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Woman of Faith

...by faith I am saved.
Jul 16, 2004
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Sure Hawk (Pra Yer name), Pra Yer Master (Principalin)

Garik Shea Koen Timmondson IV

Physical Description:
Race: Human Gender: Male Age: 30 Ht: 6' Wt: 194
Hair: Blond Eyes: Brown Skin: Tan

Sure Hawk is a proud warrior, brave and strong. This can be seen in the way he carries himself, always standing up tall and straight, like the arrows that fly from his bow. His body is long and lean, in the peak of physical fitness thanks to his Pra Yer training. Sure Hawk's sandy blond hair brushes his shoulders and he wears the typical woodland garb of a Pra Yer warrior, covered by a long green cloak. The round gold disc that is his cloak clasp bears a design in the shape of a horse's head, the rank insignia of the Pra Yer that indicates Sure Hawk is a Principalin.

Under his cloak, Sure Hawk wears clothing in varying shades of brown; a tawny colored long sleeved tunic under a brown suede jerkin with cap sleeves, breeches of dark brown, soft leather and soft boots of dark brown suede. On his powerful forearms, Sure Hawk wears hard leather vambraces which have intricate etchings of his namesake hawks in flight. In such clothing, Sure Hawk is able to move stealthily through the forest. Like his name implies, Sure Hawk's warm brown eyes are keen, always scanning, observing and asessing his surroundings and those in them.

Personality:

Sure Hawk has been said to be a bit high strung, like his bow. However, the Pra Yer warrior is more accurately described as passionate. He cares, some say too much. He takes pride in his work, which often involves life or death decisions. So, if the man is fairly intense surely that can be understood.

Background:

Sure Hawk was born Garik Shea Koen Timmondson IV, the third son of the Duke of Adamsleigh. When the invitation to join the Pra Yer was extended to young Garik the boy leaped at the chance "to be of service" to his God and his country. Some have thought, rather snidely, that Sure Hawk's position was given, or bought, rather than earned because he is a cousin to the emporer of Peria. Such tale bearers know nothing of the Pra Yer, or Sure Hawk. In fact, Sure Hawk is 14th in line for the throne, but he is not interested in ruling. He wants nothing more than to serve God and Peria, period.

In order to prove himself a true Pra Yer warrior Sure Hawk took it upon himself to study longer, work harder and as a result he has risen through the ranks, completed more disciplines, faster than any Pra Yer before him. (At this point in Christia history the Pra Yer order is approximately 250 years old.) This seeming need to prove himself appears to be a driving force in his life, but the Pra Yer elders wish for him to know he has nothing to prove to anyone, save himself. Such was their expressed reasoning in sending him on a mission like none he's ever had, as envoy to the court of Eyrel. However, the real truth and more to the point, the elders assigned Sure Hawk to this post because they were guided and instructed by the Holy Spirit to do so. Only He knows why, but that will be revealed with time.

Family: (live at Falcon's Rest, in mountains north of Til'Aren)

Father - His Grace, Garik Shea Koen Timmondson III, Duke of Adamsleigh (deceased)
Mother - Her Grace, Gwynlian Saphira Magnhild Timmondson, Duchess of Adamsleigh, 52
Siblings - Hawk is 3rd of 14 children; Brennus, 42; Gabriel, 39; Garik/Hawk, 30;
Gwenllian, 28; Rowena, 25; Sigrid, 24; Jacob, 24; Genevieve, 21; Isolde, 20; Conrad, 18; Keefe, 18; Mira, 17; Glenys, 14; Daniel, 10

Garik

Sure Hawk
 
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Woman of Faith

...by faith I am saved.
Jul 16, 2004
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Ooooooklahoma!
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Basic Pra Yer Disciplines

Basic Disciplines (in order of choice)

ANIMAL KINSHIP -
Untamed Heart: (I) The Pra Yer develops a strong empathy with animals and their nature. Hawk 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. Hawk can talk with all types of birds, ursines, cats, canines and equines. He is also able to "eavesdrop" on such animals when they communicate with each other. Hawk can quiz these types of animals about what they have seen and their immediate surroundings, but long conversations with birds about the formation of the clouds 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). Hawk has chosen to also be able to speak with reptiles, rodents and fish.

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 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.

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 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.

MINDSHIELD -
Hawk has gone through many long hours of training to learn and improve his mental defenses. He can create a barrier against any direct psychic assaults on his mind. This ability allows him to concentrate on the battle at hand without worry of any mental attacks that might be perpetrated by an enemy.

HUNTING -
Nature's Secrets: (I) The Pra Yer's training in hunting increases his knowledge of nature dramatically. Hawk can identify most plants and animals with complete accuracy, including their species and some known special traits. He 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. Hawk 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, Hawk 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.

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. Hawk has chosen to specialize in the longbow.
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 readily 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%.
 
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Woman of Faith

...by faith I am saved.
Jul 16, 2004
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Ooooooklahoma!
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Pra Yer Basic Disciplines (continued)

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. Hawk may only use this ability on himself 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 him by El Elyon, Hawk can accelerate the healing process, making him 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.

6th SENSE -
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.

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 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. Hawk can move objects weighing up to 400 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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