in color, as is her knee length, woolen cloak. Her hard leather boots and the bracers worn on her forearms are dark brown. She keeps a beautiful dagger in her left boot, but but uses it mainly for hunting and eating. The dagger and her large quarterstaff the only visible weapons on her person.

Asha is extremely strong, stronger than many of the toughest warriors. She is also very fast, her base travel rate is equal to that of an unladen horse. She has a natural health and vigor that has been improved by her Pra Yer training.

Personality:

Asha is a impressive sight to behold, not because of her size or striking features, she's not even what one would say is classicly beautiful, but her zest for life comes out in her beaming face, making her lovely to look upon. Because her boldly cheerful personality outshines her eyes she appears larger than life. She is straightforward and outspoken, in her younger years she sometimes spoke without thinking (who are we kidding, she OFTEN spoke without thinking)! Some have mistaken her seemingly affable nature for naivete or even a lack of awareness, however she is wholly aware of her surroundings, and those in them, at all times. She is a superbly adept woodsman, highly skilled in many areas.

Asha is good natured. Though not completely lawful, she will not willfully disobey any statute simply for personal gain, nor does she lie or break promises. She is extremely astute and learns quickly. Over the years she has learned much about the way the world works, and about the ways of men. When she was young the phrase "...rushes in where angels fear to tread..." was attributed to her, but she was no fool. As she has matured, Asha's wisdom has grown exponentially. Still, she is always ready for a new adventure and there is still a sliver of the impulsive streak that had herwandering Ithriya in her youth. Her biggest strengths are her devotion to God and her determination to excel at all she does. Her foes would say Asha's biggest weakness is her love for her friends and family, but this is actually a huge strength. She is usually a very cheerful and carefree person, but don't get on her bad side. Asha easily gets along w/ others due to her friendly nature, but she rarely gives her loyalty. Once it is given, however, that person can count on Asha even in the direst of circumstances.

Asha is a fierce fighter and is an extremely skilled warrior. Many a hard head has been cracked by her oaken staff. The quarterstaff is her favored weapon, but she is equally skilled in sword and bow. She is not one for killing unless it is absolutely necessary. She has spent a few sleepless nights wondering if it is best to let an enemy have mercy, but always she remembers that God has given her mercy and she can do no less.

Background:

In Peria, it has been the custom for many centuries to send the children of the Warrior Lords to the monastery of the Pra Yer where they are taught the skills and disciplines of their noble ancestors. The Pra Yer are masters of their art, and the children in their charge love and respect them in spite of the hardships of their training. From days of old the Pra Yer have defended Peria, and her allies, from evil in all its forms (especially the burgeoning evil in Anserak) and this tradition continues generation unto generation...

Asha was born in a small village north and west of Parifis called Shadow Glen. Despite the dark name it is a happy place, named so only because the shadow of the Calkei Mountains falls on the peaceful forest village early in the afternoon. It was a bright summer day when Asha's great-great-great-grandfather was given this land by Emporer Museveni's great-great-grandfather and Baron Georg Lukschander named it Shadow Glen. It has remained in their family and Asha's father, Franz, will one day hand it down to her older brother, Stefan. While Stefan will inherit lands and titles, Asha had inherited a latent mana force so powerful she drew the attention of the Holy Pra Yer Order. This mana force comes from Asha's ancestors, a race of highly intelligent, mana wielding giant-kin known as the Firbolg. They are the most powerful of the giant-kin due to their natural intelligence and considerable mana power. The Firlbolg prefer to live in remote forests in distant hills, and protect their privacy zealously. They are distrustful of most races, especially humans. They aggressively repel other types of giant-kin from their borders and they avoid true giants, except the Storm Giants. Firbolg keep on even terms with druids and faerie creatures, including elves. They greet strangers with caution, and always in some sort of illusory disguise. This is how a massive human man met with a female Firbolg many, many years ago. He aided the large woman in some way that time has forgotten, but the man impressed the woman so much that she left her family to be with him. From their union the patriarch of the Lukschanders was born. Like the Firbolg, the Lukschanders have red or blond hair, keen intelligence and a ready wit. It is this heredity that makes all the Lukschanders so tall, strong, healthy and joyful. It is from this heritage that Asha has inherited such a strong level of latent mana power.

At a very early age Asha was discovered by the Holy Order of the Pra Yer Warriors, as they are formally known. When she was but six summers old she was taken from her home to be trained at the Pra Yer Monestary on the border of the Anserak Mountain Range, also known as the Wall of Hope due to the fact that it is the only natural defense against the evil growing in Anserak. Centuries ago the Pra Yer made a pledge to protect Peria and the rest of Ithriya from the evil thriving in Anserak. They settled at the foot of the Anserak Mountains, next to the Silent River, to patrol this mountain range and keep the darkness of Anserak from encroaching on Peria, and the rest of the world.

Asha was raised in the firm, yet fair, environment of the Pra Yer Warriors. Despite all the discipline instilled in her a streak of the impetuous remains in her. Now that she has completed all ten basic Pra Yer disciplines, or skills, she is an Initiate Master. However, in order to become a full-fledged Pra Yer Master she has been sent out into the world to learn more of the ways of men, to be better prepared to fight the insidious side of evil, and to gain more control over her impulses. Once she has done this she will be ready to pursue the Grand Pra Yer disciplines.


BASIC PRA YER DISCIPLINES:

Healing: 4x daily, can heal self of serious damage or can heal others' mortal wounds, even those at death's door; can heal any creature except those immune to critical hits

Mind Shield: Protects against effects fo psychic attacks/powers (ex. is immune to vampire's hypnotic gaze or Jedi suggestion)

Animal Kinship: Can comunicate w/ birds, fish, cats, dogs & horses

Tracking: Can find tracks in any environment and follow them great distances; can know species, ht, wt, armor, sex, skill level of prey; does NOT get thrown off the trail; only needs to survive conditions

Hunting: ID all plants and animals; safety of water is known; great speed bordering on supernatural; immune to all poisons by animal, monster or plant; much greater damage on surprise hits (not on creatures immune to critical hits); cannot be surprised by any means; unless totally barren landscape, can always find enough food to survive

Weaponskill: highly skilled in all ranged and melee weapons; chosen weapons are MASTERED; cannot be disarmed, can deflect blows; longest range = medium range w/ bows

6th Sense: better reflexes, can turn mortal strikes to fleshwounds; always alerted to danger, most dangerous thing w/in 30 ft, even hidden/invisible monsters, humanoids, undead and constructs/traps

Camouflage: can move effectively while remaining camouflaged, stealth is extremely effective

Mind Over Matter: can move objects up to 100 lbs up to 10 ft/6 seconds; can interfere w/ attacks, only physical attacks

Mindblast: Can send psychic wave to slow foe's reactions ever so slightly and create openings she can exploit

(Anyone wishing to read about these abilities in more detail may look below, to posts 3 and 4, but be advised these are spoilers.)

UPDATE!

20 years have passed since the death of Sathria Com, Asha's dear friend, and the Consi of legend. In that time Asha has grown in experience and wisdom. She is now a Pra Yer Grand Master and she has new abilities to use in the service of El Elyon. She has also lost some things, her cheerful spirit has become subdued and her impetuous nature has given way to a more reserved approach. There are times when the old Asha comes to the fore, but not often enough.

Be advised, these abilities are not magical in nature, but come from an innate source of special power inside the Pra Yer Warriors. The closest comparison is the Force the Jedi Knights use, but the Pra Yer get their power from God. They do not have the spellcasting abilities of priests, but they have spell-like abilities. Please see posts 5 and 6 below for more details on these abilities (these are spoilers). They will be updated as the story, A Grain of Sand, unfolds.

PRA YER MASTER DISCIPLINES:

Curing: Once the secrets of Curing become available to a Pra Yer, grave wounds can be closed and the deadliest of toxins can be salved away with little more than a touch.
Pathsmanship: All Pra Yer learn to track, but the ways of the wilderness are not the only trails in the world. Every destination has a journey that lies before it and a Pra Yer with this discipline learns to master every step along the way.
Huntmastery: There are hunters and then there are huntmasters. The greatest of the Pra Yer can react with the speed of a jungle cat, move through the woods without a trace and scale the tallest trees effortlessly. The strength, speed and skills of the most feral creatures are the huntmaster's to enjoy, though some come at a cost. Truly attuned Pra Yer hunters sometimes feel awkward in urban surroundings, longing for the freedom of the great outdoors.
Invisibility: Hiding oneself is a lesson that every Pra Yer learns to some degree, but the basic arts of disguise are simplistic compared to the advances skills of this discipline. The very definition of stealth, a Pra Yer's powerrs can get him into an enemy's stronghold without fear of detection and, more importantly, see him safely back out again.
Animal Control: There is little a Pra Yer need fear from the animal, or even plant kingdoms. Asha's intuition and influence are such that she may command an animal's actions, feral thoughts and even its heart.
Word of Knowledge: Once the level of Master in the Pra Yer order is reached the warrior's abilities in extrasensory perception can be fully explored and the strange mysteries of the future can be made clear. Even at its best, this ability can be confusing, but the glimpses it provides can save lives, show the Pra Yer other worlds and let him sense the past, present and future.
Mind-Surge: This discipline gives vent to the truly destructive powers within the thoughts of a Pra Yer. Focusing rage, aggression and spiritual energy into expressions of violence, a Pra Yer can shatter objects, muddle the minds of others and even kill with overwhelming emotional assaults too blistering for the mortal mind to endure.
Nexus: Pra Yer are often expected to endure the worst of conditions in order to complete missions, this is made much easier with the skills of Nexus. Mastery of both one's own body and the forces of decay and destruction is vital to the practice of Nexus, making it one of the most difficult Pra Yer disciplines to learn.
Weaponmastery: The world of Christia is a dangerous place, the Pra Yer know this all too well. In addition to their mental exercises, the Pra Yer drill constantly in specialized weapon techniques until they are adept at wielding virtually any weapon known to the lands of men. Once they have perfected these skills, they turn to the more esoteric and specialized arts of combat.
Mind-Screen: This discipline protects the Pra Yer's mind from mental assault. This discipline is very focused, defending the Pra Yer's thoughts from intrusion and attack.

Note: This character is based on the Kai Lord class presented in the Lone Wolf books by Joe Dever. In the thread I have changed the name of the sect to the Pra Yer Warriors as I did not wish to have my character praying to or serving a false god.
 
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Woman of Faith

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Asha's Quarterstaff

Staff of Striking
That is the only name that can be given to this masterpiece of nature imbued with mana.

Sir Lawrence Athenuel, Viscount of Akhonne, presented this mighty staff to Asha in gratitude for saving his family from a terrible death. Sir Lawrence had taken his family on a vacation to Peria where the children wanted to see the Wall of Hope, thinking it would be a wonderfully grotesque place to see from the safety of their skyship. When they saw the the Anserak Mountains from a distance the Athenuel family realized their pre-conceptions were very wrong. The found out that the Wall of Hope is a beautiful woodland range of lovely mountain scenery and they were inspired to picnic there in a pretty little clearing.

Unfortunately, the family strayed far from the the place they had moored the skyship and, in the middle of their picnic, they were set upon by a band of orcs and kobalds. It seems the vile creatures were attracted by the scent of the Athenuel's delectable food, especially the roast lamb. The orc sergeant decided to abandon the unit's probe of the Pra Yer defence's to get a taste of his favorite meat, human flesh. Unfortunately for the orc sergeant, a young Pra Yer acolyte was on patrol in that area. She heard the children screaming and met the family as they were running for their lives. Asha assisted them into a nearby cave then fought off each orc and kobald as he approached the mouth of the cave. It was a violent clash which lasted for over an hour. As she repulsed one orc two kobalds replaced it. So it went on until Asha thought her strength would abandon her. Then, without warning all the attackers fled, dragging their unconscious brethren with them. Sir Lawrence's attachment of guards finally found them after the viscount and his family failed to return to the ship at the appointed time.

Asha had been about to give the corporal a severe dressing down for leaving the Athenuel's alone, but Sir Lawrence took the blame, telling Asha he'd wanted time alone with his family. When she learned of the viscount's stupid act Asha gave him the harshest tongue-lashing he'd ever received from a subordinate, the ONLY one he'd ever received from a subordinate. As was the case many times before, Asha realized her mistake in speaking out of turn too late. Still, she did not apologize, she had meant what she said. To Asha's surprise, Sir Lawrence was not angry, instead the viscount seemed pleased. He said he liked anyone who would tell him the truth without thinking of the benefit, or harm, to themselves. Of course Sir Lawrence was impressed with Asha's battle skills, but her character far outshined her physical prowess. Sir Lawrence wanted to repay the young Pra Yer with an amazing gift and he worked long and hard to do it.(See the presentation in Elven Forests, Laurelda, thread: The Consi, page 100, or 101)

An extremely talented and wizened mana wielder, Sir Lawrence worked for years on this quarterstaff. In the forest surrounding his village he found a centuries' old, gigantic Golden Oak which had been struck by lightning the night before and an idea for a gift hit him. He harvested a long length of the trunk and carved the staff from the very heart of the mighty tree that had been felled by nature itself.

Since the woman who would weild it was so tall he made the staff longer than the usual quarterstaff so it would fit her frame and her manner of handling. In the head of the staff he carved a beautiful rendering of oak leaves and acorns. On the bottom end he placed an endcap of magically hardened platinum.

The whole staff, in fact, has been magically hardened and it cannot be cut by any ax or blade of any kind. In addition, though it is light as wood, it strikes as though it were made of steel. Inspired by the tree from which it came, and its manner of demise, Sir Lawrence used his mana wielding abilities to place within the staff the power of lightning.

Three times a day, using a special power word, Asha can make the staff strike a person or thing as if it were a bolt of lightning. In addition, the staff emits a special field of protection five feet all around Asha that stops all normal missiles from penetrating. Sir Lawrence also made it so that the head of the staff can be used as a light source with the use of a second power word, and with a third power word the staff can be used as a divining rod to find fresh water.

Needless to say, the service Asha payed to Sir Lawrence and his family made such an impression that he was determined to repay the Pra Yer with a gift of such value that it would help her every bit as much as she had helped them. Asha would tell you he succeeded "wit colors a'flyin!"
 
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Woman of Faith

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Asha's Basic Pra Yer Disciplines, in detail

MINDSHIELD:
Asha went through many long hours of training to learn and improve her mental defences. She can create a barrier against any direct psychic assaults on her mind. This ability allows Asha to concentrate on the battle at hand without worry of any mental attacks that might be perpetrated by an enemy.

HEALING:
Warmth of the Son: (Tier I) Through intense prayer and a solid relationship with the Son of Elohim a Pra Yer Warrior can heal himself of severe wounds. Asha may only use this ability on herself 4 times a day.
To Stand in the Gap: (Tier II) Pra Yer healing skills are almost unmatched. Those who have benefited from this ability have had mortal wounds closed with only a few stitches and the outstanding healing arts of these devout spiritual warriors.
None Shall Fall: (Tier III) All Pra Yer with this level of healing ability have been highly trained in humanoid anatomy, and are consequently masters of battlefield healing. A Pra Yer Warrior with this level of skill needs no healing kit and can freely heal to the limits of his ability.
Remedy's Annointing Touch: (Tier IV) By praying with total concentration on the power granted her by El Elyon, Asha can accelerate the healing process, making her a miracle healer on the battlefield. Whenever praying over a mortally wounded humanoid that person will recover sufficiently from their wounds as to be able to survive, so long as they take no more damage. That person must remain immobile, with total bedrest for 24 hours or they will suffer further injury, possibly reversing the healing altogether.
Elohim's Annointed Wisdom: (Tier V) The Pra Yer with this level of healing skill has studied, prayed and maintained such a close personal relationship with Elohim that He has granted that holy warrior unsurpassed powers of healing. The Pra Yer Warrior has gained such a great understanding of anatomy that he can apply the Pra Yer healing abilities to all manner of creatures, not just humanoid. Creatures immune to special/critical hits cannot benefit from this Pra Yer skill as their physiology is too alien for the holy warrior to understand.

ANIMAL KINSHIP
Untamed Heart: (I) The Pra Yer develops a strong empathy with animals and their nature. Asha has the ability to use this skill to calm and angry or attacking animal. In addition, non-hostile animals simply feel more reassured and even friendly around the Pra Yer with this ability.
Voice of the Forest: (II) The Pra Yer may attempt to give a single order to a normal animal (not a monster). This must be a simple, one-word command such as 'stop', 'run' or 'follow'. The animal will obey the command for a number of minutes before returning to its previous activity.
Know Animal Intent: (III) Every minute, if the Pra Yer chooses, he/she may study and single normal animal to discover what it will do in response to any action the Pra Yer takes. For example, Asha could attempt to decide if a barking dog will attack if she approaches or run away. This only works on normal animals, not monsters.
Beast Speech: (IV) The Pra Yer Warrior may communicate with a number of animals, depending on the holy warrior's intelligence, as if the animal possessed the power of speech. However, it is the Pra Yer who speaks the language of the animals (a la Dr. Doolittle). Asha can talk with all types of birds, fish, cats, canines and horses. She is also able to "eavesdrop" on such animals when they communicate with eachother. Asha can quiz these types of animals about what they have seen and their immediate surroundings, but long conversations with fish about the formation of the oceans would be quite impossible.
Aspect of the Untamed: (V) Once a Pra Yer has mastered the principles of Animal Kinship, he strives to increase his knowledge of the natural realm and gains a unique understanding that few can ever hope to attain. Upon reaching this level of Animal Kinship ability a Pra Yer Warrior will gain the ability to communicate with three more broad animal species. Rather than choose 3 more animal species a Pra Yer may instead choose to be able to use his Animal Kinship abilities on one type of monster species (possessing semi-intelligence or less). Asha has chosen to also be able to speak with reptiles, rodents and arachnids.

HUNTING
Nature's Secrets: (I) The Pra Yer's training in hunting increases his knowledge of nature dramatically. Asha can identify most plants and animals with complete accuracy, including their species and some known special traits. She can also determine whether water is pure and safe to drink, or whether it is polluted (be it from poison or pollution).
Angels' Flight: (II) Upon attaining this level of Hunting ability the Pra Yer Warrior gains great speed that is nearly supernatural. Few can keep up with him when in a flat out run. The Pra Yer Warrior permanently has a base movement rate 25% faster than that of normal, athletic humans.
Venombane: (III) The Pra Yer Warrior with this level of hunting skill has little need to fear the bite or sting of venomous insects or animals. Asha is immune to all poisons produced by any animal, monster or plant. This ability does not protect a Pra Yer from poisons produced by other sources, such as magic or chemicals.
Swiftest Strike: (IV) The goal of hunting is to bring one's quarry down before it is even aware of the Pra Yer Warrior's presence. When a Pra Yer Warrior manages to surprise an enemy with an attack that enemy takes double the amount of damage the attack would have done in a normal melee situation. This additional damage does not apply to creatures immune to critical hits, these creatures take the normal damage when surprised.
(I think vampires fall into this category.)
Huntsense: (V) The Pra Yer Warrior is so attuned to his immediate surroundings that it is impossible for an enemy to creep up on him unawares. A Pra Yer Warrior with this level of hunting skill cannot be surprised by any means. In addition, Asha can always find enough food and water to keep herself nourished, unless the area is completely barren (as in a lavafield). These meals are rarely enjoyable, but they keep hunger and thirst at bay.

TRACKING
Follow the Trail: (I) A Pra Yer can find tracks in any environment and follow them for great distances. Pra Yer move at half their normal speed when using Follow the Trail. If the trail is lost the Pra Yer may try again after an hour of concentration. If the trail is not picked up within three hours the trail becomes cold and the Pra Yer must wait an entire day before trying to pick it up again. He must rest and meditate to regain focus.
Stride of the Woodwalker: (II) Pra Yer are very adept at moving through natural terrain and are not hindered by the same burdens others endure. For instance, Pra Yer can move at their normal rate through forests, rough terrain, overgrowth or mud. These just don't slow the Pra Yer down, even if they are the result of magic.
Step Without Shadows: (III) A Pra Yer moving in natural surroundings does not leave tracks of any kind. This ability may only be used if the Pra Yer is uninjured, is wearing no armor and is not suffering any effect that slows or hinders him.
Signs of the Prey: (IV) A Pra Yer can tell a lot about his quarry simply by looking that the tracks left behind. Information can be revealed about the one he is hunting such as species, weight, height, armor (or lack therof), gender and physical condition. For each piece of information a Pra Yer wishes to learn he must have total concentration for one minute.
Trackmastery: (V) A Pra Yer is so in tune with the tracks at this level of skill that few things can distract him from following the prey. He need only survive the environmental conditions in order to stay on the trail. Furthermore, lighting conditions no longer pose any hindrance.
 
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Woman of Faith

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WEAPONSKILL
Martial Instruction: (I) The Pra Yer selects one type of weapon, through training exceptional skill in combat is gained with the chosen weapon, far above that of the average warrior. The Pra Yer masters grant the Pra Yer his chosen weapon at this point and will replace it on return to the Pra Yer Monastery when lost or broken. This skill is only enhanced further when a magical weapon of this type is wielded.
Continued Training: (II - IV) As his training continues a Pra Yer may choose to gain exceptional skill with a new weapon, or he may continue improving in his current weapon. If he has chosen a ranged weapon the Pra Yer may choose to increase its range increments by 50%, but this increase applies to each ranged weapon only once.
Warmastery: (V) Upon reaching the fifth tier of Weaponskill, the Pra Yer has few equals in battle and can ready use any weapon he can lay his hands on with equal ability, which is well above average. His attacks are far more effective than before. In addition, all ranged weapons in the hands of a Pra Yer have their range greatly increased, by 50%, but if this increase is in conjuntion with a previous range increase from tiers II - IV then that Pra Yer's chosen range weapon has its range increment increased a full 100%.

SIXTH SENSE
Second's Warning: (I) The Pra Yer learns to respond to his inner sens of self-preservation long before he truly knows the source of a threat. This increases a Pra Yer's agility and reflexes, especially in combat.
Glancing Blow: (II) By trusting their instincts, Pra Yer can turn mortal strikes into lesser wounds by moving their bodies away from the force of an attack. Once per day a Pra Yer can force an opponent who has successfully hit him to do the least amount of damage a melee or ranged attack can cause. This skill only works if the attack struck the Pra Yer warrior himself and cannot be used when he is flat-footed, paralysed or helpless.
Dangerous Whispers: (III) Pra Yer are always alert for signs of danger, even signs no one else can sense. A Pra Yer can concentrate on his surroundings and discover the most dangerous thing within 30 feet of his present location. This may be something as inocuous as a concealed weapon or a loose rock on a trail, but if it could pose a danger to the Pra Yer it will be detected and a rough idea of the danger will form in the Pra Yer's mind. Monsters cannot be sensed with this ability, nor can any humanoid, undead or construct.
Sudden Forsight: (IV) The ability of Dangerous Whispers becomes more attuned, allowing the Pra Yer to sense nearby monsters, humanoids, undead and constructs within 30 feet, even if they are hidden or invisible. This power can be opposed by any creature that is deliberately hiding its presence, but a battle of wills ensues and if the Pra Yer loses the hidden creature is not detected. (The GM will have to determine how this battle of wills plays out.) This skill will detect any creatures, whether or not they intend to harm the Pra Yer. This ability is not used in conjunction with Dangerous Whispers; one detects static, non-sentient dangers while the other senses creatures.
Knives in the Dark: (V) By studying another character, the Pra Yer can sometimes guess their intentions or if tell if they pose an immediate threat. The Pra Yer must concentrate for a full minute and the character may resist (see the battle of wills note above). If successful the Pra Yer gains a small spark of information about the type of danger the character represents, if any. For example, this skill can inform the Pra Yer of a poisoned dagger in a pocket or a character's intention to defame the Pra Yer in some way. Sudden Forsight will detect creatures, but this skill will determine if a creature has any hidden agendas against the Pra Yer or his plans.

CAMOUFLAGE
Blinding Surrounds: (I) Taking best advantage of his surroundings, a Pra Yer can use terrain features to hide his presence. This skill also improves the Pra Yer's stealth abilities.
Fleeting Glimpse: (II) The Pra Yer can now move effectively while remaining camouflaged. He may now move at his base rate of speed while hiding. This allows the Pra Yer to remain on the move while staying hidden and also increases his surprise abilities.
To Hide in Man's Shadow: (III) This ability greatly increases a Pra Yer's stealth skills and allows him to remain motionless or move with liquid grace. The Pra Yer is now superbly adept at creating diversions and knowing where a target will turn his attention next.
False Faces: (IV) The Pra Yer is a master of disguise and can use a minimal amount of information fo create a new identity. The longer a Pra Yer studies the type of person he is trying to emulate the better the disguise, he only needs the make-up and costume necessary to assume the persona. These disguises are generally good for 24-48 hours, much less if the Pra Yer is trying to take on the identity of a specific person.
Beyond the Body: (V) At this level of skill the Pra Yer can even disguise himself as a non-human. He can change the color and texture of his skin and change his height and weight by up to one fifth in either direction. This does not grant the Pra Yer the ability to speak the language of the race, so the Pra Yer must exercise extreme caution when disguised in this manner.

MIND OVER MATTER
Path of Thought: (I) The Pra Yer can concentrate and move any solid object within 30 feet. The object can be moved at up to five feet every six seconds and cannot weigh more than 1 pound per level of Pra Yer rank he has attained. For example, a Pra Yer Acolyte would be able to move an object weighing up to 4 pounds. In addition, the object must be free to move an cannot be held by any physical restraint. The Pra Yer may not manipulate any kind of mechanism that is smaller than one square inch in size, no matter how little it weighs.
Shielding Impulse: (II) The Pra Yer can now move objects weighing up to 10 pounds per level of rank, at speeds of up to 10 feet every six seconds, as long as he can concentrate. In addition, the Pra Yer may use his ability to interfere with attacks through concentration. When fighting defensively or engaging in total defence, a Pra Yer can reduce the amount of damage he takes from a ranged or melee attack. Only physical attacks may be affected this way.
Power of the Pure Mind: (III) With much practice and experience, the Pra Yer can now move objects weighing up to 25 pounds per level of rank, at speeds of up to 30 feet every six seconds, as long as he can concentrate. This greatly increases the Pra Yer's defensive abilities in battle. Asha can move objects weighing up to 500 pounds.
Simple Focus: (IV) With further training the Pra Yer can now perform extremely delicate manipulation. By concentrating the Pra Yer can operate any mechanism, no matter how small, with the power of Simple Focus. This is far more difficult than physically picking a lock or disabling a trap, but if there are no rogues around....
Strafing Will: (V) The Pra Yer can now manipulate small objects and cast them forward at great speed, effectively using them as weapons. The object must weigh no more than 5 pounds and may be "thrown" at any target within 30 feet of the Pra Yer warrior. The object will cause damage as if it were an improvised weapon, unless it is an actual thrown weapon, then it will cause normal damage for that weapon type.

MINDBLAST
Distraction: (I) By subtly altering the perceptions of an enemy, the Pra Yer can slow his foe's reactions slightly and create openings he may exploit.
Force of Personality: (II) The Pra Yer may bind his will to his weapon. The Pra Yer learns to control his mind, unleashing energy at the precise moment before he strikes an enemy, causing crippling wounds.
Pra Yer Lash: (III) The power of a Pra Yer's mind is a physical thing to any enemy he fights. In melee combat the Pra Yer may choose one enemy he is fighting and cause mental damage to that enemy each minute the fight goes on, overwhelming that enemy with a barrage of mental lashes. The Pra Yer sacrifices combat effectiveness while engaged in this sort of attack, however, being somewhat less agile and less forceful physically.
Dagger of the Mind: (IV) The Pra Yer may select one enemy within 30 feet as the target for the full force of his mental powers. He deals a severe blow to that enemy, even to the point of mortally wounding that enemy, but the Pra Yer must concentrate for a full minute before using this skill.
Spirit Shriek: (V) Using a piercing mental shout, the Pra Yer may use his entire mental reserve in one catastrophic blast. Every character, animal and monster within 30 feet, friend or foe, will automatically suffer a stunning blow (as if struck on the head) and some may even be mortally wounded. Anyone surviving will be stunned for a full minute and unable to act, but cannot be considered completely helpless. Though powerful, this attack is extremely draining to the Pra Yer. He will be unable to use any of his mental disciplines for one full hour following the use of this power.
 
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Asha's Pra Yer Grand Master Disciplines

CURING
Slow the Heart: (Tier I) The Pra Yer know that poisons travel through the blood. By laying his hands on a subject, and concentrating on slowing its heart rate, he can keep a poison from running its course. This can only be done after the subject, including the Pra Yer, is inflicted with a poison, but before the poison's secondary damage occurs. Asha can delay the damage by up to 20 minutes, but this can only be done once per instance of poison.
Drawing Out the Unclean: (Tier II) By touching any creature suffering from any form of disease, and concentrating for one full minute, the Pra Yer can immediately cure the disease. However, the affected creature then suffers from system shock, but the Pra Yer can then heal that creature through any means at his disposal.
Purification: (Tier III) This power works exactly like Drawing Out the Unclean, but also affects poisons in the target's system. Only one affliction can be affected at a time.
True Rest: (Tier IV) By relaxing and entering a meditative state, a Pra Yer can greatly accelerate his own healing. This trance requires great concentration, but the Pra Yer can be fully healed, even of mortal wounds, in mere hours. True Rest may be induced in others, but the concentration required is even deeper.
Not While I Breathe: (Tier V) If a Pra Yer can reach a slain target within one minute of death, he may attempt to bring them back to life. There is no guarantee of success, the subject must have been an ordinarily healthy and strong individual. Restored individuals are extremely weak, still near death in fact, and cannot be healed by use of mana due to the extreme system shock. Obviously, the Pra Yer cannot use this skill on himself.


PATHSMANSHIP
Careful Footing: (I) By moving at half his normal speed, the Pra Yer becomes immune to any effect or magic that might cause him to lose balance, slip or fall.
Dangers Ahead: (II) The Pra Yer gains the ability to read the intent of those he is tracking. If the Pra Yer is following tracks, he will know when the quarry is within 100 yards. Then, if he chooses, by concentrating for 5 minutes the Pra Yer will know if the subject is good or evil, if it is waiting in ambush, and if it knows of the Pra Yer's existence.
True Tracklessness: (III) The Pra Yer now leaves no tracks of any kind, even if wounded, wearing armor or suffering from impeded movement. The Pra Yer can even move over ground that should take tracks, such as mud or fresh snow, and leave no sign of his passage at all.
Walk the Same Road: (IV) The Pra Yer begins to feel a kinship with all those who travel the face of Christia. This insight grants him the ability to speak with any sentient creature, even if the subject speaks a language the Pra Yer does not know or should not physically be able to speak. This communication is enacted with sign language and basic sounds, but is actually achieved on the subconcious level as the Pra Yer makes telepathic conversation. This conversation is fairly basic, no complex dialogue can be achieved.
Hidden Travels: (V) A Pra Yer mastering this discipline gains a rare and precious gift; he becomes immune to powers of location and detection. The Pra Yer must remain in motion to use this skill. While he is moving no spell, power or psychic ability can detect him in any way. This discipline can be combined with Invisibility to literally disappear from both normal and magical sight, but otherwise it grants no protection from being physically spotted.


HUNTMASTERY
Nature's Grace: (I) A Pra Yer begins this discipline by learning the agility of the many climbing animals of the forest. This grace becomes part of him, giving him the ability to climb even the smoothest of surfaces with ease.
Nature's Presence: (II) Animals know when a Pra Yer is among them. Predators will avoid a Pra Yer with this level of ability at all costs unless he enters their territory, while prey animals will flee as soon as they sense his approach. Of course, the Pra Yer may hide from animals if he wishes, but Nature's Presence can only be suspended at will if the Pra Yer also has 5 levels in Animal Kinship (which Asha does), otherwise it is constant.
Nature's Sight: (III) A Huntmaster can see with the acuity of a hunting hawk and the distance of an eagle. He gains the power to see twice as far as local lighting conditions would allow and with enough precision to read small script at 100 feet away. This sight is reactive to motion just like that of many animals, enhancing the Pra Yer's defences against visible ranged attacks.
Nature's Senses: (IV) The powers conferred by Nature's Sight become more potent at this level, allowing a Pra Yer to extend his hearing, taste, touch and smell to an equal degree. This makes the Pra Yer an extremely perceptive individual, but has the added hindrance of making him more susceptible to blinding, deafening or smell-based attacks and effects when using this skill.
Nature's Soul: (V) Pra Yer are typically named after their spirit animal, a creature that resonates within their soul. At this level of ability that spirit animal manifests fully and grants they Pra Yer some of its power. Asha's spirit animal is the Grizzly Bear, hence her Pra Yer name, Red Bear. Asha has gained vitality from her spirit animal, making her even stronger and more vigorous than ever before.


INVISIBILITY
Timely Distraction: (I) A Pra Yer can use this discipline to draw off the attention of an opponent at an opportune moment. When successful this causes the target to act as if stunned, paying attention only to some imagined distraction whild the Pra Yer acts normally.
Fleeting Memory: (II) This works just like Timely Distraction, but if successful, and the if target has only been aware of the Pra Yer's presence for less than one minute, then when it comes out of the stunned state the target has completely forgotten the Pra Yer was ever there. Very useful for getting past guards without raising an alarm.
Utter Silence: (III) The Pra Yer is now capable of completely masking all sounds of motion, regardless of the condition of the ground or any obstructions in his path.
True Disguise: (IV) Until this point in his training a Pra Yer must rely on make-up and other tricks in order to alter his appearance. By focusing his will for one minute a Pra Yer with this level of Invisibility skill can achieve anything the Disguise skill allows without materials of any kind. This is considered an illusion, lasting as long as the Pra Yer wishes. Success is not guaranteed, however, and a too close a scrutiny made by too intelligent a subject might cause this new "face" to fail to hold up under observation.
Vanish: (V) This power allows the Pra Yer to use stealth even while being observed directly and in plain sight. Lighting conditions do not matter, as this ability practically makes the Pra Yer invisible for a few fleeting seconds. Subjects who are able to see invisible targets will not be fooled, no will creatures with scent ability.
 
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Pra Yer Grand Master Disciplines (continued)

ANIMAL CONTROL
Sense Warding: (I) By manipulating the ability of an animal to taste and smell, a Pra Yer can cause it to flee his immediate area. The animal must be within 60 feet of the Pra Yer, but the animal will move away until it has put at least one mile between the Pra Yer and itself. The animal will stay away for at least 10 hours. Animals have a slim chance to resist this power, but if they do they are stunned for one minute. This gives the Pra Yer plenty of time to make an escape.
Feral Friend: (II) At this level of Pra Yer training, no animal or plant creature will willingly attack a Pra Yer unless it is attacked first. Animals and plants ordered to guard a location will still try non-violent methods of fulfilling their commands, but they will not inflict injury if they can at all avoid it. However, from now on Pra Yer warriors that willingly strike an animal or sentient plant with intent to cause harm lose all Animal Control abilities for 24 hours (Animal Kinship abilities will still function normally).
Call of the Forest: (III) When in a natural, but not desolate, over-ground environment a Pra Yer can summon a small animal of any indigenous sort to serve for a short time as a messenger or guide. Summoned animals will be small to tiny in size and will not fight for the Pra Yer or leave their home environment. Beyond these limitations an animal will do anything within its ability to understand and perform.
Nature's Boon: (IV) This functions as Call of the Forest, but works in any environment, even an urban or underground one. The creature must still be one native to the setting, but the discipline can function anywhere animals can be found. In a typical city a Pra Yer will likely call a rat, cat or small dog. The animals will still be small to tiny in size.
True Companion: (V) This final aspect of Animal Control grants the Pra Yer the ability to bind an animal of up to medium size and command it to perform any action, even leave its home environs or fight on his behalf. This ability is always successful, but the Pra Yer must be in physical contact with the animal to use the ability. An animal will accompany Asha for up to 20 days before going back to its home. Asha may only use this ability once per day and may only have 3 True Companions at any one time.

WORD OF KNOWLEDGE
The Sightless Eye: (I) A Pra Yer can detect others with the gift of prophecy and those touched with mana. By focusing on a subject for one minute, he may determine if the target has any ability to use spells, use Pra Yer like abilities or engage in mental or mana wielding combat.
Auras of Power: (II) This level of skill allows a Pra Yer to tell just by sight whether an item contains mana power. There is no way for non-sentient items to resist this skill.
Timeless Touch: (III) By handling an object or touching the walls, floor or ground of a location, a Pra Yer can glimpse images of the past where it is concerned. This is a tiring process and is limited to major events or the recent past. This skill can only be used once an hour and no more than 12 times a day.
Unbound Spirit: (IV) The Pra Yer can leave his body for brief periods of time and walk the world as an unseen apparition. This is difficult to use and can only provide limited information, the spirit world is sometimes very different from the temporal one. It takes at least a full minute of meditating before the spirit is able to leave the Pra Yer's body. Asha can only do this for twenty minutes before her spirit is forcibly returned to her body. A Pra Yer's body is completely helpless while he uses this ability.
Foretelling: (V) This discipline gives the Pra Yer a powerful extrasensory perception. A Pra Yer with this level of skill in Word of Knowledge constantly receives instantaneous warnings of impending danger (much like Spidey sense). This prevents the Pra Yer from ever being flanked or flat-footed. Further, This skill gives the Pra Yer a general, instinctual knowledge of the best action to take to protect him/herself.

MIND-SURGE
Shattering Psyche: (I) A Pra Yer with this skill can sunder objects at a range of 30 feet as if he were striking it with an invisible weapon. Even items worn or wielded by another creature can be affected. This power can be used on living creatures and causes excruciating pain.
Scatter the Flock: (II) By destroying an opponent, or group of opponents', ability to sense direction, the Pra Yer can cause random movement for 6 seconds. The Pra Yer may select up to 12 subjects so long as they are within a 60 foot radius of the Pra Yer. If blocked by impassable or damaging terrain (such as a wall or a cliff's edge), that subject will end his movement and take no further action.
Clouded Perceptions: (III) When a Pra Yer focuses on just one target his ability to affect that target's perceptions is immense. The Pra Yer can select a creature within 30 feet and concentrate hard enough to cause that creature to act randomly for up to 30 seconds. There is a 10% chance the target will attack the Pra Yer, or move towards him if attack is not possible. There is a 10% chance the target will act normally. There is a 30% chance the subject will do nothing but babble incoherently. There is a 20% chance the target will run away from the Pra Yer as fast as it possibly can. There is a 30% chance the subject will attack the nearest creature with intent to kill. Obviously, a Pra Yer thinks twice before using this ability.
Stunning Shout: (IV) The Pra Yer must be able to speak audibly to use this power and it causes a great deal of mental and physical stress in order to be performed. A Pra Yer can alter his voice so that he emits a powerful wave of sonic and telepathic force, causing all those within 15 feet of his location to be stunned for up to 20 seconds.
Angels' Tears: (V) Asha has not learned this skill.

NEXUS
Breath of Life: (I) A Pra Yer learns to make the most of each breath, drawing out the sustaining air in his lungs for ten minutes or more if need be. This allows a Pra Yer to resist gases, fumes or a lack of air for quite some time before he suffocates. Asha can hold her breath for 18 minutes. A Pra Yer instantly suffocates or suffers the effect of the gas or fume if this time runs out before he reaches a source of breathable air.
Broken Chains: (II) This discipline gets its name from the freedom it grants to those who learn it. Pra Yer with this power do not need to eat or drink more than a single meal and a gallon of water every week to maintain full health. In addition, a Pra Yer needs only two hours of sleep a day to be fully rested.
Quench: (III) By gesturing towards an open flame and making a sharp slash through the air with his open palm, a Pra Yer can force a fire source of any size, up to 5 feet square, to instantly extinguish itself. [spoiler within a spoiler: This is done by telekinetically removing the air from around the blaze.] A larger blaze may be fought one 5 x 5 foot section at a time. If used against a creature with fire abilities it inflicts great damage.
Impervious Aura: (IV) Asha has not learned this skill.
Will of Iron: (V) Asha has not learned this skill.

WEAPONMASTERY
My Hands Registered with Law Enforcemen as Lethal Weapons: (I) A Pra Yer with this discipline is never truly unarmed. He can use his hands, feet, limbs, body and even head as a weapon when the need arises. Pra Yer that can fight in this way can also inflict slashing or piercing damage with their unarmed attacks if they wish, causing lethal damage. The Pra Yer may cause lethal or non-lethal damage as he wishes when inflicting bludgeoning blows.
Chosen Form: (II) Each Pra Yer who advances to this rank in Weaponmastery gains a true affinity with one kind of weapon. When wielding that weapon the Pra Yer is much more forceful and does much more damage. The Pra Yer has become a master of that weapon and is virtually unbeatable. When using his chosen weapon a Pra Yer is also far more skilled in deflecting blows from melee weapons and can even deflect missile weapons. Further, the holy warrior is nearly impossible to disarm when using his chosen weapon. The Pra Yer can select an additional type of weapon every time his rank in Weaponmastery increases, eventually gaining four chosen forms. The Pra Yer is free to select "unarmed" as one of these types.
Armed Denial: (III) Asha has not learned this skill.
Mirror Wielding: (IV) Asha has not learned this skill.
Strike As One: (V) Asha has not learned this skill.

MIND-SCREEN
Mindscreen protects the Pra Yer from mental assaults. This discipline is quite focused, defending the Pra Yer's thoughts from intrusion and attack. Mindscreen protects a Pra Yer from all mental attacks by opponents of the same or lesser skill.
 
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