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Subject:The Arcane Marks(Primordial is still under scrutiny)...
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Feat Name:  Hellish Mark

This mark is carved onto a characters back, just over the shoulder blades.  Is takes the form of many and varied demons emerging from hell and is an awesome and frightening sight to behold.  Those that bear this mark have a close tie with the Daemons of Below, and all denizens of the Three Seats of Hell, and the Nine Houses of Daemons.  This mark draws its power from the might of those daemonic energies and registers as both the transmutation school and necromancy school, both of a strong aura.

Prerequisites:  Mark of the Ancients, Con 15 +, Intimidation 4 ranks.  Must have survived an encounter with at least 1 Daemonic creature of 5+ HD.

Additionally, the Character must sacrifice 2 from his Base Defense Bonus.

Benefits:  The Bearer of the Hellish mark gains Three Powers from the Mark listed below:

                Hellish Might:  The Character gains a permanent increase to his/her Strength of +2, and his or Her Intelligence of +1.  These are permanent Increases and cannot be deducted by any means.

                Flames of the Abyss:  The character gains the ability to conjure hellish flames in his hands and loose it upon his enemies.  1/day per character level, the player may generate flames in each hand that can be delivered with either a touch attack or a ranged touch.  The flames deal 1D8 fire damage per point of Charisma bonus possessed, and can be hurled up to 60 feet.  It is an immediate action to activate the ability, and a standard action to either hurl the flames or deliver them as a touch.

                Daemonic Resilience:  The Character gains the ability of the Daemons to reform there bodies and gains the Regeneration: 1 ability.  The Characters bane is anything of the Magical Damage category.

Special:  The Character that possesses this mark suffers a permanent -2 penalty to his Charisma Score.  This is a permanent reduction, and cannot be regained or regenerated by any means.  This mark is Opposed of the Mark of the Heavens, and a character may not gain this mark if he already possesses the Mark of the Heavens.

Feat Name:  Mark of Death

            The Mark of Death is a rare curse by some standard, and a dark blessing by others.  It draws upon the corrupting powers of death, decay and joyless sorrow, drawing in the negative energies of the world and concentrating them into the very soul of the Individual whom bears this mark.  It takes the form of blackened bones and skulls, burning with cold witch-fires and barbed and twisting runes, scarred over the recipients abdomen.  It is an ugly and freakish thing to behold, and speaks of the vile and heartless evil present in any whom would willingly bear such a blasphemous symbol.

Prerequisites:  Mark of the Ancients, Character HD 7+.

                Additionally, the Character must spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of Death gains two Abilities from the mark as listed below:

                Deny Death:  The Character of this mark, gains a preternatural ability to resist damage, as his flesh numbs, and skin hardens, guarding him against damages that slice and bludgeon.  The bearer of this mark gains Damage Reduction 5/Piercing.

                Channel Negative Energy:  The Bearer of the Mark of Death gains the ability to channel Negative energy, which can be used either to damage the living or those of the Positive Energy Sut-Type, or too heal the undead, or those of the Negative Energy Sub-Type.  Each day he/she can create a total of 1D6/per Hit Die of negative energy.  The Marked may choose to divide his uses of this power among multiple uses, or deliver it all at once(if divided, it is done so on a minimum of a 1D6 basis).  To deliver the Energy is a touch attack, and the use of this ability is a Standard action (including performing the touch attack).

Special:  The Character that possesses this Mark suffers a Permanent -2 penalty to his Constitution score.  This is a permanent reduction and cannot be regenerated by any means.  Additionally, he gains the Vulnerability trait, subject to Positive energy as Vulnerability: Positive Energy.  This means, that all positive energy damage dealt to him is doubled, unless allowed to save against the effect.  If a save is allowed, and the characters save successful, he takes any damage assigned, normally.  This Mark is opposed of the Mark of Life, and a Character may not gain this mark if he already possesses the Mark of Life.

Feat Name:  Mark of Earth

                The mark of Earth is a powerful Scribing, drawing power from the Elemental Forces of Rock, and Dirt, and Mineral. Its is a complex scribing across the recipients chest and arms, of hexagonal figures, blurring right angles and deep salted cuts of forms and shapes of metal and stone, splitting and sealing, all engraved with a stout crawl of dethek figures and runes.

Prerequisites:  Mark of the Ancients, Base Fortitude Save +4, 6Ranks in Either Concentration or Diplomacy.

                Additionally, the Character must sacrifice at least 1 from his Base Reflex Save, and spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of Earth gains the three powers as listed below:

                Strength of the Earth:  the character gains a permanent bonus of +2 to his/her Strength and Constitution Scores.  These are permanent increases and cannot be deducted by any means.

                Resilience of the Earth:  the character gains Damage Reduction (DR) of 3/Bludgeoning  as his skin hardens and thickens, protecting him against bladed attacks.

                Stance of Stone:  Whenever the character bearing this mark is subject to a size modifier or special size modifier on an opposed check (such as during grapple attempts, Bull Rush attempts or during Trip attempts) he/she is treated as one size larger than he/she is if such is advantageous to them.  The character is also considered to be one size larger when determining whether a creature’s special attack based on size (such as improved grab or Swallow Whole) can affect him.  However, his/her space and reach remain those of a creature of the characters actual size.  The benefits of this trait stack with spells, abilities, and power’s that change the subjects size category.

Special:  The character that possesses this mark takes a permanent -4 penalty to his/her Dexterity score.  Additionally, this character also takes a -4 penalty on all Initiative checks (not including the penalty caused by reduced Dexterity).  This mark is Opposed to the Mark of the Wind, and no character may take this mark if he already possesses the Mark of the Wind.

Feat Name:  Mark of Fire

                The Mark of Fire draws upon the Elemental Forces of Fire, of the consuming and eternal flames to power itself.  Its principles are that of Destruction, Consumption, Life, and Chaos, and the creatures and denizens of Burning and Ember.  The Mark covers the recipients body from the backs of his knees, to his lower back, and is inscribed with great images of dancing flame, burning ember and smoking coals, gather in pits of blue and red, and orange around the burning black voids within, all scrawled with a dancing script of lethal runes, cut deep with a flaming brand.

Prerequisites:  Mark of the Ancients, Base Will Save +4, 6Ranks in Either Bluff or Intimidate.

                Additionally, the Character must sacrifice at least 1 from his Base Fortitude Save, and spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of Fire gains Three Powers from the mark as listed below:

                Heart of Fire:  the character gains a permanent bonus of +2 to his/her Strength and Intelligence Scores.  These are permanent increases and cannot be deducted by any means.

                Wild-Fire:  The Presence of those marked by fire, can become very unsettling.  Waves of heat often radiate of there skin, there hair dances with electricity, and there eyes smolder like coals of hell-fire.  1/day per point of Intelligence bonus (minimum 1), the Recipient of this mark can create a Presence about him/herself of maliciousness and fright.  Using this ability is a Move-Equivalent action, and all foes within 30 ft. of the character must make a Will Save vs. DC 10 + ½ the marked’s HD + Character’s Charisma Modifier, or become Shaken for 1D6 rounds.  Additionally, even when this ability is not active, the Bearer of the Mark of Fire gains a +4 Competence bonus on all Intimidate checks.

                Heat of Life: As the character’s body temperature increases, however slightly, his flesh and sinew adapts, embracing the presence of the heat, and bearing its consumptive nature well.  The Character gains Energy Resistance 5/Fire.

Special:  The Character that possesses this mark suffers a permanent -2 penalty to his Charisma and Wisdom Scores.  These are a permanent reduction and cannot be regenerated by any means.  This Mark is Opposed of the Mark of the Waves, and a Character may not gain this mark if he already possesses the Mark of the Waves.

Feat Name:  Mark of Life

                The Mark of Life is a rare and special gift, given to those of spirit, stamina, and heart.  It draws upon the encompassing powers of positive energy such as Life, Mind, and the Spirit of Love, as its sources.  With power’s fortifying ones presence and Vigor, and takes the form of a great swirling sun lain across the character’s abdomen, swirling runes of joy and spirit splayed outwards with the suns fiery rays.

Prerequisites:  Mark of the Ancients, Character HD 7+.

Additionally, the Character must spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of Life gains two Abilities from the mark as listed below:

                Abundance of Life:  From the Flowing power of pure life force in the characters body, he/she gains the natural ability to heal at an accelerated rate.  The bearer of this mark gains Fast Healing 1.

                Channel Positive Energy: The Bearer of the Mark of Life gains the ability to channel Positive energy, which can be used either to damage the undead or those of the Negative Energy Sub-Type, or too heal the living, or those of the Positive Energy Sub-Type.  Each day he/she can create a total of 1D6/per Hit Die of Positive energy.  The Marked may choose to divide his uses of this power among multiple uses, or deliver it all at once(if divided, it is done so on a minimum of a 1D6 basis).  To deliver the Energy is a touch attack, and the use of this ability is a Standard action (including performing the touch attack).

Special:  The Character that possesses this Mark suffers a Permanent -2 penalty to his Constitution score.  This is a permanent reduction and cannot be regenerated by any means.  Additionally, he gains the Vulnerability trait, subject to Negative energy as Vulnerability: Negative Energy.  This means, that all positive energy damage dealt to him is doubled, unless allowed to save against the effect.  If a save is allowed, and the characters save successful, he takes any damage assigned, normally.  This Mark is opposed of the Mark of Death, and a Character may not gain this mark if he already possesses the Mark of Death.

Feat Name:  Mark of the Ancients

This Symbol, the Beginning for many and sad end for few, is the principle mark of the Art of carving the arcane into flesh.  It’s the most basic form, and yet, still ungodly complex in its patterns, trials, prejudice and form.  Carved onto the back of the recipient, it takes the form of a flat, burnt scrawl of runic script extending from just above the marked’s buttocks, to overflow just above the edge of the shoulders.  Many of the marks carve into these patterns, and this mark alone has no counter or contrary mark.  All marked individuals must receive the mark of the ancients, and it manifests an aura of subtle energy of the Universal kind.

Prerequisites:  None

Benefits:  The Bearer of the Mark of the Ancients may add a permanent Inherent Bonus of +2 to any one ability of his choice, as well as a +4 Competence bonus to any one skill of his choice.  Once chosen, these bonuses may not be reassigned later.

Special:   Upon being inscribed with the Mark of the Ancients, you must spend 2 Skill Points, to invest on the mark to gain its benefits.  If you choose not to invest the 2 skill points, you retain the mark, as well as all non-numeric status or game-world associations applied to such people, but do not gain the ability or skill bonuses granted.  You may not acquire additional marks until the skill points have been invested.

Feat Name:  Mark of the Fae

                This mark, draws power from the fae realms, ruled by the Sidhe of Summer and winter, the creatures of chaos and trickery, subtle of word and devious in action.  It takes the form of a painted wood and stone, a cracked table and the faces of the wyld, trailing from the side of the recipients neck, down his shoulders, and across the tops of both arms.  The edges of the form are dashed with the fae script, flowing and curved, bending like reeds in the wind, and writing out the oaths of those of the greenwood and ice. 

Prerequisites:  Mark of the Ancients, Cha. 15+, Bluff 6 Ranks.  Must have made contact with a Natural Fae of the Never-never of at least 5+ HD.

                Additionally, the character must sacrifice 1 from his/her Base Fortitude Save Bonus, and spend 2 Skill points on the acquisition of this Feat

Benefits:  The Bearer of the Mark of the Fae gains the four powers as listed below:

                Fae Skin:  the character gains inherently, some of the resistance of the fae, in the Form of Damage Reduction 3/Cold Iron.

                Charm of the Sidhe:  the character gains a permanent bonus to his/her Charisma of +2.  This is a permanent bonus and cannot be deducted by any means.

                Trickster’s Guile: The mind of the Fae is Chaotic and untamed, and so too, becomes the mind of the bearer of this mark.  The character gains a +4 bonus on all saves vs. mind-affect spells or abilities.

                Twisted Speech:  Learning the twisted bargaining methods and turnabout’s of the Fae, the character gains a competence bonus of +2 to all Bluff and Diplomacy checks

Special:  the character that possesses this mark suffers a permanent -2 penalty to his Constitution score.  This is a permanent reduction and cannot be regenerated by any means.  Additionally, the character gains the Fae sub-type, and while he/she gains no benefits of the classification as a main type, he/she is subject to all spells or powers that target fae specifically.

Feat Name:  Mark of the Heavens

                Placed upon the back of its subject, trailing from the base of the neck to the base of the spine, this mark is a great and holy depiction of the Five hosts of the Heavens.  Angels,  paragons, and Archons alike flay in this image, emerging from the gentle clouds and Holy gats of the Holy lands dreamt about in the hearts of the most Divine on earth.  A beautiful sight to behold this mark draws power form those most holy of lands, empower its possessor with the spirit of the divine.

Prerequisites:  Mark of the Ancients, Wis. 15+, Diplomacy 6 ranks.  Must have received a Divine Missive from a Holy creature of at least 5+ HD.

                Additionally, the Character must sacrifice at least 1 from his Base attack bonus, a spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of the Heavens gains the three powers as listed below:

                Strength of the Divine:  the character gains a permanent bonus to his/her Strength of +2, and a permanent bonus to his Wisdom of +1.  These are permanent increases and cannot be deducted by any means.

                Divine Censure:  AS a Standard action the Bearer of this mark can Deal 1D6 damage/ Character level to all Daemonic and Evil Outsider’s within 30 ft. of himself.  Those entities may make a Will save DC (10 + Character level + Cha modifier) for half damage.  The Marked may use this ability a number of times per day equal to his Charisma modifier +3.

                Heavenly Vigor:  Learning the Endurance and Vitality of the Celestials, the Bearer of this Mark gains Damage Reduction 5/Magic.

Special:  The character that possesses this mark takes a permanent -2 penalty to his Intelligence score.  This is a permanent reduction and cannot be regained or regenerated by any means.  This mark is Opposed to the Hellish mark, and no character may take this mark if he already possesses the Hellish Mark.

Feat Name:  Mark of the Titans

The Mark of the Titans draws its powers from the ordered world of Forever, the law and structure of its great terraced pathways, the Stone Stairs, Marble Columns, and the Giant folk and titans, the Forever tall and hungry of the foreign planes.  It takes the form of a cut pathway from the side of the recipients neck, down across there shoulder, and over the top of the arm, a trail of patterned stones and steel blocks, the blades of life and death present in abundance, and the swirls of carved wood showing through amongst the patterned text, carved like starlit sigils of purest white, all along the marks edges.

Prerequisites:  Mark of the Ancients, Wis. 15+, Sense Motive 6 Ranks.  Must have made contact with a Pure-Blood Giant of the Never-never of at least 5+ HD.

                Additionally, the character must sacrifice 1 from his/her Base Reflex Save Bonus, and spend 2 Skill points on the acquisition of this Feat

Benefits:  The Bearer of the Mark of the Titans gains four powers as listed below:

                Titan’s Strength:  The Body of the Character hardens and thickens, growing strong as the flesh of his patrons, and he/she gains Damage Reduction 3/Raw Stone.

                Titan’s Resolve:  the character gains a permanent bonus to his/her Wisdom of +2.  This is a permanent bonus and cannot be deducted by any means.

                Steady Gaze:  The eye of a titan is a discerning one, not easily tricked by either foolishness or the magicks of men.  The character gains a +4 bonus on all saves vs. Illusion spells or abilities of the Glamour or Phantasm sub-categories.

                Focus and Dedication:  Through pure determination and the steady mind and will of his/her patrons, the character learns to focus his/her mind on the task at hand, and view all things, een those social, with an indifferent perspective.  The character gains a competence bonus of +2 on all Sense Motive and Concentration Skill checks.

Special:  the character that possesses this mark suffers a permanent -2 penalty to his Dexterity score.  This is a permanent reduction and cannot be regenerated by any means.  Additionally, the character gains the Giant sub-type, and while he/she gains no benefits of the classification as a main type, he/she is subject to all spells or powers that target Giant’s specifically.

Feat Name:  Mark of the Waves

                The Mark of the Waves draws power from the Elemental Forces of Water, deep blue sea, and riding current.  Its powers are the forms of Adaptability, Relentlessness, and the Strength of Wave and Surf.  Its forms is one of broken waves and scrawling script, all along the lower portion of the recipients body, from the knees to his lower back, forming an intricate depiction of the breaking waves, powerful currents and consuming expanse of the worlds waters.

Prerequisites:  Mark of the Ancients, Base Fortitude Save +4, 6 Ranks in Swim.  

Additionally, the Character must sacrifice at least 1 from his Base attack bonus, and spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of the Waves Gains the Four power’s as listed below:

                Ocean’s Heart:  The Character gains a permanent bonus to his/her Dexterity and Constitution of +2. These are permanent increases and cannot be deducted by any means.

                Body of Water:  As the character’s flesh softens and grows more flowing, so too does his ability to heal, and repair damage done to his form.  The Bearer of this mark Gains Regeneration-1, and is Dealt damage normally by any Piercing attacks, or by fires or acids of any kind.  Additionally, unlike normal, The Marked cannot re-grow lost limbs or other body parts, if such are removed in some way, though the wounds may close and heal quickly due to this ability. 

Touch of Water:  The Character can, a number of times per days equal to his/her Hit Dice, quench fire of up to the characters size or small with but a touch.  This ability only works on non-magical fires, such as a torch or campfire, and can only be used of the character makes a successful touch attack against the flames, which may or may not cause him/her damage based upon the circumstances present.

                Blessing of the Sea:  When determining how long a character with the Mark of the Waves can hold his/her breath when underwater or submerged in any liquid, multiply the characters Constitution Modifier(if positive) by 2.  This is only done for determining the length of time the character can hold his/her breadth while submerged, and would not for instance apply if the character was caught in a vacuum or similar circumstances.  Additionally, when rolling a Fortitude save to avoid drowning, the character gains an Inherent bonus of +4 on all such rolls.  The Character additionally gains a +4 competence bonus on all swim checks.

Special:  The Character that possesses this Mark suffers a Permanent -2 penalty to his Strength score.  This is a permanent reduction and cannot be regenerated by any means.  Additionally, he gains the Vulnerability trait, subject to Fire as Vulnerability: Fire.  This means, that all Fire damage dealt to him is doubled, unless allowed to save against the effect.  If a save is allowed, and the characters save successful, he takes any damage assigned, normally.  This Mark is opposed of the Mark of Fire, and a Character may not gain this mark if he already possesses the Mark of Fire.

 

Feat Name:  Mark of the Wind

                The Mark of the Wind draws power from the Elemental Forces of Air, from the movements of cloud and gust, to the denizens of such, and the elementals of movement, freedom, and Intuition.  The Mark takes the form of swirling and chaotic designs, covering the Bearer’s shoulders and upper arms, scrawling across there form with spinning diagram and circular figures intermixed with a flowing arcane script.

Prerequisites:  Mark of the Ancients, Base Reflex Save +4, 6Ranks in Either Jump or Tumble.          

Additionally, the Character must sacrifice at least 1 from his Base Fortitude Save, and spend 2 Skill points on the acquisition of this feat.

Benefits:  The Bearer of the Mark of the Wind gains the three powers as listed below:

                Form of Wind:  The Character gains a permanent bonus to his/her Dexterity and Wisdom of +2. These are permanent increases and cannot be deducted by any means.

                Stride of Air:  The Character, when determining the maximum distance for either a long jump or high jump, no longer has a maximum distance based on height.  The Characters jump check determines the distance jumped, with no maximum.  Additionally, the character gains a +4 competence bonus on all Jump and Tumble Checks, as well as all Balance checks maybe in open air environments.

                Speed of Wind:  As the Character gains this mark, his affinity to the wind shows in his form, as he becomes lighter, and swifter, seemingly flowing along the gales and gust of the worlds winds.  Upon gaining this mark, the Character gains a +10 ft. bonus to his land speed, as well as a +2 resistance bonus on Reflex saves, and a +2 bonus on Initiative checks.  All of these bonuses apply, only when the character is wearing light or no armour, and carrying a light load.

Special:    The Character that possesses this mark subtracts 1 from his/her Hit Points (HP) gained at each level, for every level gained after the reception of this mark.  A Result of  0 Hit Points gained is possible.  This mark is Opposed to the Mark of Earth, and no character may take this mark if he already possesses the Mark of Earth.


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artemissgk
Subject:PRIMORDIAL MARK UPDATE THINGER
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Time:2007-04-30 08:35 am (UTC)
Feat Name: Primordial Mark
The Primordial Mark is one of the most horrifying marks when one is receiving it. The mark takes a full week to carve, regardless of process, craftsman, or will. The mark travels from the recipients lower thighs, like a twisting serpent, across there stomach and chest, around there neck and ending in a great ragged spiral of thorns and black on the right side of there face. The mark looks like a stain of darkness, deeper than night and sparkling with the lights of the same, though no shapes or sigils encircle this form. The runes are instead carved in the deeper blackness, empower the recipient with the powers of the deepest and most primordial of energies.
Prerequisites: Mark of the Ancients, Base Fortitude Save of +6 or greater, Concentration 10 ranks, Diplomacy 6 ranks.
Additionally, the Character must spend 6 Skill points on the acquisition of this feat.
Benefits: The bearer of the Primordial Mark gains the Three powers listed below:
Shackles of Earth: the character gains the ability to deny some of the most basic mortal needs, such as pain and injury, thirst and starvation. The character may add 4 to his/her Shock Value, and gains a +6 bonus on all Fortitude Saving Throws to resist the effects of Starvation and Dehydration. Additionally, the character gains a +4 bonus on all Fortitude Saving Throws to Stabilize when Dying.
Indomitable Spirit: The Characters spirit and mental acuity becomes a very potent force, and thus the character gains a +4 bonus on all saving throws to resit Mind Affecting or Energy Draining Spells, affects, or Spell-Like Abilities. Additionally, the Character’s mind becomes a twisting pattern of deep space and thought, treacherous and lethal. Whenever a opponent or creature attempts to target the character with a mind-affecting ability, he or she takes 1D4 points of Wisdom damage (No Save).
Presence of the Eternal: The confidence, manner of speaking, and general demeanor of the character reveals a startlingly vast pool of energy, and this reflects in how people react to the character. The bearer of this mark gains a +6 bonus to all Diplomacy, Intimidate, and Bluff checks.
Normal:
Special: the character that possesses this mark suffers a permanent -2 penalty to his Constitution score. This is a permanent reduction and cannot be regenerated by any means. Additionally, the character gains the Outsider sub-type, and while he/she gains no benefits of the classification as a main type, he/she is subject to all spells or powers that target Outsiders specifically.
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