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 Tod Hund Guide

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Aoi
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Aoi


Posts : 2151
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Join date : 2012-09-05
Age : 30
Location : Kentucky

Character sheet
Name: Haru
Age: 23
Species: Vampire

Tod Hund Guide Empty
PostSubject: Tod Hund Guide   Tod Hund Guide EmptyFri Jun 19, 2015 10:41 pm

Tod Hund (Death Hound)
These Germanic named beasts are massive 'Hounds' who are handled normally by only Death himself, but can also be given to very skilled and specially trained Reapers who are known as Handlers. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters.

Strikes
When a Death Hound has gotten out of control to the point of doing harm to innocents, they're marked with a "strike". Strikes go against them and is etched into their skin and placed on their records until they're either proven innocent for the crimes they've been accused of, or the marks fade through time after a century of no more problems from the Hound. If a Hound gets three strikes, they're automatically sent to Hell to become a Kerberos, or a Hell Hound.

Collars
Actually called Kaelarihm, they are not normal collars by any means. From the moment that a Tod Hund is born, the Kaelarihm is chosen for them. The Kaelarihm that a Hound gets is based on the power and wavelength of their energy and soul and placed around their neck since the day they're born. The Kaelarihm from that point is never again removed but changes and grows with the Hound.

It continues its journey with the Hound from day one to the day it dies, and if the Hound falls it becomes twisted and dark like the hound. The only one to remove the collar from the Hound is the Handler or Lord Death Himself, although that is a rare occurrence and is said to only to happen upon the death of a hound if the Handler wished to keep the collar of the dead hound.

Leash
Called Seorihm, it is not a Leash as in a means of restraint. It is instead a means of silent communication between the Handler and the Hound. During battle often the Handler has no time to commune verbal orders to the Hound or, at times, if he speaks he will give away the very thing that he can not speak or risk getting them both in a deadly situation and so very minute signature tugs and pulls on the leash are signals to the Hound of what the Handler needs the Hound to do....and vice versa. If the Hound needs the Handler to run or turn, the signals are clear and can be felt through the leash.

When not in use, the leash does not come off of the collar. If it is unattached it can not never be reattached and the Handler has committed a trespass against the Hound as they have broken the Kaelarihm which is a part of the Hound, in essence damaging the Hound. The Seorihm goes into the Kaelarihm and reappears when the Handler needs it to return to his hand in order to communicate silently with the hound.

Since it is part of a line of communication between both Hound and Handler, the Seorihm can be summoned by either the Handler or the Hound at will.

Ranks

  • Verekoer (Bloodhound)- This Estonian inspired named Hound is the leader of the Death Hounds. Named verekoer because this is the only one who can call all of the Death Hounds, all who hold the blood of the hound, to them in times of need. The verekoer can bring the hounds of death from across the globe and send them on those whose time has come to an end. The verekoer is also the only Hound who can stop any Hound who has gone out of control by using their blood because all Hounds descend from his own blood. He can scent the truth of a hound by their blood scent even if a hound has not spilled a drop of blood. Their word is law and no Hound can disobey the commands of the verekoer without risking their own life.



  • Agár (Greyhound)- This Hound is second in rank to the verekoer and know how to throw their weight around. They're strong and smart and are considered to be the lackey rank of the verekoer. Despite their reputation for being lackeys, they're powerful and are perfectly able to function without the command of the verekoer.



  • Afterkralle (Dew claw)- The third rank not one of high rank like second and often considered the lap dog place were they usually run after the needs and wants of the 'Verekoer'. They still consider themselves a position high up there and often kick those beneath them, but those lowest get it the worst from them.



  • Klaue (Claw)- The normal rank most of the Death Hounds fall into they hold some status and hold there heads high Get along well but are still well meet in the realms between the living and the dead and among the other hounds.



  • Jagdhund (Fangless)- A rank of great insult. Considered to be beyond lowest rank and to hold no honor. To hold no rank among the Hounds means that you're a mutt. These are the half-breeds, rank-less and not respected. While there has not been a second rank worthy of the the leader among them in a long time, the Jagdhund have many among them- half breeds who are kicked down and any above them hold the right to pin them down before their 'Handler's' without them having right to bare fang and fight back and make them their 'bitch' at a whim. The only who have a right to make any below them as such is the verekoer.


Classes

  • Anubis- This Hound's name is Latinized from the Greek form of Anoubis meaning "royal child". This class is the highest honor that could ever be bestowed on a Hound. This is the ruling or commanding class what rules over all other Death Hounds.



  • Hund- This class is special because it is a very rare sight to see. These are beasts that are massive 'Hounds' who are handled normally by only Death himself, but can also be given to very skilled and specially trained Reapers who are known as Handlers. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters. There is a system in place for these beasts that can send them to become loyal to Satan and will be tethered to either side of the gates of hell.


Special Classes

  • Shakarri- This class of Hound is know for their great skills as a hunter and are assigned to hunt and kill those whose time is up and are ready to die. These Hounds are also sent to hunt down rogue hounds and are held in high regard.


Basic Skills

  • Supernatural Survivability- The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.



  • Unnatural Presence- The user's mere presence in an area or proximity to an individual can result in bizarre changes to the surrounding areas including loss of superpowers, weather changes, paranoia and hostility in people in the area and inexplicable disasters.On the negative side to the positive effects of a Super star arriving, without being aware were. The feeling of being in the presence of something grand or powerful, of something pure peaceful or in a chaotic situation that everything suddenly will be without explanation alright.



  • Enhanced Agility- User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Levels

    • Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.


    • Supernatural Agility: User's agility is superior to what natural can accomplish.


    • Absolute Agility: User's ability is limitless, it is impossible to strike the user.





  • Enhanced Combat- The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.



  • Enhanced Durability- The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.



  • Enhanced Endurance- Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.

 

  • Enhanced Senses- The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
    The Five Senses:


    • Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.



    • Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.


    • Enhanced Taste: Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.


    • Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.


    • Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.





  • Enhanced Awareness- All senses are attuned to nearby activity.



  • Enhanced Balance- Sense of equilibrium and ability to use it well.



  • Night Vision- User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.



  • Enhanced Speed- Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.



  • Enhanced Strength- Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.



  • Regenerative Healing Factor- The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.

    Weakest Level

    • Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened.
    • Lost limbs and internal organs may be completely regenerated.
    • Damaged nerves can be healed to a certain extent.
    • Cellular senescence is drastically reduced, if not completely halted, granting decelerated aging/eternal youth.
    • Critically and fatally damaged cells can regenerate, preventing scars.
    • User can regenerate as long as the head/brain is damaged to no more than a certain level.
    • Disease Immunity
    • User is near-completely unaffected by toxin or drugs.
    • Destruction of the head is one of the few sure methods to ensure the user of this level's death.
    • Healing strength may be so powerful, the blood is enriched with healing powers that can be used to heal others.
    • Tumorous cells may actually be multiplied via regeneration as they are considered living cells.


    Normal Level

    • Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality.
    • Brain cells and nerves can be completely repaired, to the point of keeping the mind intact.
    • Decapitation can be reduced in effectiveness as the user can reattach their heads an seal the cut.
    • Contaminant Immunity
    • User is forever in their optimal health and physical prime.
    • Tumorous cells will be healed to the point of returning to their optimal, healthy form.
    • The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.


    Strongest Level

    • User may regenerate completely as long as one cell or even molecule remains intact.
    • Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body.
    • Impossible to exhaust or permanently injure, regardless of attack speed.
    • Removal of soul or temporal erasure are the only methods of killing the user.





  • Natural Weaponry- The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.



  • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes.



  • Enhanced Bite- The user has particularly strong bite, because of sharp teeth, strong jaw-muscles,  Exactly what they can bite depends on the  jaw-strength,and resilience of their teeth/bite-surface and their shape.


Spells
1st Rank

  • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.


  • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


  • Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

    This spell has no special effect on ranged weapons unless they are falling quite a distance.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


  • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

    The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.


  • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.


  • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

    Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

    Sleep does not target unconscious creatures, or constructs.


  • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.


2nd Rank

  • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.


  • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.


  • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.


  • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

    True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.


  • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

    The casting time depends on how long a message you wish to write, but it is always at least 1 minute.


  • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

    Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

    Invisibility can be made permanent (on objects only) with a permanency spell.


  • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.


  • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

    A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.


3rd Rank

  • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.


  • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

    Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

    Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.


  • Evil WardingThis spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

    The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.


  • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

    Detection spells provide information based on the second object rather than on the actual target of the detection.

    This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).


  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

    If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.


4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

    Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.


  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.


  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    The freedom of movement spell does not, however, allow water breathing.


  • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.



  • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.


5th Rank

  • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.


  • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

    Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

    Magic writing must be touched to be erased.


  • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

    Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.


  • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

    It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.


Last edited by Aoi on Tue Jun 23, 2015 1:58 am; edited 3 times in total
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Aoi


Posts : 2151
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Join date : 2012-09-05
Age : 30
Location : Kentucky

Character sheet
Name: Haru
Age: 23
Species: Vampire

Tod Hund Guide Empty
PostSubject: Re: Tod Hund Guide   Tod Hund Guide EmptySat Jun 20, 2015 12:11 am

Code:
[center][u][b]Basic Skills[/b][/u][/center]
[list]
[*][b]Supernatural Survivability-[/b] The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.
[/list]

[list]
[*][b]Unnatural Presence-[/b] The user's mere presence in an area or proximity to an individual can result in bizarre changes to the surrounding areas including loss of superpowers, weather changes, paranoia and hostility in people in the area and inexplicable disasters.On the negative side to the positive effects of a Super star arriving, without being aware were. The feeling of being in the presence of something grand or powerful, of something pure peaceful or in a chaotic situation that everything suddenly will be without explanation alright.
[/list]

[list]
[*][b]Enhanced Agility-[/b] User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

[u][i][b]Levels[/b][/i][/u]
[list]
[*][b]Peak Human Agility:[/b] User's agility is at the peak of perfection. Although, not a supernatural level.
[/list]
[list]
[*][b]Supernatural Agility:[/b] User's agility is superior to what natural can accomplish.
[/list]
[list]
[*][b]Absolute Agility:[/b] User's ability is limitless, it is impossible to strike the user.
[/list]

[/list]

[list]
[*][b]Enhanced Combat-[/b] The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.
[/list]

[list]
[*][b]Enhanced Durability-[/b] The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.
[/list]

[list]
[*][b]Enhanced Endurance-[/b] Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
[/list]
 
[list]
[*][b]Enhanced Senses-[/b] The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
The Five Senses:

[list]
[*][b]Enhanced Hearing:[/b] Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.
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[*][b]Enhanced Smell:[/b] Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.
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[*][b]Enhanced Taste:[/b] Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.
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[*][b]Enhanced Touch:[/b] Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.
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[*][b]Enhanced Vision:[/b] Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.
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[*][b]Enhanced Awareness-[/b] All senses are attuned to nearby activity.
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[*][b]Enhanced Balance-[/b] Sense of equilibrium and ability to use it well.
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[*][b]Night Vision-[/b] User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.
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[*][b]Enhanced Speed-[/b] Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.
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[*][b]Enhanced Strength-[/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.
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[*][b]Regenerative Healing Factor-[/b] The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.

[b][u][i]Weakest Level [/i][/u][/b]
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[*]Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened.
[*]Lost limbs and internal organs may be completely regenerated.
[*]Damaged nerves can be healed to a certain extent.
[*]Cellular senescence is drastically reduced, if not completely halted, granting decelerated aging/eternal youth.
[*]Critically and fatally damaged cells can regenerate, preventing scars.
[*]User can regenerate as long as the head/brain is damaged to no more than a certain level.
[*]Disease Immunity
[*]User is near-completely unaffected by toxin or drugs.
[*]Destruction of the head is one of the few sure methods to ensure the user of this level's death.
[*]Healing strength may be so powerful, the blood is enriched with healing powers that can be used to heal others.
[*]Tumorous cells may actually be multiplied via regeneration as they are considered living cells.
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[b][u][i]Normal Level[/i] [/u][/b]
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[*]Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality.
[*]Brain cells and nerves can be completely repaired, to the point of keeping the mind intact.
[*]Decapitation can be reduced in effectiveness as the user can reattach their heads an seal the cut.
[*]Contaminant Immunity
[*]User is forever in their optimal health and physical prime.
[*]Tumorous cells will be healed to the point of returning to their optimal, healthy form.
[*]The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.
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[b][u][i]Strongest Level [/i][/u][/b]
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[*]User may regenerate completely as long as one cell or even molecule remains intact.
[*]Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body.
[*]Impossible to exhaust or permanently injure, regardless of attack speed.
[*]Removal of soul or temporal erasure are the only methods of killing the user.
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[*][b]Natural Weaponry-[/b] The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.
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[*][b]Claw Retraction-[/b] The user can project and retract razor-sharp claws from their fingertips for offensive purposes.
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[*][b]Enhanced Bite-[/b] The user has particularly strong bite, because of sharp teeth, strong jaw-muscles,  Exactly what they can bite depends on the  jaw-strength,and resilience of their teeth/bite-surface and their shape.
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[center][u][b]Spells[/b][/u][/center]
[u][i][b]1st Rank[/b][/i][/u]
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[*][b][i]Disguise Self-[/i][/b] You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
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[*][b][i]Detect Poison-[/i][/b] You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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[*][b][i]Feather Fall-[/i][/b] The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

This spell has no special effect on ranged weapons unless they are falling quite a distance.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
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[*][b][i]Ghost Sound-[/i][/b] Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.
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[*][b][i]Obscuring Mist-[/i][/b] A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.
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[*][b][i]Sleep-[/i][/b] A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

Sleep does not target unconscious creatures, or constructs.
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[*][b][i]True Strike-[/i][/b] You gain temporary, intuitive insight into the immediate future during your next attack.
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[u][i][b]2nd Rank[/b][/i][/u]
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[*][b][i]Cat’s Grace-[/i][/b] The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.
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[*][b][i]Darkness-[/i][/b] This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.
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[*][b][i]Fox’s Cunning-[/i][/b] The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.
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[*][b][i]True Seeing-[/i][/b] You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
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[*][b][i]Illusory Script-[/i][/b] You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
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[*][b][i]Invisibility-[/i][/b] The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Invisibility can be made permanent (on objects only) with a permanency spell.
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[*][b][i]Without A Trace-[/i][/b] The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.
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[*][b][i]Spider Climb-[/i][/b] The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.
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[u][i][b]3rd Rank[/b][/i][/u]
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[*][b][i]Deep Slumber-[/i][/b] This spell functions like sleep, except that it affects 10 creatures.
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[*][b][i]Deeper Darkness-[/i][/b] This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.
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[*][b][i]Evil Warding[/i][/b]This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. [i]Good/holy/divine summoned creatures are immune to this effect.[/i] The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
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[*][b][i]Misdirection-[/i][/b] By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. [i]Neither the subject nor the other object is safe from this effect.[/i]

Detection spells provide information based on the second object rather than on the actual target of the detection.

This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).
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[*][b][i]Non-detection-[/i][/b] The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.
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[u][i][b]4th Rank[/b][/i][/u]
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[*][b][i]Clairaudience/Clairvoyance-[/i][/b] Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
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[*][b][i]Dimension Door-[/i][/b] You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.
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[*][b][i]Freedom of Movement-[/i][/b] This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

The freedom of movement spell does not, however, allow water breathing.
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[*][b][i]Greater Invisibility-[/i][/b] This spell functions like invisibility, except that it doesn't end if the subject attacks.
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[*][b][i]Locate Creature-[/i][/b] This spell functions like locate object, except this spell locates a known or familiar creature.

You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.
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[u][i][b]5th Rank[/b][/i][/u]
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[*][b][i]False Life-[/i][/b] You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.
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[*][b][i]Erase-[/i][/b] Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

Magic writing must be touched to be erased.
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[*][b][i]Enervation-[/i][/b] You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.
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[*][b][i]Soul Swap-[/i][/b] a demonic incantation written and cast to switch souls with a creature temporarily.

It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.
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