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Kane Zephyr

K9Guardian

I live to protect the flock...
May 25, 2006
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Name: Kane Tevye Mordecai Zephyr (Dawn Lynx)
Race: Human
Gender: Male
Age: 34
Description: Kane is tall, about 6' 3'', with a well-toned body of excellent proportions. His hair is closer to brown than blond and is slightly wavy, cut and worn long in the back. His face is slightly handsome, with gray eyes and a smile that seems almost more relaxed tthan it ought to be. He wears standard attire for a Pra Yer: knee-length boots, leather trousers, a brown leather overtunic, a green woolen cloak, and leather bracers on his forearms. A band of some fine silvery metal encircles his brows. He carries a sword at his belt and daggers in each boot.

Personality: Kane can be described as being relaxed on the edge. He seems perpetually on the verge of laughter; when he moves it seems any moment he might suddenly dance or fight or run. Yet all this energy is overlaid by an air of self-assurance and discipline instilled by time and training. Slow to true anger, he can become bitingly sarcastic and cynical if provoked. He is extremely loyal and dedicated to the Son of Elohim; that is his first love, though he seldom preaches outright.

Background: Kane's past is long and troubled. His mother, the Pra Yer warrior Silver Swan (Elira Zephyr), gave birth to him while in the clutches of a powerful infernonecromancer named Zumatel Ingeresh, deep in the Calkai Mountains. His newborn mind and body were thus subjected to several weeks of gruesome magical experimentation, during which he nearly died several times. His mother managed to escape briefly, taking him with her. In her weakened state, Silver Swan was easily recaptured by the evil mage, but not before she had floated her baby Kane down a mountain stream in a makeshift cradle.

Between that time and the age of ten, Kane was raised in various homes, unaware of his true name or place in liffe. By the time he was discovered by the Pra Yer Order, it seemed too late to make much of him. His parentage had given him an immense amount of mana, but he was a little snake of a child; vicious, deceitful, and violent. And indeed it was after he nearly killed a fellow initiate that the Masters nearly sent him away. But White Sparrow, his then-unknown mother's old mentor, took him under his personal wing (of course he suspected), and slowly,, painstakingly, Dawn Lynx was reshaped to fit his warrior name.

Upon attaining Pra Yer Master rank, Kane's life went full circle. White Sparrow, convinced this was indeed the son of the vanished Silver Swan, sent Kane on his fateful trial, to seek out the answer to his mother's disappearance. No one but the Elders know what came of that mission, save that Kane learned his true name and now wears the silver circlet that some recognize to have been his mother's.

And that was six years ago.
 

K9Guardian

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Kane's Pra Yer Basic Disciplines

HUNTING (Novice)
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 and other high level undead 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 lava field). These meals are rarely enjoyable, but they keep hunger and thirst at bay.

TRACKING (Intuit)
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 thereof), 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.

MINDSHIELD (Doan)
Asha went through many long hours of training to learn and improve her mental defenses. 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.

WEAPONSKILL (Acolyte)
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 conjunction 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%.

MINDBLAST (Initiate)
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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K9Guardian

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MIND OVER MATTER (Aspirant)
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 defense, 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.

SIXTH SENSE (Guardian)
Second's Warning: (I) The Pra Yer learns to respond to his inner sense 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, paralyzed 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 innocuous 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 Foresight: (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 Foresight will detect creatures, but this skill will determine if a creature has any hidden agendas against the Pra Yer or his plans.

CAMOUFLAGE (Warmarn or Journeyman)
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 or 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.

HEALING (Savant)
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 Anointing 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 bed rest for 24 hours or they will suffer further injury, possibly reversing the healing altogether.
Elohim's Anointed 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 each other. 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).
(Kane specializes in canines, horses, and songbirds)
 
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K9Guardian

I live to protect the flock...
May 25, 2006
5,005
83
Where, in what sense?
✟20,815.00
Faith
Christian
Marital Status
Single
Kane's Pra Yer Master Disciplines

MIND-SURGE (Initiate Master)
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) Kane has not learned this skill.

MIND-SCREEN (Master)
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.

HUNTMASTERY (Master Senior)
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 Kane does), otherwise it is constant.
Nature's Sight: (III) Kane has not reached this level of skill.
Nature's Senses: (IV) Kane has not reached this level of skill.
Nature's Soul: (V) Kane has not reached this level of skill.

WEAPONMASTERY (Primate)
My Hands Registered with Law Enforcement 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) Kane has not learned this skill.
Armed Denial: (III) Kane has not learned this skill.
Mirror Wielding: (IV) Kane has not learned this skill.
Strike As One: (V) Kane has not learned this skill.
 
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