#subclass 400
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Australian Immigration Update: Key Changes and Reminders for Employers and Foreign Workers
Those traveling to Australia for work, companies sponsoring foreign employees, and immigration consultants should stay informed on recent adjustments to visa rules and procedures. With updated processes and requirements, applicants may need to reevaluate their visa eligibility and carefully plan their visa application submissions.
Employers sponsoring foreign nationals under the following visa categories should take note of extended processing times:
Allow sufficient lead time for preparing and submitting a temporary visa application.
Account for these extended timelines when planning start dates for sponsored workers in Australia.
Extended Processing Times for Australian Visas
KPMG in Australia has noted increased processing times for visa applications with the Department of Home Affairs, especially for Temporary Skill Shortage (Subclass 482) visas and permanent residency applications under the Employer Nomination Scheme (Subclass 186) visa.
Current estimated processing times published by the Department include:
Temporary Skill Shortage (Subclass 482) visa: Processing typically takes between 1.5 and 5 months from the date of application (note: times are the same for Accredited and Standard Business Sponsors).
Employer Nomination Scheme (Subclass 186) visa for Permanent Residence: Processing generally requires 6 to 7 months from the application date.
Updated Policy on Temporary Work (Short Stay Specialist) (Subclass 400) Visa
The Subclass 400 visa allows short-term stays of up to 3 or 6 months within 12 months (duration is subject to the Department's discretion). Recently, however, policy changes have impacted this visa category.
While legislation still permits 6-month stays, new guidelines suggest applications that would result in over a 3-month stay in 12 months are unlikely to be granted. This revised policy encourages employers to prioritize hiring Australian nationals over international workers. Consequently, applicants requesting a 6-month Subclass 400 visa or those applying for an extension that would surpass 3 months in 12 months face an increased risk of refusal.
Australia Introduces the Occupation Standard Classification (OSCA)
Australia will introduce a new national classification system for occupations, the Occupation Standard Classification for Australia (OSCA), on 6 December 2024. OSCA will replace the Australian and New Zealand Standard Classification of Occupations (ANZSCO) and is expected to be aligned with the Skills in Demand Visa and Core Skills Occupation List upon implementation.
Health Requirements Eased for Australian-Born Children
Effective from 16 October 2024, children under 18 who are born and live predominantly in Australia are exempt from proving they are free of any health condition that might incur significant healthcare costs or impact access to services for Australian citizens and residents.
To qualify as “ordinarily resident” in Australia, a child must have lived in the country for over half of their life, calculated from birth to the date of their visa application submission.
Holiday Season Reminder: Extended Processing Times Expected
As the holiday season nears, visa applicants should be aware that processing times may be affected by factors like public holidays, staff leave, and a rise in application volumes toward year-end. Planning applications well in advance can help mitigate these delays during the festive season.
These updates highlight the importance of early planning and staying informed on Australian immigration changes to ensure a smooth application process.
For those seeking personalized guidance through these updated processes, consider consulting an Australian immigration consultant in Pakistan. An experienced consultant can provide tailored advice on visa options, eligibility requirements, and application preparation, helping applicants streamline the process and increase their chances of success in achieving their Australian work or residency goals.
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kickstarter
The Crooked Moon is a 400+ page tome that brings Folk Horror to 5E, drawing inspiration from eerie Folklore, legendary Horror Films, classic Halloween Aesthetics, and more. Evoke true terror with malevolent Monsters and Mechanics in a Campaign Setting of eternal night, or equip yourself with numerous Player Options to brave the dark wood.
Weave Your Own Dreadful Folktale
The perfect supplement to craft an Unforgettable Folk Horror Adventure with your friends.
Sinister Campaign Setting
Explore Druskenvald, a mysterious realm trapped between dusk and the witching hour. Investigate the isolated valley of Wickermoor Hollow, where Superstitious Locals adhere to “The Old Ways” and Long-Forgotten Horrors stalk the deepest woods.
Terrifying Adventure for Levels 1-13
Send shivers down your friends' spines with this chilling Folk Horror Story, where a party of Wayward Souls must journey through the shroud aboard the Ghostlight Express to uncover the dark machinations of the Crooked Man.
All-New "Fateweaving" System
Enthrall your friends with brand-new tools to Intertwine Player Character Backstories and Motivations into the main narrative. With this easy-to-use system, players will be More Invested Than Ever Before knowing that the fate of their characters is personally connected to the major plot of the adventure from the very start.
Brave the Dark Wood
All the player options you need to become the protagonist of your own Damnable Tale.
Dreadful Subclasses
Become an omen of doom with the Grim Harbinger Ranger, harness the power of witchcraft with the Horned King Patron Warlock, roll the bones and twist fate with the Sinner Rogue, or dive into horror with any of the other 13+ Subclass Options for all core 5E classes.
Halloween-Themed Races
Rise again as one of 13+ Lineages of Druskenvald, mortal souls reborn in the land of endless night and changed forever. Choose between the pumpkin-headed Harvestborn, the rat-like Plagueborn, the murk-dwelling Deepborn, or any of the other Race Options inspired by Halloween pop culture.
Upgrading Artifact Items
Equip yourself with 25+ Artifacts of Anathema, powerful Magical Items ranging from weapons to armor to trinkets and more that Level Up With You and unlock Powerful New Abilities, perfect for every tier of play.
Beware the Witching Hour
Unique features sure to add Thrills and Chills to any game, no matter your setting.
Folklore-Inspired Monsters
Face off against creatures of the night with 66+ Folkloric Monsters that require more than basic combat to defeat. Investigate local Myths and Legends, discover Secrets and Superstitions, and Perform Rituals in thrilling encounters beyond just rolling for initiative.
Legendary Boss Battles
Charge into brutal battles with 11+ Epic Boss Fights, each with Multiple Phases and unique mechanics for Minions, Terrain, and More that will test your party’s courage, tactics, and will to survive.
Chaotic Curses
Torment your friends by cursing them with 120+ Twists of Dread, random effects that range from Horrifying to Hilarious, keeping any tabletop session Totally Unpredictable and endlessly entertaining.
Kickstarter campaign ends: Thu, November 2 2023 4:00 AM UTC +00:00
Website: [Legends of Avantris] [facebook] [twitter] [instagram]
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Elasmobranchs
What are elasmobranchs?
Elasmobranchii, a subclass of fish (Sharks, skates and rays), are characterized by their cartilaginous skeleton. Cartilage is a flexible connective tissue found in human ears and nasal tips. It provides Elasmobranchs with amazing flexibility. Elasmobranchs evolved over 400 mya, long before trees existed. They’ve adapted many unique adaptations that help them survive in the aquatic environment. Notably, their skin is covered in tiny tooth like structures called dermal denticles. Dermal denticles decrease drag and turbulence, allowing sharks and rays to swim with incredible speed and agility.
Shark Evolution
Shark evolution goes back 450 million years ago during the late Ordovician period. Scientists believe that sharks from this period did not have teeth. The earliest shark teeth scientists have discovered comes from an ancient fish that lived during the Devonian period. This fish is the Doliodus problematicus. They are described as the “least shark like shark.” Here’s an example of what shark teeth looked like during the Devonian period.
They look very different from todays shark teeth!
Stingray Evolution
Stingrays evolved from sharks. Sharks emerged 450 million years ago and stingrays evolved 200 million years ago. An adaptation that both sharks and stingrays have is the Ampullae of Lorenzini. Sharks, skates, and rays have these tiny mucus filled pores in their skin called the ampullae of lorenzini which can detect electricity in the water. They help elasmobranchs find prey by detecting electrical fields produced by prey activity.
Conservation
Unfortunately many species of elasmobranchs are endangered. This is mostly due to overfishing and shark finning. Shark finning is a practice where fisherman will cut off the fins of sharks and dump their bodies back in the water. It’s extremely inhumane and it causes sharks major suffering, without their fins they can’t swim and will end up suffocating. Overfishing and bycatch is another major problem where fisherman will accidentally catch unwanted sharks or Rays. Unintentionally caught animals will often die after being tossed back into the sea. Thankfully there are conservation efforts working protect endangered species. Organizations such as NOAA Fisheries and Shark Stewards are working to ban shark finning in different countries. Other organizations such as Minorities in shark science and shark research institute conduct research on shark species, helping people better understand sharks and protect them.
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USS Sorcerer (NCC-9670-B), Arlington-class long-range fast dreadnought:
(Arlington-class reference art via @MarcSherwood8 on Twitter)
The Arlington-class dreadnought USS Sorcerer (NCC-9670-B) started her life as an Odyssey-class dreadnought, one of the sister ships of the USS Enterprise-F. Like her famous sister, the Sorcerer was heavily damaged in the 2411 Battle of Midnight, the climactic battle of the Iconian War, fought above Earth. The Sorcerer lay in spacedock above Mars for several years as subsequent events redirected Federation shipbuilding towards new endeavors. Finally beginning reconstruction in 2412, she saw several planned refit suggestions come and go - first, she was to be rebuilt to Odyssey-class standard, then to the upgraded Yorktown-class refit, then the upgunned Lexington-class subclass of the Yorktown-class. Finally, in 2414, it was decided that the Sorcerer would become the second in the newly designed Arlington-class of long-range fast-response dreadnoughts, to spearhead a new Federation effort to explore the Gamma Quadrant alongside the Federation's allies in the Klingon Empire, Romulan Republic, Tzenkethi Coalition, and the newly peaceful Dominion, as well as follow up on issues related to the Hur'q Crisis of 2411. Under the command of Captain Yanute, the vessel was relaunched on January 1, 2416, the 5th anniversary of the Battle of Midnight.
The Arlington-class long-range fast dreadnought:
As a descendant of the Odyssey-class, the Arlington is one of the largest ships ever built by the Federation; the subclass measures 1041.5 meters long, 385.22 meters at the beam, with a draught of over 200 meters, and a mass of over 7.25 million metric tons. With a crew of over 900, space for a full Starfleet Marine Corps battalion of 800+ members, and an embarked air wing of 400 personnel, the immense long-range vessel is thusly provided with a laundry list of amenities ranging from an internal promenade/mall, a dozen holodecks, two arboretums, two internal pool/sauna complexes, three main social lounges, and dozens of observation areas.
Able to maintain quantum slipstream travel for a full six hours, the Arlington-class combines its impressive speed with some of the heaviest firepower ever added to a Federation vessel. Boasting 29 MkXV phaser arrays, 4 light and 4 heavy MkXV pulsed phaser cannons, and a whopping 14 multipurpose torpedo/probe launch tubes. These tubes are capable of fully automated loading of the full Federation probe range, as well as photon, quantum, and transphasic torpedoes, the latter-most only available in limited quantities due to weapons limitation treaties.
In addition, the Arlington-class carries over the Lexington-class's phaser spinal lance, capable of devastating damage against vessels even larger than the Arlington. The phaser lance has been colloquially nicknamed the "Wave Motion Gun" by Lexington- and Arlington-class crew members, as it's immense energy discharge resembles that of a similarly devastating weapon from a late 20th century Earth science fiction franchise.
The Arlington also plays host and mother ship to an Eagle-class light "parasite" escort, itself a formidable and agile vessel, armed with multiple phaser arrays, four phaser cannons, and four torpedo tubes. A full wing of 60 Federation Aerospace Force Valkyrie aerospace fighters, falling under the command of the vessels' Commander Air Group, rounds out the vessels' firepower.
Defenses consist of a quadruple-layer hyper-capacitor-based metaphasic shield array, a full meter of albative armor, and a full suite of phaser- and microtorpedo-based CIWS systems; the Arlington is also fitted for but not with a Nanotech Molecular Ablative Generator field array, based on technology from an alternate 25th century.
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1, 14, & 21 (not Nemo, haha!) for the Dark Urge askmeme! also any other numbers you desperately want an excuse to share ^^
I’ll post for both my Durge’s, Nym and Casira.
And also I apologize for its length. It’s a chonker.
Nym:
1. What circumstances led to your Dark Urge becoming their class/subclass?
Nym’s an abyssal tiefling (granddaughter to Graz’zt) and her bio-father (not Bhaal) was a divine soul sorcerer to Eilistraee, so normally she’d be a a divine soul sorcerer but I have her as a wild magic sorcerer because her abyssal blood and her spark of divinity doesn’t play nice with each other. It’s a constant war inside of her.
She’s a bhaalspawn because her abyssal cambion mother basically at one point had sex with a bhaalspawn, and I headcanon that succubi/incubi steal the essence of people they sleep with and their bodies then corrupt it with whoever they knock up/get knocked up by. I know technically cambions aren’t succubi/incubi but being the daughter of Graz’zt, I’m giving her some leeway. So she stole the sperm/essence of a bhaalspawn and for funsies, mixed it in with the child of the divine soul sorcerer man she was currently tricking/banging. So Nym has three parentages technically.
But yeah, she’s mechanically a wild magic sorcerer because her particular concoction of existence doesn’t play nice with each other.
She’s multiclass bard because she loves music and her day job when not doing stuff with the cult (which she was already trying to pull away from) is entertainment. Only time she ever feels at peace.
14. How good of a liar is your Dark Urge? How do they feel about lying?
Nym is an excellent liar and feels nothing when she does it. She’s not a habitual liar, she only does it when she feels she needs to to protect herself, but she has no qualms about doing so. I think if she has to do it around someone she cares about, is the only time she feels some guilt. Or at least, discomfort.
21. What are 2-3 songs that your Durge would relate to?
Paint It, Black by Ciara - Nym feels so much darkness and bitterness and she doesn’t want to.
Big God by Florence and the Machine - Definitely one of her main songs, not just for lyrics but the dancing in the music video. She secretly worships Eilistraee as her father did but she’s so conflicted and desperate for some form of salvation but also laments and despairs against the gods.
Death Wish by Jason Isbell and the 400 Unit - My girl has got bad depression and she’s definitely the girl in this song’s scenario. The lines “Who’s gonna save you, who’s left to pray to? What’s the difference in a breakdown and a breakthrough?” fits her like a glove.
Bonus question for her:
2. Did your Durge have any romantic and/or sexual relationships prior to their illithid adventure? If yes, who was it with and what was it like? If no, how did they feel about being single?
Ok so Nym has a very complicated and messy relationship to both sex and romance. She’s had a few romantic partners, whom she usually breaks up with because she feels she’s a danger to them and/or she feels they deserve someone without her baggage.
She was in a relationship with one of my Tav’s, Cillian Baker, and he was her last serious romantic relationship before she broke up with him.
She’s rather hyper-sexual but uses it as way of self-harm tbh. She’s a CSA survivor and her relationship with sex is rather unhealthy. She likes sex in the moment but afterward deals with extreme self-loathing. She also tends to choose dangerous or questionable men for ONS because sometimes she wants an excuse to murder someone, always a toss-up.
Right before the game, going on for several months, she actually had a relationship with Raphael at the Devil’s Den. It wasn’t sexual or romantic; she originally came to his presence because a woman she was close to and had feelings for liked to party (using it as a coping method herself) and they ended up in the DD.
Nym clocked him for a devil right away and he knew she was Durge and found her a novelty/would be a yummy soul but more an idle interest. She was worried her friend would get in trouble around him (I’m picturing him catering intimate sinful little parties for him to find souls in).
They slowly danced around each other over the course of months, and came to play lanceboard as a regular occurrence. Eventually her friend basically met someone and got clean and while Nym was happy for her, she’s just so damn lonely. I’ll probably post a separate post on her and Raphael’s relationship because it’s long but basically she comes back to the DD and resumes their game nights.
He finds her amusing and they have a weirdass connection that can’t quite be described. At some point they do get into a tiff, she got too close to his little spark of humanity on accident and it made him lash out.
She doesn’t show up for a number of weeks and he doesn’t think much of it and then oh, would you look at that, she’s one of the abducted and has some memory loss. That’s when his interest spikes immensely and then the ingame stuff. She feels a connection to him but doesn’t know why and it pisses her off, lol.
Ok, now onto my second Durge:
Casira:
1. What circumstances led to your Dark Urge becoming their class/subclass?
Casira is a cleric of Selûne (light domain). How that happened is basically, the Bhaal cultists used the corpse of an aasimar of Selûne (one of Aylin’s sisters) in a profane ritual that used Bhaal’s blood to fill the empty vessel. Created a baby bhaalspawn but that tiny spark of Selûne remained.
She grew up conflicted, raised in the cult but never feeling right. Selûne tried to reach her a few times in her life but it was too dangerous/Sceleritas Fel was always watching and it put Casira in danger.
Her cleric powers really only came forward once Casira was abducted and no memory because Selûne took that as her chance to influence her.
14. How good of a liar is your Dark Urge? How do they feel about lying?
Not that good, tbh. She’s fairly honest and upfront if you ask her questions. She finds lying difficult to understand and doesn’t like doing it. It gets her into a lot of trouble.
21. What are 2-3 songs that your Durge would relate to?
Eva by Nightwish - Definitely her in both lyrics and vibes.
The Moon Will Sing by The Crane Wives - “I shine only with the light you gave me” is very her.
Fake Wings by Kajiura Yuki - The solemn/melancholy tone fits her.
Bonus question for her:
25. How does your Durge feel about Sceleritas Fel?
Terrified. Even without the memory loss, she was terrified of him. He was put in her life because he/Bhaal could sense Selûne on the sidelines. If she didn’t do the murders and rituals enough times or ever showed reluctance, she was severely punished and Bhaal would overtake her body and control her (where the really nasty Durge lines happen, like necrophilia, etc). So she learned that to keep her body in her control, she had to do the serial killing.
His “naughty naughty” was usually a precursor to her punishments so when she got that dream in the third act she was so terrified of falling asleep for weeks.
#bg3#bg3 durge#ask meme#csa mention#nym is honestly like if laura palmer from twin peaks were in bg3#oc: nym the drow'ri#oc: nym the abyssal tiefling#oc: casira#bg3 raphael
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V: On Further Reflection
DA:I/BG3 verse
Inquisitior Luminous Lavellan never came back through the Eluvian. Rumors swirled as her final orders were issued, and as the Inquisition fell in line behind the Divine and their resources were dispersed to the common people, people wondered: What had happened? Where had she gone?
Somewhere in the temple of Mythal, a body was quietly buried.
Across the distance of the Fade and a hundred years: Lorelei Tav wakes up from a very strange dream and finds herself in a pod. Even after escaping the pod and setting out to save herself and her new crew of weirdos, she’s having trouble shaking the feeling she’s remembering something important.
Currently:
Name: Lorelei Tav
Race: Half-elf (High Elf with dragon ancestor, expected lifespan: 400 years)
Age: 99 (Physically 30)
Gender: Cis Female
Orientation: Straight, mostly (1-2 on Kinsey scale)
Class: Sorcerer
Subclass: Draconic Lineage (Copper)
Level: Varies depending on point in timeline
Unique traits: Has dragon horns and draconic left arm
Previously:
Name: Luminous Lavellan
Race: Elf (Dalish)
Age: 29
Gender: Cis Female
Orientation: Straight
Class: Mage (Arcane Warrior Specialization)
Level: 25 (at time of disappearance)
Unique traits: Mythal vallaslin before removal
Major Inquisitor Choices:
Recruited mages
Completed all companion quests
Did not recruit Sera (got startled by arrow and ran away)
Stroud stayed in Fade
Drank from Well of Sorrows
Softened Leliana is Divine
“Default” state is high approval with most companions; neutral approval from Vivienne
Romance: None
Highest Approvals: Varric, Dorian, Solas (also default party)
Solas removed Vallaslin after drinking from Well; she regretted allowing it
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Inam - 6-Star Lord Guard
Elite 2, Level 90 Stats
2650 HP 701 Atk 380 Def 10 Res 70s Redeploy Time 20 DP Cost 2 Block 1.3s Attack Interval
Trust Boni
+400 Hp +70 Atk
Potential Boni
2 Deployment Cost -1 3 Redeployment Cooldown -4s 4 +200 HP 5 +27 Def 6 Deployment Cost -1
Talent 1 Maximize Available Assets When deployed, increases the SP recovery rate of all Vanguards by +0.2~0.4/second (only the highest effect of this type takes place) and all Vanguard Operators’ Def +10%~20%
Talent 2 Acquire Knowledge Gains +3% HP for each Vanguard, Guard, Defender and Sniper in the squad and +3 Res for each Caster, Medic, Supporter and Specialist in the squad
Rank 7/Mastery 3
Skill 1
Wicked Chop On-Attack Charge, Auto 3 SP, 0 Initial SP
The next melee attack deals 400/460% atk pure damage over 4s to the target.
Skill 2
Great Chief’s Show of Artistry On-Attack Charge, Manual 20/15 SP, 7/10 Initial SP, 16s Duration
Gain +50/80%Atk, Attack interval halved. Attacks leave a stacking mark on the target that inflicts -3/4% movement speed and -3/4 aspd per stack. One second before skill ends, the mark is removed and deals 80/110% atk physical damage per stack to the target.
Skill 3
Power of Money Automatic Charge, Manual
35/30 SP, 0 Initial SP
Consume all currently held DP to gain permanent, stacking buffs to Atk, ASPD and Phys/Arts damage reduction. +7/10% Atk, +7/10 aspd, +1/1.25% Phys/Arts damage reduction per 20 DP. If used at >=99 DP, refunds 50% SP.
Base Skill 1 Great Chief’s Coordination When stationed in a Trading Post, sets order acquisition efficiency of other Sargon operators, Gavial and Gavial the Invincible to 0 and then increases it to +35%.
Base Skill 2 Lead by Example Gains +10% order acquisition efficiency per other Sargon Operator stationed in trading posts, up to +50%.
The theme here is being a Lord Guard who doesn't do any Arts damage that she would have above average basic tankiness just through her stats. She's still not tanky-tanky, but within her subclass she's quite sturdy. She can then leverage her defensive bases by using her very strong S1 or with S3 (I'll go more into S3 in a bit). I also worked her background into the whole thing a bit.
Initially I had S1 modular with it letting her ranged attacks ricochet if she uses it not in melee, but I think this is better. It's more interesting and could incentivize different positioning. I made the dot pure damage because that's funny.
S2 is more for ranged play and designed to take down elites and bosses. It's very straightforward to use, even if it might look a bit complicated. Activate it and she goes nuts on whoever is the closest in her range and when it's about to time out her target is vaporized. I made the stats up with around 20 attacks within 15 seconds in mind. With just the halved attack delay she actually manages just above 24, but the slowing effects shouldn't be too harsh, since by the time they're stacked that high, the skill is about to expire anyway. Would be mildly busted in Integrated Strategies if you get enough aspd and stack -100% move and aspd onto an enemy, but that's okay. Don't worry about it.
Okay, S3. So that's the meme skill. It's the one you make funny videos with. Yes, she can reach 100% Phys and Arts resist. It costs 1600 DP, up to 2000 if you also go for the SP discounts. At that point she also has +800% ATK and +800 ASPD. (7 attacks/s) The earliest you could get this, going just by pure SP is after five and a half minutes. Of course you also need to generate the required 2000 DP + however much you need to deploy your operators within that time. Stages don't tend to last that long, but if you want, you can also give her some form of SP charge and go for it. Something like Ptilopsis, Warfarin, Inam, Myrtle, Elysium, Saileach and the next six best DP generators. Probably a bunch of Pioneers, I don't know. Might be problematic in Annihilation I guess, but nobody's looking.
Anyway, this was fun. I was going to do a full fake operator sheet but Krita krashed and I lost Kritacal progress so this is what I got.
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What a Journey It's Been (DnD\TTRPG Creation)
I don't know how long this is going to be, but I just need to get some stuff out.
Back in November I was let go from a VERY good job that I was probably NOT qualified for, but at no fault of my own. It's the second job I've lost due to industry-related things out of my control, but really drove home how little job security there is in this capitalist hellscape.
When I lost my last job, I told myself I wanted to make and post ONE DnD\TTRPG related thing to social media a day. No excuses. A DnD A Day I called it.
So far, I've managed to do that. I started here and on the Social Site that shall not be named, which I've since left. I have over 300 creations, almost 400 followers here and I'm doing pretty well on Threads too.
I have a handful of larger supplements (Classes, Subclasses, Systems, ect.) I'd love to put more time into, but neurodivergency and a part time job along with Twitch content creation makes it hard to focus.
But, in that time I've also created a patreon with an artist friend of mine (@butturdapple) and while that is still small I have hopes that the more content we add, the more attractive it looks for others in the space.
If anyone read this far and is inspired to help support or could use some cool, funny, awesome, silly magic items -- check us out! Or, just use our magic items, they're all on here someplace! :P
For a quick breakdown as of this post...
We have 302 magic items (and growing, 30+ a month added) at this link.
Including; 58 Weapons, 37 Pieces of Armor, 19 Potions & Poisons, 84 Pieces of Gear\Equipment, 96 Other Wondrous Items, and 7 Blessings\Curses.
Breakdown by Rarity: Common (4), Uncommon (72), Rare (102), Very Rare (96), Legendary (20), and Artifact (7).
3rd Party TTRPG content creation is HARD. And your success is really just, random. A lot like being on Twitch and streaming. But, I'm thankful for every comment, every question, every hashtag, every reblog and follow I get.
So if you see this, thank you. <3
#D&D#DnD#Dungeons and Dragons#DnD5e#Homebrew#Magic Item#TTRPG#DnD Homebrew#TTRPG Homebrew#Homebrew Magic Items#DnDaDay
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Character bio of the Afro Asian Native Fae Elvish, Giant Kin, and Goblinoid Spellcaster, Gunslinger, & Swordfighter Part 2:
Lysander Alphonse Norwood/Luciana Jaqueline Norwood or Kittsak/Kaeo Alin Pramoj:
Rank:
Started:
C+ rank
F to D rank Guild Trainee
C+ rank Guild member
B- rank Adventurer
B+ rank Silver ranked Hunter
C ranked Hero
Now:
S+ rank (SSS+ High Class). Titan rank.
S+ Rank (Unrankable) Guild Member.
S+ rank (Adamantine Rank) Adventurer. (Mithril, Orichcalum, Adamantine)
S+ rank (Platinum Rank) Hunter (Monster Hunter, Undead Slayer, Demon Hunter, Mage Hunter, Witch Hunter, Vampire Hunter, & Dragon Slayer). (Copper, Brass, Silver, Gold, Platinum)
S+ rank (Diamond Rank) Hero. (Amber, Pearl, Lapis, Opal, Amethyst, Emerald, Ruby, Diamond)
Rank and class as a guild member and adventurer is decided by academics and athletics (from magical community college, magical four year university, magical Ivy League University, & magical military academy), merit, relationship with commoners, services to guild, positive reputation with guild patrons (guild clients who hire guild contractors), connection to nobles and rich aristocracy, recommendation from military or knight order, military strength, good likability with civilians, monster hunting trophies, kinship with guild and guild members, experience, association with guild council and guild officers,
magical power, reliability on guild missions, one time guild membership due and monthly guild dues being paid on time annually, compliance with guild rules, quest completion percentage, good relationship with adventuring party, notoriety, fame, adventuring skills, respect from guild colleagues, contribution to the guild, talent, bond with royalty, furthering guild goals, assistance to the state (federation of kingdoms, empire of kingdoms, & or confederacy of nations), & overall effectiveness as a guild member and adventurer.
Adventurers who bring in high level class monsters, animals, and beasts for materials need to kill enemies the right way to properly dissect materials and not damage them. This lets them use them for crafting weapons, shields, clothes, armor etc with materials.
These are factors for the initial guild test to decide your rank and the annual tests and retakes to decide the merit of guild promotion. Some of these aren't for low ranked tests of F, D, E Class and mid rank of C Class but high ranked tests if you want to be B Class, A Class, or S rank.
Some of these factors shift or widen the economic, societal, & educational gaps in societal castes between adventurers in a system of classism.
Level: 500
Stat Points:
Accuracy: 500, agility: 500, athletics: 500, awareness:300, charisma: 400, constitution: 400, deception: 400, defense: 300, dexterity: 400, endurance: 400, flexibility: 300, health: 400, intelligence: 500, intuition: 400, luck: 300, magic: 500, mana: 500, perception: 300, persuasion: 400, power: 500, reflexes: 400, resistance: 300, sense: 300, speed: 400, stamina: 400, stealth: 300, strength: 400, vitality: 500, willpower: 300, & wisdom: 400.
Skills:
Academics, acrobatics, alchemy, appraisal, artificing, astrology, bartering, bureaucracy, bluff, business, charm, conversation, cooking, crafting, culture, diplomacy, disguises, electronics, explosives, finance, first aid, fitness, forgery, gambling, guns, haggling, healing, history, hunting, influence, intimidation, intuition, investigation, knowledge, language, law, leadership, lock picking, locksmith, lore, loyalty, marksmanship, medicine, navigation, negotiation, observation, performance, pickpocket, poisons, politics, ransack, repair, research, sailing, scavenging, scrapping, science, seduction, sneaking, speech, survival, tactics, tracking, trading, technology
Traits:
Alignment:
Depends on class background and species form:
Neutral Good
Chaotic Good
Neutral Evil
Lawful Evil
Chaotic Neutral
True Neutral
Class:
Multi Class Spellcaster. Gunslinger. Artificer. Fighter.
Subclass:
Artificer. Tinkerer. Alchemist. Battle Smith. Artillerist. Master Maker. Armorer. Forge Adept. Maverick. Warsmith. Potion Smith. Curses Smith. Relic Smith. Infusion Smith. Golem Smith. Rune Smith. Gadget Smith. Inventor. Warlock. Fiend Pact. Fey Pact. Celestial Pact. Infernal Pact. Dark Pact. Sorcerer. Divine Soul. Shadow Magic. Wild Magic. Draconic Bloodline. Battle Sorcerer.
Gunslinger. Arcane Gunslinger. Magic Marksman. Spellshot. Gunsmith. Alchemical Gunslinger. Sharpshooter. Deadeye. Peerless Archer. Rifleman. Adept Marksman. Desperado. Knight. Battle Master. Champion. Weapon Master. Great Weapon Fighter. Tempest Fighter. Avenger. Sorcerous Knight. Mage Marksman.
Paladin (not the class but knight order rank). Crusader. Warden. Anointed Knight. Acolyte. Holy Knight. Oath of the Watchers. Oath of Glory. Oath of Heroism. Oath of Devotion. Oath of the Crown. Oath of Vengeance. Avenger. Platinum Knight. Oath of the Justicar.
Magic User. Arch Mage. Spellsword. War Mage. Arcanist. Monster Hunter. Rune Sage. Eldritch Knight. Demon Hunter. Rune Mystic. Gun Mage. Dragon Slayer. Summoner (Imps, Spirits, Succubi/Incubi, Fae Spirits, Genie/Djinn, Infernals, Celestials, Tieflings, Aasimar, Angels, Demons, God, Devils, Titans, Primordials).
War Wizard. Mage Hunter. Rune Mage. Witch Hunter. Magic Knight. Sword Mage. Rune Smith. Gun Witch. Dragon Rider. Rune Knight. Battle Mage. Rune Master, Magician. Wild Mage. Control Wizard. Rune Caster. Arcane Tactician. Shadow Adept. Psion. Archivist Tradition. Magical Savant. Lore Mastery. Swordplay Tradition. Ancient Magic. Incantrix. Mage Lord. Arcane Origin. Rune Fencer. Rune Blade.
Magical Swordsman. Hex Blade. Fighter. Soldier. Martial Artist. Cloaked Sniper. Scout. Pathfinder. Sniper. Elite Mercenary. Commander. Ardent. Mercenary Veteran. Sellsword, Samurai. Enlighted Samurai. Wandering Samurai. Ronin. Daimyo. Shogun. Warlord. Commander, Combat Veteran. Paragon. Vanguard. Tactician. Gladiator. Pit Fighter. Duelist. Swashbuckler. Fencer. Cavalier. Grand Marshal. Kensei. Empowerment. Destined Bloodline. Magus Bloodline. Enchantress Bloodline.
Background:
Has lived for a very long time as a magical variant human with half fae elvish, half giant kin, and half goblinoid ancestry. Has many magical clones.
Farmer. Gatherer. Fisherman. Weaver. Forager. Sailor. Far Traveler. Outlander. Borderlands. Child of the Wildlands. Fae Elven Raised. Giant kin raised. Goblinoid Raised. Amazonian. Hunter. Clan Hunter/Huntress. Clan Hunting Captain. Hunter’s Lodge. Druid. Barbarian. Ranger. Scout. Animal Whisperer. Stalker. Death Seeker. Seeker. Refugee. Exile. Outcast. Hermit. Wanderer. Nomad. Explorer. Forager. Hunter. Fisherman. Trapper. Survivalist. Inquirer. Cartographer. Desert Tracker (experienced desert guide). Map Maker. Forest Ranger (Wood Elf trained). Guide. Navigator. Wilderness Investigator. Forester. Game Keeper.
Warden (Keeper of an Ancient Elven Ruin). Sentinel (Defender of Fae Forest Sanctuary). Sentinel (Wood Elf Trained). Guardian. Protector. Defender. Temple Guardian (Door Sentry, Honor Guard, Temple Warden, Altar Sentinel, Unseen Watcher, Treasury Guardian. Library Custodian. Inner Sanctum Shield). Apothecary (For settlement, village, town, & city specializing in brews, potions, elixirs, salves, & concoctions).
Conservationist. Pathfinder. Wayfinder. Horizon Walker. Outrider (A pathfinder, wayfinder, outrider, and horizon walker is a combination of a few jobs in goblinoid and giant kin culture: an explorer, a vanguard, a diplomat, a scientist, a soldier, etc.). Master Inquisitor. Trailblazer. Wand Carver. Magical Amulet and Talisman Carver. Magical Witch’s Broomstick Carver. Clan Head. Clan Elder. Tribal Council Member. Clan Leader. Clan Patriarch/Clan Matriarch. Tribal Elder. Revered Elder. Chieftain. Warchief. Paramount Chieftain. Paramount Warchief. Active.
Plane Walker (An inhabitant of another plane, a pixie, kidnapped them home to the Feywilds. The Fey Wilds was home to their ancestors who were dryads, Arch Fae, Celestial Eladrin, Proto Elves, and Noble Eladrin). Fey Child (Human Variant with Fae, Goblinoid, & Giant kin ancestry). Fey Bound (They have spent time in the Fey World and aren’t entirely the same person as they were before).
Trapped in the Fey Wilds (They bought and sold items at the Witch Night Market. Willingly or inadvertently they made a bargain with the fae). Fey Touched (Marked by pixies and fairies). Primal Fey. Estranged Fey. Fey Inheritor. Spirit of Two Worlds (Giantkin, Fae, & Goblinoid). Fey Wanderer. Berserker Rage. Channeled Fury. Fey Child (Trickster, Siren, Guide, Observer, Guardian, Reveler, Dealmaker). Seelie Court Royal Courtier (Ambassador). Seelie Court Agent (Working for Fairie King Oberon and Fairie Queen Titania). Seelie Court Lord/Lady. Active
Hostess. Bartender (Speakeasy where leaders of local mafia congregated to conduct illegal business. High end bar where nobles and aristocracy spoke of higher caste politics. Tavern where locals came for a drink after work). Barmaid (Worked in a city pub where locals taught them the tools of their trade. Worked in a speakeasy where they learned deception was a needed skill. Worked in a bar where they learned how to handle the rude and loud. Worked in a tavern where they met many travelers and performed many songs).
Tavern Singer. Saloon Entertainer. Barkeep. Brewer. Tavern Keeper. Layman’s Tavern Owner. Writer (Poetry). Seducer. Courtesan (Brothel and Aristocrat and nobility escort). Dom/Sub. Master/Mistress. Seductress. Lover (Nobles, Wealthy, Aristocratic, & Royalty). Temptress. Madam (Brothel Owner). Innkeeper. Server. Hostess. Waiter. Dishwasher. Baker. Grill Chef. Fry Chef. Pastry Chef. Fish Chef. Junior Chef. Station Chef. Deputy Chef. Head Chef. Executive Chef. Master Chef. Gourmet Chef. 5 Star Restaurant Owner. Mixologist. High End Bar Owner. Proprietor. Food Trader. Negotiator (Specializing in Transport and Accommodations). Writer (Cook Books). Active.
Merchant. Trader. Salesman. Vendor. Merchant. Assistant (Shop Assistant). Accountant (Merchant Guild). Bookkeeper (Major Artisan’s Guild). Shopkeeper (selling and buying adventurer weapons, armor, shields, & clothes). Store Owner (Magical items store). Appraiser. Auctioneer. Businessman. Tycoon. Magical Emporium. Guild Associate. Guild Initiate. Guild Apprentice. Guild Member (Merchant Guild). Guild Artisan (Armorer, Weapon Smiths, Fine Smiths, & Blacksmiths). Family Business. Merchant Prince/Merchant Princess.
Guild Merchant (Alchemists, Gems, Armorers, Books, & Apothecaries). Family Tradition. Caravan. Negotiator (Specializing in trading Adventurer's goods, Magical items, Rare Acquisitions, Crafting Items, & Specialist goods and transporting them by train, plane, or boat). Caravan Bodyguard. Armed Escort. Caravan Specialist. Able Carter (Hauler with a large operation that shipped goods across the super continent). Caravan Master. Tourist. Well Traveled. Road Salesman. Traveling Merchant (Transported goods by station wagon).
Sea Nomad (Lived in a floating city built by metal on the ocean governed by a merchant enclave. City follows the most prosperous trade routes on the seas. Is a haven for smugglers, traders, & pirates). Merchant Sailor (transported goods by ship). Information Broker. Entrepreneur (Specializing in management, sales, administration, production, & training). Trailblazer (Uncharted realms have always intrigued them. They have explored and mapped large territories in service to merchants, governments, adventurer’s guilds, & even their own curiosity).
Dimension Hopper (They discovered magic to move between dimensions at will but have yet to find a way to go back). Stranded (Different World on an Alternate Plane). Planar Explorer. Well Traveled. Planar Traveler. Wanderlust. Plane Walker (They were investigating teleportation magic when suddenly a spell went wrong which landed them in Elysium). Otherworldly Mission.
Plane Walker (They were fighting another spellcaster in a magic battle in the Underdark when they fired a spell at them sending them to another plane to Shadowfell. He/she/they came into contact with the Raven Queen herself and became marked by her forever). Shadow Marked (Somehow, they were exposed to the power of shadows that is negative energy. This energy infused into their being and altered something about them claiming them for its own with a virtual brand on them. The alteration is noticeable, but not all-encompassing in appearance. Instead, it leaves a distinct mark on their existence.
Touched by the Darkness (People can probably feel this even just being near them. These people try not to shun them as prejudice and discrimination against tieflings isn’t widespread in these lands). Afflicted (This dark taint makes them sometimes fester dark thoughts. They don’t seek ways to cleanse themselves. They do try to hide this dark mark of corruption. It has tempted them into a new world of dark arts and dark magic). Shadow Marked (Wisps of darkness make them appear slightly ethereal as they emit like smoke from their skin. These can pass through clothing. They have a single scar on their body that is uniquely shaped as a souvenir from the darkness that is cold to the touch).
Branded by the Shadow Plane (There is a taint in his/her/their blood, one that is foreign and peculiar. He/she/they tends to think in abnormal ways approaching problems from a viewpoint that most would not expect. Over time, this taint displays itself in his/her/their bodily form. His/her/their inherent abilities come from a deep link with the fabric of magic itself).
Plane Walker (An inhabitant of another plane, a pixie, kidnapped them home to the Feywilds. The Fey Wilds was home to their ancestors who were dryads, Arch Fae, Celestial Eladrin, Proto Elves, and Noble Eladrin). Fey Child (Human Variant with Fae, Goblinoid, & Giant kin ancestry). Fey Bound (They have spent time in the Fey World and aren’t entirely the same person as they were before). Trapped in the Fey Wilds (They bought and sold items at the Witch Night Market. Willingly or inadvertently they made a bargain with the fae). Fey Touched (Marked by pixies and fairies). Estranged Fey. Plane Walker (They were traveling the planes and got separated from their group landing them in the Abyss).
Energy Scarred (Exposure to a magical event overloaded them with magical energy. They were exposed to dangerous levels of magical energy that built up over long time exposure to a powerful source of arcane magic). This is why they have a prosthetic bionic and armored automail leg.
Plane Walker (They were exploring a portal to another plane and got lost landing them in the Elemental Planes). Genie Blessed (Freed a female fire djinn trapped within a lamp. Blessed them with good luck and riches). Plane Walker (All they remember is waking up on a different plane with no idea how they got to Pandemonium). Plane Walker (An inhabitant of another plane devil lady had a succubus kidnapped them to the Nine Hells). Shadow Haunted (A devil or dark deity has claim on their soul due to an ancient warlock pact made by their ancestor).
Plane Walker (They were traveling the planes and got separated from their group landing them in the Material Planes). Plane Walker (They were exploring a portal to another plane and got lost landing them in Limbo). Spirit Medium. Haunted (They are followed by a spirit after a momentous event in another plane of existence. They and others have seen this entity. They have studied esoteric subjects trying to understand their situation but this presence remains a mystery).
Plane Walker (All they remember is waking up on a different plane with no idea how they got to the Underworld). Speaker of the Dead (They have been gifted with the ability to speak with and see the dead. This manifested when a chance encounter in the underworld with a deity of death linked them to the spirits of the dead).
Plane Walker (They were fighting another spellcaster in a magic battle when they fired a spell at them sending them to another plane in the World Tree of Yggdrasil of the 9 Realms). Empty Whispers (They hear the voices of those who have fallen through the cracks of reality. Creatures removed from memory. Banished planar entities. Their whispers guide them).
Plane Walker (They were investigating teleportation magic when suddenly a spell went wrong which landed them in the Celestial Empire). Blessed (Blessed by a divinity. For an unknown reason irrespective of their actual beliefs a deity has bestowed upon them a boon to use for good. They know the identity of the female deity of wisdom, justice, & war that has blessed them).
Plane Marked (He/she/they is a traveler of many planes. These planes have all left a mark on them. As beings especially in tune with the many planes, realms, & realities themselves, denizens of these planes can feel these marks and see him/her/them at least partially as one of them. Intelligent denizens of these lands are neutral towards them). On another plane.
Magical Merchant. Interplaner Merchant (Merchant, Vendor, Trader, & Caravan in the Material Plane, Fey Wilds, Shadowfell, Elemental Planes, Elysium, Limbo, Pandemonium, The Abyss, The Celestial Empire, The Underworld, & the Nine Hells).
The Planeswalker (Whether he/she/they believes this a curse or blessing depends upon him/her/them. However this being’s manifestation and aura also changed his/his/their way of contact with magic. Making it flow differently through him/her/them then others of magical power. He/she/they was selected by a powerful being to be their champion in this world. She transmitted her raw power into him/her/them to be used as he/she/they sees fit.
He/she/they was chosen by an eldritch being. The embodiment of his/her/their powers may mirror the being that he/she/they was chosen by. However the fundamentals of enhancement are the same. He/she/they has immense significant reservoirs of raw magical energy whose source is unknown to him/her/them. His/her/their natural power comes from the totality of the planes. The planes call out and rouse those they chose to travel the universe, multiverse, & omniverse.
Once awakened a planeswalker has a flair for information about creatures, beasts, & monsters that are not from the physical plane. Some of the finest planeswalkers use this to travel the planets, star systems, & galaxies and install themselves as monarchs. Others seek to become heroes to help defend those who cannot defend themselves as their champion. Some planeswalkers may construct a pocket dimension of their own in a demiplane they create and mold its components and strengths that they find the most sufficient. Some planeswalkers establish themselves on a specific plane and align themselves with it, calling it home. Their form, mentality, & powers take on the form of the plane they spend much of their time on).
Purveyor of the Bizarre (They spent enough time in markets, auction houses, swap meets, etc buying and selling ancient or unusual items throughout so many extraordinary places to give them an instinctive ability to discern valuable relics from worthless trinkets).
Writer (Travel Guide). Envoy (Commerce). Merchant Dynasty. Guild Veteran. Guild Officer. Guild Leader. Guild Master. Guild Grandmaster (Merchant Guild leader). Active.
Ward. Legendary Parents. Noble. Aristocrat. Scion. Local Scion. Noble Scion. Scion of an Ancient Bloodline. Descendant. Royalty (Prominent member of a royal family. They have taken up the life of an adventurer. They are a prince/princess looking for a more exciting life and on a secret mission before they take the throne). Scion of a Legend. Arranged Marriage. Runaway. Fallen Noble. Heir of a Fallen Kingdom. Exiled Ruler.
Royalty. Ancestral Holdings. Baron/Baroness. Viscount/Viscountess. Marquis/Marquesses (Of nonmagical Human Federation of Magical Human Kingdoms). Duke/Duchess. Archduke/Archduchess (Of Dark Elven Federations of Kingdoms and Light Elven Empires of Kingdoms). Sovereign. Prince/Princess. King/Queen. High King/High Queen (Of Human Federation of Magical Human Kingdoms and Indigenous Magical Human Confederacy of Nations. Equivalent to emperor/empress). Active.
Gentleman. Lord/Lady. Duelist (Child of a noble house). Swashbuckler (Justice Seeker). Musketeer (Avenger). Fencer (Professional fencer). Dandy (Fashionista). Fanatic (Fanboy/Fangirl of the legendary paladin commander Anika Roseheart the Enlightened of the Knight Order, Shields of Winter. They follow in her footsteps using her as inspiration to aspire to. They become excited when someone shows interest in their idol. Their idol was a hero of the people and they are inspired by her good deeds. They act distinctly from her. They want to create their own accolades and accomplishments for their own legend).
Recruit (knight order recruit). Initiate. Aspirant. Page Boy/Page Girl of a Knight. Shield Bearer of a Lady Knight. Squire. Apprentice. Rivals (They and their rival competed to impress a romantic interest, competed for a reward of fame and fortune, and competed to determine who’s top dog in the knight order and paladin order). Courtier. Junior Scribe. Scribe. Journeyman Scribe. Senior Scribe. Head Scribe. Order of the Quill. Order of the Pen. Writer (Magical Arcana).
Champion of the Paladin Tourney World Tournament. Runner up of the World melee Martial arts Grand Tournament. Knight Errant (Completed their training and received accolades of knighthood. However by will of the sovereignty they weren’t awarded land. As a noble with no estate to speak of they were a knight errant. Was on a grand quest to be awarded land. Such as finding an ancient holy relic. Winning the heart of a nobleman’s heir. Slaying a powerful monster. Winning a battle during a war).
Thrillseeker (Survivor of life-death situation. Now an adrenaline junkie looking for the next thrill after dancing with death. They now scale buildings, leap across chasms, & jump off buildings with magic and technology). Warrior. Noble Warrior. Magical Knight. Knight/Lady Knight. Esquire/Dame. Lancer Knight (Knight Corporal). Lost Instructor (Knight commander vanished after investigating a magical artifact. They were on a quest to find her and to retrieve the artifact she was after). Order of the Anvil. Blacksmith. Knight Sergeant. Quartermaster. Knight Lieutenant. Knight Captain. Knight Major. Knight Commander. Peacekeeper.
Order of the Scroll. Order of the Tome. Lore Keeper (Arcane Books, Esoteric Scrolls, & Ancient Runes). Archivist (Ancient Scripture, Art, Geological Discovery, National Treasures, & Historical Trinkets). Chronicler (Written History, Municipal Records, Commercial Records, Archeology, Biographies, & Current Events). Historian. Exam Proctor (Trains incoming recruits, aspirants, initiates, & squires in written and practical exams). Recruiter. Field Researcher. Envoy (Knight Order), Clockwork Researcher. Sage’s Assistant (Specializing in Alchemy, Arcana, Astronomy, Herbology, History, & Linguistics). Praetorian.
Order of the Wand. Order of the Staff. Order of the Grimiore. Paladin (Knight order rank not the class). High Paladin. Grand Paladin. Star Paladin. Paladin Commander. Order of the Shield. Order of the Sword. Order of the Gun. Order of the Pistol. Order of the Rifle. Seeker. Herald. Order of Shadows. Order of Light. Grey Order. Chapter Leader. Order Master. Elder. High Elder (Knight Order leader). Active.
Child Prodigy. Magic’s Favorite Child. Magic’s Golden Boy/Golden Girl. Bookish Providence. Scholarship Student. Arcane Student. Musician. Singer. Musical Prodigy. Thespian. Stage Actor/Stage Actress. Athlete (Magical Sports). MVP. Star Player. Team Captain. Academic (Studied magic at the prestigious academy in the continent learning traditions dating back to legendary spellcasters. They received quality instruction in advanced concepts of mathematics, the sciences, history, the arts, & literature earning a pedigree respected by magical scholars everywhere).
Arcane Librarian. Assistant (Library Clerk). Librarian. Scribe. Chronicler. Archivist. Lore Keeper (Specialize in Music, Books, Arcane Scrolls, Ancient Runes, & City Records).
Lore Master (Studies the Primordial Age to the Age of Nobility. The Primordial Age is the age of mortals not gods. When prehistoric: humans, fae elves, goblinoids, giant kin, dwarves, gnomes, & other humanoid races first learn how to use tools, make weapons, speak, & wield magic. Primordial magic is vital, dark, & dangerous. The Age of Nobility is the age of empires, federations, & confederations).
Magical Mathematician. Scientist. Chemist. Mad Scientist. Student. Honors Student. AP Classes. Tutor (Mathematics. They teach students the magnificence of objective numbers with algebra, calculus, geometry, & trigonometry. History. They tutor pupils of the past and its lessons from wars to historical achievements. The Arts. Science. They lecture on the natural world and its wonders from anatomy, anthropology, archeology, biology, chemistry, geology, marine biology. physics, psychology, sociology, & zoology. Languages. They educate others about the myriad forms of speech in the world). Mystic Tutor.
Writer (Sciences, History, & Literature). Graduate. Honors Graduate. Valedictorian. Academy Student. Student of Magic. Magical Misfit. Prodigy. Cloistered Scholar. Arcane Dominion (Resident of the most magically and technologically advanced nation within the federation of humanoid races). Arcane Scholar. Magical Scholar.
Arcane Student Who Saw Too Much (During an accident when experimenting with high level magic they looked into the other planes and saw an entity beyond what mortals should see). Energy Scarred (Exposure to a magical event overloaded them with magical energy. They were exposed to dangerous levels of magical energy that built up over long time exposure to a powerful source of arcane magic).
Marked by the Planes (Beings from other planes, realities, & worlds seeing the mark on them knows what they saw and who they communicated with). Encounter With Planar Entities (Many are stellar giants, dragon gods, great old gods, or some massive otherworldly beings biding their time to return to the Material Plane. Their goal may be to seek vengeance, inflict chaos, wreak destruction, or establish their view of order).
Magical Apprentice. Tutor (They specialize in lecturing on the finer details of the arcane and esoteric on all schools of magic). Writer (Magical Arcana). Magical Teacher (Teaches at Magical High School). Magical Professor (teaches at magical: community college, four year university, military academies, and Ivy League schools). Headmaster/Headmistress. Dean. Head Chancellor. Superintendent. Active.
Scientist. Paleontologist. Chemist. Alchemist. Biologist. Archeologist. Sociologist. Historian. Linguist. Interpreter. Translator. Anthropologist. Chemist. Alchemist. Botanist. Astronomer. Zoologist. Engineer. Ace Pilot (Thanks to steady hands and nerves of steel, they are skilled at operating starships and other vehicles.) Starwalker (they have spent countless hours traveling where few creatures dare to go: the emptiness of space). Astronaut (Rank Captain). Space Explorer (Current timeline is post ray punk, diesel punk, rocket punk, & atompunk of retro futurism). Xenoseeker (As they travel in space, they strive to make first contact with alien life forms). Spacefarer (they live their life among the stars, seeking new worlds to explore and yearning for the next adventure). Retired.
Philosopher. Magical Philosopher. Arcane Philosopher. Thinker. Academic Thinker. Mad Scientist. Arcane Savant. Guest Speaker. Envoy (Academia), Visionary Researcher. Field Researcher. Initiate. Recruit. Novice. Apprentice. Neophyte. Acolyte. Disciple. Adept. Master. Alchemist. Royal Alchemist. Apostle. State Alchemist. Marksman Mage (Uses quadruple barrel flintlock pistol, six shot revolvers, double barreled blunderbuss, triple barreled flintlock rifle, & ten shot 500 magnum lever action repeating rifle as weapons). Dragon Scholar (Dragons have always fascinated them since they were a child. They want to study the long life spans, language, potent power, & ancient traditions of dragons. They study all things draconic. Especially chromatic, gem, & metallic dragons). Esoteric Mystic.
Scholar of the Ancients (Wants to study the Mythic Age when gods, titans, old gods, & other primordial beings walked their world. When the primordial beings did their great deeds and fought their wars. When devils sought to corrupt and destroy the world. Before the devils were exiled and banished to the nether planes. This was before the primordial beings left their world). Demonologist. Occult Investigator (Dark Magic, Ghosts, Devil, Undead, & Aberration specialization).
Lone Survivor (Only survivor of demon invasion and devil conversion attack. Devil lords turned the entire city into a horde of imps, demons, fields, & arch demons for human sacrifice to turn the devils into greater devils, devil aristocracy, & demon royalty. Has an innate hatred of devils and demons). Freelance Spellcaster. Spellseeker. Arcane Dominion. Dragon Trained (Metallic, Gemstone, & Celestial dragons). Noble Dragon Tamer. Dragon Knight. Dragon Fighter. Dragon Rider.
Slayer. (Gov. Sanctioned Association of Slayers. Witch Hunter. Mage Hunter. Demon Hunter. Monster Hunter. Slayer of the Undead. Dragon Slayer.) Arch Mage. Grand Magister. Alchemist’s Assistant. Necromancer’s Apprentice. Secrets of the Dead.
Witch. Hereditary Witch. Coven Witch (A coven of witches learned about them and wished to bring them into the fold). Coven of Blood. Coven of Secrets. Coven of the Moon. Coven of Peace. Coven of Stars. Coven of Earth. Coven of the Sun. Coven of Shadows.
Gun Witch (They learned their skills on the road as a foundling trained by a gun witch mentor). Coven of Might Witch (Trained in the art of combat and gaining power through any means necessary. They hone their skills in weaponry and done armor in warfare. Worked alongside war wizards and battle mages).
Coven of Light Witch (Most recognizable of covens. They offered their services to heal and to help others. They live close to civilization. Cities and towns will spring up around their settlements and villages to protect them in exchange for their aid. Their coven lair is built in the ruins of a long forgotten temple).
Coven of the Seas Witch (A nomadic coven that travels the oceans and along coastlines as the seasons change. They are practitioners of ancient oceanic magic and use elements of the sea in their rituals and spellcasting. They are unpredictable as the sea itself. Their coven lairs are huts built together on the coast of a vast ocean. Their coven is focused on traveling to different sacred sites. They adhere to prophecy and visions and make pilgrimages to sacred sites).
Coven of Light Witch. (Their coven offers services both good and bad to local settlements, villages, & towns in a city. Their coven lair is built in the remains of an old battleground where undead soldiers haunt the fields at night. They later joined a witch coven that defended a city from paranormal dangers).
Coven of Oak (Their coven is focused on protecting nature and wildlife. They work with animals and familiars that work alongside their coven members. Their coven lives in huts that are nestled in primordial giant fae trees. They are helped by the proto elves and arch fae).
Coven of Light Witch (Their coven focuses on helping others in times of trouble. They have its haven easy to journey to and have its members travel to settlements, villages, towns, & cities in a kingdom. They later joined a militia coven that protected a kingdom from supernatural threats. Their coven lair sits on the outskirts of a capital city).
Coven of Lies Witch (Most feared of the witch covens. Their coven focuses on dark and forbidden magic as well as sacrifices and ancient rituals. They study blood magic, wild magic, black magic, dark magic, primordial magic, and necromancy. They are trying to obtain forbidden power and access long forgotten magical abilities that were lost in the primordial age when the ancestors of the humanoid races first learned to speak, use tools, wage war, & wield magic. Their coven lair rests in the remains of an ancient battleground of the wars between primordial beings during the Mythic Age.
The Mythic Age was when gods, titans, old gods, & other primordial beings walked their world. When the primordial beings did their great deeds and chose mortal heroes and demigods as their champions. When primordial beings fought their wars. When devils sought to corrupt and destroy the world. Before the devils were exiled and banished to the nether planes.
This was before the primordial beings left their world for the celestial planes. Settlements, villages, towns, & cities of the kingdoms of this empire and federation are built around the corpses of these primordial beings. The corpses of these primordial beings crashed into every environment throughout the 8 supercontinents such as deserts, tundras, forests, jungles, swamps, mountains, volcanos, beaches, & islands that they warred against each other. They are still clad in their titanic divine armor with their gigantic shields and weapons still near them. Many of the coven members live within the skulls, ribs, palms of the hands, knee caps, or even the eye sockets of the skeletal remains of gods, devils, fallen gods, titans, great old gods, & other primordial beings found throughout the empires, federations, & confederations in the supercontinent that is an epicenter for primordial magic).
High Priestess (Coven Head) of a Witch Coven. Spirits king’s summoner. Magic tower grandmaster. High Elder of a Circle of Magi (or council of spellcasters such as artificers, mages, conjurer, elementalists, mystics, witches, diviner, necromancers, sorcerers/sorceresses, illusionists, psions, magicians, wizards, summoner, alchemists, enchanter, seers, & warlocks). Active.
Enlisted Soldier. Dauntless. Military. Marines. Soldier. Academic Soldier. Conscript. Military Conscript. Recruit. Grunt. Infantry. Rifleman. Private. Corporal. Lance Corporal. Cook (Mess Hall). Field Cook. Mechanic. Arcane Mechanic. Medic. Field Medic. Combat Medic. Nurse. Surgeon. Doctor. Scientist. Field Scientist. Sergeant.
Tutor (Martial Combat. They teach students on the art of the body including combat, dances, & other forms of exercise). Drill Sergeant. Officer (Disguised as an officer in the army, avoiding the advances of a powerful and attractive but unscrupulous noblewoman vampire countess.)
Career Trooper (Is a career member of a military and have been embroiled in conflicts and military bureaucracy for many years). Commissioned Officer. Second Lieutenant. First Lieutenant. Captain. Support. Machine Gunner. Sharpshooter. Marksman. Sniper. Arcane Sniper. Scout. Recon. Demolitions. Grenadier.
Disciplined Soldier. Combat Engineer. Intelligence. Military Asset. Dog of the Military (Free roaming agent that is a field researcher of lost magical technology or magical matters for the military). Spy. Double Agent. Assassin. Militant Assassin (Spy, Saboteur, Double Agent, & Contract Assassin). Assault. Heavy Weapons. Squad Leader.
Officer. Military Officer. Intelligence Officer. Specialist. Commando. Airborne. Paratrooper. Pilot (Captain). Airship Pilot (Airship, Zeppelin. Airplane). Military Pilot (Spy). Ranger (Magical Army Special Forces). Royal Cavalryman (This is a calvary of war horses, war elephants, and mounts (griffins, drakes, pegasi, wyverns, hippogriffs, unicorns, & alicorns).
Force Recon (Magical Marine Corp Spec Ops). Black Ops. Special Ops. Covert Ops. Spec Ops Officer. Paramilitary. Magical Soldier. War Wizard. Battle Mage. Shock Trooper.
Text Subject. Experiment (The experiment conducted on them was a success. They were the recipient of the perfected process. The reason for this project was to create magical super soldiers for the arcane military in terms of magical swordsmen and arcane gunslingers and make them into stronger war wizards and battle mages). Magical Experiment (Powerful people performed magical experiments on them that changed them forever. They signed up for this voluntarily to become a magical super soldier). Magical Super Soldier (Ways super soldiers are made on the magical planet: relics, talismans/amulets, organs harvested from dragons, magical plants, high concentration of primordial magic, & super soldier serum).
Major. Colonel. Field Marshal. General. Military Navy. Ensign. Lieutenant Junior Grade. Lieutenant. Lieutenant Commander. Commander. Captain. Rear Admiral. Commodore. Vice Admiral. Admiral. Fleet Admiral. This is a fleet of ironclad ships. It has offenses and defenses of cannons, mounted heavy machine guns, and Gatling guns. They are powered (water/solar/wind generators/ore burning). Veteran. War Veteran. War Hero. Decorated.
Cyberborn (They had some form of cybernetic augmentation since they were very young, and they see further augmentation as a path to self-improvement). Disabled Veteran. Arcane Augmented (Disfigured during war and now has prosthetic bionic limbs). Malfunctioning (Minor electrical surges and discharges. Motors running their magical prosthetic eye shuts down. Random digits in their hand stop working at unusual times for a few seconds).
Mechanical Symbiosis (A gold, platinum, & silver clockwork object latched onto some part of their magical and clockwork prosthetic eye. It has now fused with his/her/their eye. Some entity or spirit lives in their clockwork and magical prosthetic. The entity is a brilliant starry eyed child that doesn’t understand that they are not part of its own body. If you are close enough you can sometimes hear it whisper to them periodically. They have studied and searched for information on these rare machines making them an expert in binding elemental spirits to mechanical objects. They have several theories on what this symbiotic entity is but they have no definitive answer.).
War Hero. Honorably Discharged. Retired Soldier. (Uses a 45 caliber semi automatic pistol, a 45 caliber submachine gun, a 5.56 mm assault rifle, a 7.76 mm medium machine gun, a rocket launcher, a semi automatic carbine, a pump action combat shotgun, & a bolt action 50 caliber sniper rifle). Veteran Who Can’t Let Go. Haunted Veteran. Officer Who Came Out of Retirement. Retired.
Airborne. Paratrooper. Pilot. Airship Pilot. Military Pilot (Spy). Exploration. Military. Military Officer. Airship Captain. Stranded (Enemy territory during wartime). Castaway. Stranded. (Enemy Territory during wartime. Was almost seduced by harpies until they were saved by winged elves and aasimar).
Sky Pirate (Winged Elf trained). Cabin Boy/Girl. Deck Hand. Cook. Doctor. Surgeon. Gunner. Powder Monkey. Buccaneer. Navigator. Helmsman. Pilot. Airship Pilot. Boatswain. Quartermaster. Mechanic. Engineer. First Mate. Second Lieutenant. Lieutenant. Sky Pirate Captain. Sky Pirate Major. Boarding. Raiding and Pillaging. Smuggler (Smuggling of contraband and prohibited products such as drugs, alchemical ingredients, weapons, exotic magical animals, & liquor by hidden compartments on airships). Retired.
Sailor. Tide Watcher. Undersea Enthusiast (Loves diving and exploring the world underwater. With transfiguration magic and sea fae, sea goblinoid, & sea giantkin ancestry they dive for a long time and swim very fast. They are fascinated by underwater creatures and cultures similar to their lineage). Wave touched. Stormrunner (Are undaunted by storms, having thrown themselves into them time and again.)
Deep Sea Salvage. Dedicated Delver. Deep Sea Diver. Marine Salvage. Merchant. Trader. Salesman. Vendor. Merchant. Sea Trader. Negotiator (Specializing in smuggling of contraband). Sea Merchant. Merchant Sailor. Merchant Marine. Merchant Navy.
Businessman. Tycoon. Entrepreneur. (Specializes in the trading of Lumber, Mineral Ore [Copper, Brass, Bronze, Silver, Gold, Platinum], Trade Goods, Spell Components, Spices, [Salt, Cinnamon, Ginger, Pepper, & Sugar,], Bread [Brown and White Bread], Nuts, Rice [White and Brown Rice], Honey, Grain, Milk, Tea, Coffee, Herbs, Medicine, Live Animals [Chicken, Turkey, Fish, Crab, Lobster, Goat, Cow, & Sheep], Fresh Fruit and Vegetables, Chocolate [Milk, Dark, & White Chocolate], Sugar, Sugarcane, Magical Drugs [Magical Tobacco, Cigars, Cigarettes, Opium, Hemp], Magical Liquor [Magical Wine, Ale, Spirits, Rum, Beer, Whiskey, Vodka], Textiles [Silk, Linen, Wool], Dyes, Whale Oil and Blubber, Seal Fat, & Gemstones [Pearls, Amethysts, Quarts, Rubies, Sapphires, Jade, Emeralds, & Diamonds]).
Ensign. Lieutenant Junior Grade. Lieutenant. Lieutenant Commander. Commander. Merchant Navy Captain. Commodore. Rear Admiral. Vice Admiral. Merchant Navy Admiral. Merchant Navy Fleet Admiral. Active.
Storm Survivor (Through luck and skill they managed to survive a catastrophic maritime disaster. They have a keen sense for weather and other similar situations). Stranded (Stranded in sea elf kingdom and water elf kingdom territory during a storm. After being shipwrecked during a typhoon that destroyed their merchant fleet flagship in a foreign country. Thankfully their merchant fleet was safe from the storm.
The fleet had barques, brigs, brigantines, carracks, caravels, corvettes, fleutes, frigates, galleons, galleys, luggers, man of wars, schooners, ships of the lines, & sloop of wars.
The ships are powered by rowing by oars, sails, and propellers. The ships has defenses and offenses of boarding harpoons, archers with elemental arrows, lancers with elemental throwing javelins, gunslingers with rifles and pistols, fighters (with spears, short axes, war clubs, two handed sledgehammers, & swords).
Shipwrecked. Forgotten (They were a child of the sea, a sailor living upon the calm waters. Then their ship had an accident. Their ship, a galleon, was destroyed by a hurricane. They were swept away under the waves, forgotten by time). Castaway (Marooned on an island. Where they were almost seduced by sirens and were sharks. Until they were saved by merfolk, nymphs, & tritons). Song of the Deep (During a sea voyage they were knocked overboard during a storm and shipwreck. They ingested sea water and drowned. Merfolk, sirens, & sea fae pulled his/her/their unconscious body from the ocean depths. Their lungs were filled with sea water. To restore their ability to breathe. They exhaled into their lungs and awakened their innate ability as a fae, goblinoid, & giantkin with water ancestry to let them breathe underwater. They now can swim and breathe underwater and have knowledge about the underwater nations, empires, & federations).
Stranded (Deserted land forgotten by time). Fisherman. Whaler. Hunter. Trapper. Survivor. Sea Nomad (Pirate Nation. They live in a pirate nation home to an armada of pirate ships that raid other ships and look for treasure. They share the bounty with each other). Rogue. Smuggler (Smuggler of alchemical ingredients, weaponry, antiques, & discounted wares through secret tunnels, hidden compartments in airships or naval ships, secret tunnels in caves and caverns, & portals throughout the planes).
Smuggler (Smuggler of contraband and other prohibited products. Such as magical items, stolen goods, cursed items, magical metals [mithril, adamantine, & orichalcium], spell components [Spells are made out of rare incenses, crystal gem dust, precious metals, ivory, oils, gemstones or crystals, quill inks, spices, & parchment], drugs, alchemical potions, weapons, gunpowder, exotic magical medicine [medical potions, tonics, antidotes, brews, elixirs, & concoctions heavily taxed by Big Pharma so they smuggle it to help patients, poor people, and disabled people], beasts, & liquor using hidden compartments in their ship).
Smuggler (Specializes in the trading of Lumber, Mineral Ore [Copper, Brass, Bronze, Silver, Gold, Platinum], Trade Goods, Spell Components, Spices, [Salt, Cinnamon, Ginger, Pepper, & Sugar,], Bread [Brown and White Bread], Nuts, Rice [White and Brown Rice], Honey, Grain, Milk, Tea, Coffee, Herbs, Medicine, Live Animals [Chicken, Turkey, Fish, Crab, Lobster, Goat, Cow, & Sheep], Fresh Fruit and Vegetables, Chocolate [Milk, Dark, & White Chocolate], Sugar, Sugarcane, Magical Drugs [Magical Tobacco, Cigars, Cigarettes, Opium, Hemp], Magical Liquor [Magical Wine, Ale, Spirits, Rum, Beer, Whiskey, Vodka], Textiles [Silk, Linen, Wool], Dyes, Whale Oil and Blubber, Seal Fat, & Gemstones [Pearls, Amethysts, Quarts, Rubies, Sapphires, Jade, Emeralds, & Diamonds]).
Sea Pirate (Sea Elf trained). Sailor. Stowaway. Cabin Boy/Girl. Deck Hand. Sea Dog. Swashbuckler. Buccaneer. Powder Monkey. Gunner. Navigator. Helmsman. Boatswain. Quartermaster. Shipwright. Sailing Master. First Mate. Ensign. Lieutenant Junior Grade. Lieutenant. Lieutenant Commander. Commander. Sea Pirate Captain. Commodore. Rear Admiral. Vice Admiral. Sea Pirate Admiral. Sea Pirate Fleet Admiral. Retired.
He she they are an enemy of the inquisition of inquisitors and the Templar order of Templar knights (colonizers with magic and anti magic).
He/she/they are also an enemy of devil cultists, zealots of (evil gods, titans, and primordial gods), fanatics (of evil dragons), heretics of evil types of magic.
Rogue. Insurgent. Infamous (Killer of Homo magi slavers, human traffickers, and raiders). Rebel. Notorious (Liberator of slaves and captives from Homo magi owned slave plantations, metal alloy mines, & gemstone mines). Insurrectionist. High Profile (Smuggler of runaway slaves and displaced war refugee diasporas into Free Folk territory through trains, underground tunnels, boats, & airships using hidden compartments).
Wanted Dead or Alive (Bounty of seven billion, nine hundred million, five hundred thousand, and seven hundred eighty six dollars in brass, copper, bronze, silver, gold, & platinum coins by Homo Magi Empire world governments).
Heretic (Church. Enemy of the Homo Magi church, Inquisition, & Templar Order) who are basically colonizer priests and missionaries with magic. Anarchist. Revolutionary (Political radical and smuggler of government secrets). Fugitive (Well known militant and radical anarchist, socialist, and revolutionary). Secret Identities. Retired.
Urchin. Street Urchin Stranded (Unknown city in a foreign nation. When they were in Homo Magi Empire territory). Beggar. Scrapper. Junker. Vagabond. Scavenger. Craftsman. Junk Dealer. Scrap Merchant. Peddler. Charlatan. Clockfighter (Makes clockwork constructs to fight as gladiators to fight in gladiatorial combat).
Fortune Teller (Crystal ball, Tea leaf, Palm Reader, Psychic, Medium, Psyker. Astrologer, Seer, Psionic. Tarot Cards, Clairvoyant, Diviner, Empath, Oracle, Exorcist, Numerologist.).
Forger (Forges Documents, Signatures, Gems, & Coins). Counterfeiter (Makes and sells counterfeit coins and gems). Swindler. Con Artist. Forgotten (They had a start-up business that went really well for a few decades... Then people stopped buying their products. They didn't want what they were selling, despite their compelling "arguments").
Gambler (Card Games, Roulette, Baccarat. & Slot Machines). High Roller. Robber. Burglar. Pickpocket (City Elf Trained). Mugger. Highwayman. Scoundrel. Ruffian. Outlaw.
Thief (City Elf trained). Thief Acrobat (Night Elf trained). Charlatan Thief (Night Elf trained). Market Thief. Tech Thief. Guild Thief (Half Elf trained). Shadow Thief (Dark Elf trained). Master Thief. Apprentice of Disguise (Void Elf trained). Secret Agent (Mage Espionage). Arcana Spy (Void elf trained). Master Infiltrator (Moon Elf trained). Arcane Trickster (Star Elf trained). Operative. Spy (Night Elf trained). Black Market Auction House Owner. Thief’s Guild Grandmaster. Retired.
Gym Rat. Gladiator. Street Fighter. Tavern Brawler. Pit Fighter. Underground Fighter. Martial Artist. Mixed Martial Artist. Monster Game Fighter (Has a magical monster or creature that fights in arena matches where monsters, beasts, & creatures are pitted against each other to the death). Arena Veteran. Bouncer. Bodyguard. Feared (Criminal and Killer).
Mafia Member (Homo Magi criminal empire member). Mafioso. Mafia Associate. Enforcer. Mafia Soldier. Caporegime (Captain). Underboss. Consigliere. Crime Boss.
Criminal Empire (Specializing in arson, protection rackets, bribery, robbery, drug trafficking, grand theft auto, extortion, racketeering, loan sharking, torture, fraud, contract killing, murder, assasination, theft, political corruption, forgery, smuggling, bootlegging of liquor, counterfeiting gems and coins, kidnapping, gambling, money luandering, police corruption, & arms trafficking).
Assassin (Drow Elf trained). Professional Assassin (Dark Elf trained). Militant Assassin (Contract Assassin. Drow trained). Cloaked Assassin. Master Assassin. Hired Killer. Hitman. Contract Killer (Drow trained). Shinobi (Void Elf trained). Kunoichi (Drow trained). Ninja. Shinobi/Kunoichi Ninja Assassin Recruit (C- rank). Genin (B+ rank). Chunin (A+ rank). Jonin (S+ rank). Spy (As a spy in good standing they can ask the arcane spy order to help them find secrets).
Informant (They were part of an extremely secret magical organization of a spy network designed to learn the secrets of everyone from the lower class to the sovereignty to control the world. This organization to the rest of the world doesn’t exist and ignores the signs. They came into contact with this syndicate when they encountered an agent when they were older gaining their trust enough to be employed. Since leaving their only contact with them is by giving reports to small clockwork machines used by the agency).
Double Agent (They hear inconsistencies in people’s voices and changes in people’s tone. When reading lines of texts in books, scrolls, & letters, smaller lines illuminate themselves sharing insight about the original text). Triple Agent (Specializing in persuasion, stealth, disguise, magical espionage, & being a trader of secrets). Paranoid Agent (They collect secrets by being inconspicuous and blending in as well as trading secrets with other travelers amassing their wealth of knowledge). Infiltrator (Dark Elf trained). Assassin’s Guild Grandmaster. Retired.
Servant (when they were in Light Fey Federation territory). House Worker. Butler/Maid (). Scribe. Journeyman Scribe. Assistant. Apprentice. Intern.
Tutor (Mathematics. They teach students the magnificence of objective numbers with algebra, calculus, geometry, & trigonometry. History. They tutor pupils of the past and its lessons from wars to historical achievements. The Arts. Science. They lecture on the natural world and its wonders from anatomy, anthropology, archeology, biology, chemistry, geology, marine biology. physics, psychology, sociology, & zoology. Languages. They educate others about the myriad forms of speech in the world).
Writer (Political treaties). Secretary. Employee of Royalty (High Elf). Courtier (High Elf). Negotiator (Specializing in Political dealings [such as large scale trade deals (between nations, kingdoms, empires, countries, or continents], royal weddings, peace treaties, & a myriad of other such dealings).
Envoy (Aristocracy. Proto Elf trained). Diplomat (Blood Elf trained). Emissary (Sun Elf trained). Ambassador (Light Elf trained). Chancellor. Magical Government Congressman. Magical Government Senator. Royal Advisor. Retired.
Mercenary. Hired Guard. Royal Mercenary.
Impenetrable Wall (With the help of a battalion of 500 knights and paladins under a knight commander from a knight order, a division of 25,000 soldiers under a general, a company of 250 city guards and city watch under a police captain, and a guild order of 500 adventuring heroes under a guild grandmaster. They defended a kingdom from an attack from a rampaging monster stampede of a thunder of a hundred adult, elder, ancient, & wyrm elemental chromatic red [fire, lava, and magma], white [snow, water, frost], blue [lightning and thunder], green [nature and wood], brown [earth, stone, metal], yellow [air, sand, mist], & black [poison and acid] dragons that attacked their kingdom.
They also deterred the dragons using anti air and anti siege weaponry of mithril arrow ballistas, mounted 7.76mm gatling guns, missile launchers, 40mm mounted grenade launcher silos, fireball trebuchet, 914 mm cannons, flame throwers, heavy 50 caliber mounted machine guns, fireball catapults, mounted multiple titanium bolt triple bed crossbow, to 400mm artillery weapons). Cruel Efficiency (They then slain the dragons who attacked their nation).
Cool Negotiator (Negotiated a trade of war spoils such as high value targets, weapons, riches, slaves, land, etc between two warring kingdoms led by a vampire lord of a vampire clan and a werewolf patriarch of a werewolf superpack to negotiate peace).
Off the Beaten Path (Guided a courier and messenger to the frontline through the trenches during a war between magical humans, indigenous magical humans, and dark elves against homo magi, non magical humans, and light elves to let the commander know about the ceasefire).
Hometown Hero (Arrived in a nick of time with the help of druids and rangers under a hunting captain, an outrider, & a pathfinder from a hunter’s lodge to save a city from an attack from a thieves guild).
Cool Negotiator (Who ended hostage situations with a luxury train robbery, a luxury casino in a five star hotel robbery, an art gallery in a gala robbery, and vault in a bank robbery with their silver tongue of speech, persuasion, and charisma).
Off the Beaten Path (Who protected a traveling caravan of merchants and traders from the merchant’s guild from raiders and bandits to guide the merchant guild’s caravan through a dangerous mountain pass).
Impenetrable Wall (That defended the capital kingdom of the human federation of kingdoms, with the help of an army group of 600,000 soldiers under a field marshal and an army group of 600,000 knights and paladins under a high elder from a knight order from an undead horde invasion. It was an undead army, summoned from crypts, dungeons, cemeteries, & mausoleums of an entire kingdom, by necromancers. The undead army was numbered to be two million undead soldiers such as mummies, vampires, ghosts, skeletons, banshees, jiangshi, ghasts, wraiths, revenants, zombies, & ghouls.
This army was led by fallen paladins or death knights, vampire lords, swordmaster wraiths (undead fighters), necromancers, spellcaster specters (undead magic users), nightwalkers, & mummy lords.
This army was controlled by an undead lich king, known as the most feared and dangerous fallen paladin or death knight when alive, riding an ancient zombie dragon).
Near Death Experience (He/she/they has had a past encounter with death. Perhaps he/she/they survived an encounter with undead, a demonic possession, a ghostly haunt, or a werewolf or vampire's bite. Maybe he/she/they had even died temporarily and had come deathly close with crossing the otherworldly. He/she/they was killed by the Lich King and the zombie dragon. But when he came back to life through being resurrected by a goddess he/she/they found he/she/they was granted a new unknown ethereal power).
Seer of the Dead (Gifted with the ability to see and speak with the undead. Manifested when a chance encounter with the lich king and zombie dragon during their final battle linked them inextricably to the spirits of the undead).
Hometown Hero (Who arrived just in the nick of time and saved a city of towns, cities, & settlements from a band of slavers and a gang of raiders).
Lone Survivor. (A council of devils who converted their entire metropolis into a demonic horde of imps, fiends, demons, & arch demons. They then used the city full of human sacrifices and converted the mana taken from the human sacrifices to become greater devils, demon nobles, & demonic royalty. With the help of paladins, clerics, knights, & Aasimar they turned the converted demons back into normal humans).
Cruel Efficiency (Slayer of the entire demon council behind the demonic attack of their mega city). On The Run from The Devil. Haunted Survivor. Well Traveled (Fleeing from demons hunting them). Cursed (Cursed by a demon general, demon lady, & demon queen behind the demon summoning that attacked their city. She was a survivor of his demon slaying. His/her/their hand is branded with the dark mark of the demon noble that sends imps, fiends, demons, & arch demons after them to capture him/her/them for her).
Lone Survivor (Only survivor of a dungeon raid of an A class dungeon that turned into an S rank dungeon thanks to mana waste).
Off the Beaten Path (Helped a caravan deliver supplies, food, & weapons, through the underdark caverns and caves, to above ground to a resistance group in an enemy empire).
Samurai. Ronin. Daimyo. Shogun. Warlord. Retired. Mercenary Company Captain. Mercenary Company Commander. Active.
Bodyguard (High Elf noble bodyguard). Royal Guard. Captain of the Royal Guard (Bodyguard of a count, viscount, duke, or archduke). Honor Guard (High Elf princess bodyguard). Kingsguard (High Elf Emperor). Commander of the Kingsguard. Lord Commander of the Kingsguard (Dark Elf High King). Tutor (Martial Combat. They teach students on the art of the body including combat, dances, & other forms of fitness). Mercenary. Well Traveled. Traveling Mercenary. Mercenary Company Commander. Mercenary Company Lord Commander. Private Soldier. Sellsword. Bounty Hunter.
Urban Vigilante (By the Goddess as they were commanded by divinity to enact justice in the streets by any means necessary. Every criminal that they put away is an offering to their god of justice). Vigilante. Masked Vigilante. (Their city needs protection from bandits, raiders, slavers, etc. Someone should clean this place up and the sheriff and city watch and city guard won’t do it.) Urban Vigilante (A Philanthropist of a Different Sort. They were born into privilege but even with all their money they couldn’t stop the injustices in the settlements, villages, towns, & cities in their kingdom. So they took an unorthodox approach).
Law Enforcement. Sleuth (Specializing in Policing murder mysteries, Surveillance stake out, Locating missing persons, & Background searches). Detective. Private Investigator. Lawbringer. Deputy. Sheriff. Marshal. Writer (Action and adventure, romance and drama, & mystery and horror).
Spellguard. Noble Guard (Night Elf merchant bodyguard). Chief Guard (protector of High Elven king’s treasure horde). Force Gray. Gray Guard (Protector Aasimar trained). Arcane Enforcer (Mage Hunter). Justicar (Scourge Aasimar trained). Executioner (Hanging, Guillotine, or Beheading). Warden (Dungeon Warden). Chief Warden of the Gallows. City Watch. Constable (Street Patroller). Watchman (City Watch Police Major). City Guard (Wall Watchman, Gate Guard, & Palace Guard). Guardsman (City Guard Police Captain).
Commander of the City Watch (Deputy Chief). Lord Commander of the City Watch (Police Chief). Commander of the City Guard (Assistant Chief). Lord Commander of the City Guard (Police Commissioner). Active.
Artisan. Tailor (Suits, accessories, dresses, & hats). Jeweler. Engraver. Weaver. Leatherworker. Wood Carver. Embroiderer. Toymaker. Watch Maker. Artisan. Craftsman. Master Craftsman. Inventor. Experimenter. Tinkerer. Metal Worker Weapon Smith (that is shield dwarf trained). Armorer (that is gold dwarf trained). Blacksmith (that is Draenei trained). Metalsmith (that is rock gnome trained). Alloy Smith. Fine Smith. Locksmith (that is deep gnome trained.)
Weapon Smith. Machinist (that is tinker goblin trained). Inventor (Fire Goblin trained). Blacksmith (Draenei Trained). Engineer (Shield Dwarf Trained). Artificer (Tinker Gnome trained). Technomancer. God Smith (trained by the most ancient and powerful of Giant kin blacksmiths who makes divine weapons, shields, and armor capable of killing gods, titans, great old gods, dragon gods and other primordial beings). Active.
Lucky Fumblr. Free Spirit. Attention Addict. Entertainer. Circus Performer (Acrobat). Jester (Juggler). Fire Dancer. Bard. Comedian. Poet. Slam Poet. Sculptor. Photographer. Singer. Songwriter. Musician (Drums, Lute, Trumpet, Pipe Organ, Harp, Piano, Trumpet, Flute, & Violin). Composer. Screenwriter. Director. Playwright. Producer. Actor. Model. Fashion Designer. Author (Action, adventure, comedy, cook books, drama, horror, mystery, poetry, romance, travel guide).
Editor. Illustrator. Publisher. Storyteller (Current Events. Their Own Adventures. Their Party’s Adventures. Folk Tales. Court Gossip). Fan Base (Their art and projects have particular significance to all of their readership.
They have amassed a widespread fan base throughout the settlements, villages, towns, & cities of the federations, empires, & confederacies). Famous Storyteller (Their tales have reached lands far and wide throughout the federations, confederations, & empires and they're well received by most groups from noble courts to back alley gambling dens). Icon. Retired.
Guild Recruit. Guild Initiate. Guild Apprentice. Guild Trainee. F Class adventurer. E Class Adventurer. D Class Adventurer. No Plate Adventurer. Bronze Plate Adventurer. Copper Plate. Brass Plate Adventurer. Odd Jobs (Being F class to D class guild trainee the jobs the city has you do lots of menial jobs as job requests by civilians to gain experience. Only then are you promoted to a full fledged guild member and adventurer as a C rank guild member.). Well Traveled.
City Worker. Postal Worker. Mailman. Courier. Grave Digger. Mortician. Street Sweeper. Janitor (who cleaned a Shrine, Statue, Memorial, Museum, Royal Castle, Magical Academy, Library, & Theater Amphitheater). Ferryman. Charioteer. Boatman. Cabbie. Miller. Handyman. Electrician. Plumber. Laborer.
Miner (Quarry. They worked in an open pit mine to extract rock and metal. Blast. They used explosives to displace chunks in mountains or make tunnels in hard rock. Shaft. They worked dangerous vertical shafts to mine deep veins of ore by getting into a mine cage. Cavern. They explored natural caves to extract gemstones and crystals).
Brickmaker. Brick Mason. Stone Mason. Carpenter. Roadlayer. Roofer. Construction Worker. Contractor. Factory Worker. Fisherman. Whaler. Dock Worker. Harbor Master. Lighthouse Keeper. Lumberjack.
Peasant. Serf. Farmhand. Vaquero. Cowboy. Shepherd. Dairy Boy. Cow Herder. Stablehand. Butcher. Grazier (harvested goods produced by animals such as milk, eggs, & wool). Rancher. Stockman (bred animals to sell for work or as pets such as alicorns, pegasi, unicorns, griffins, & hippogriffs),
Gardener. Florist. Plant Whisperer (Green thumb that lets them care for difficult to grow exotic plants with skill that borders on the magical). Grocer.
Cashier. Jack of All Trades. Well Traveled. Unionized. Wandering Labourer. Skilled Laborer (Because of all these menial jobs they did as a low ranking guild member and adventurer they have job experience doing many things and the townsfolk adore them). Writer (Bestiaries and Travel Guide). Retired.
Dungeon Delver. Prospector. Porter. Miner. Relic Hunter. Antiquarian. Treasure Hunter. Martial Artist. Sage. Adventurous Eater. Adventure Chef. Apothecary. Town Apothecary. Healer. Surgeon. Nurse. Doctor. Field Medic. Arcane Chef. Traveling Mercenary. Wandering Duelist. Hero. Adventurer. Adventuring Royalty. Guild Member (Adventurer’s Guild). Freelancer (Guildless adventurer). Guild C class adventurer. Guild B class adventurer. Guild A class adventurer. Guild S Rank Adventurer. Silver Plate Adventurer. Gold Plate Adventurer. Platinum Plate Adventurer. Diamond Plate Adventurer. Guild Receptionist. Guild Veteran. Guild Officer. Retired Hero. Writer (Action and adventure, romance and drama, fantasy and science fiction, & mystery and horror). Retired Adventurer. Writer (Bestiaries). Guild Leader. Guild Master. Guild Grandmaster (Adventurer’s Guild leader). Active.
#indigenous#indigenous artist#indigenous creator#indigenouswriter#indigenous rep#indigenous character#native artist#native art#native character#native creator#disabled creator#disabled writer#disabled representation#disabled character#native rep#queer creator#queer writer#queer character#trans creator#transcharacter#trans representation
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so after i thought about laudna as a triple charisma caster, it brought to mind another member of bell's hells whose background could have them go another way class-wise.
what if chetney dabbled in artificer?
his existing choices have been quite good for balance and narrative weight--that gnome is a blood hunter to the core and just a little bit of a criminal.
he's also excellent with wood and has a lot of life experience to reflect on. i would love to see a little more exploration of that beyond what we got in uthodurn and molaesmyr. 400 years is a long time to be making wooden toys. he's already a master of that. what being an artificer adds is a little flair of extra magic. he's got a lot of item based spells and background magic features--this gives him more melee and more distance options. he's previously mentioned the enchanted chairs and work he did for the assembly. he could've been an artificer previously, and leveled down after his lycanthropy set in, much like orym (presumably) did after will and derrig died and he went traveling.
now the very funny thing to do with this is not to use it on his sculptures or gifts for the party, but only to attune to extra magic items like cursed swords, and make himself little cannons that he can shoot. did i mention that the artillerist subclass gives you proficiency in woodcarver's tools? oh boy he doesn't have that listed surprisingly!
adding two or three levels of artificer to chetney's build gives him the benefit of more int-based skills to get proficiency in, which the party needs for info gathering. he's already the smartest one of the group. he's got the prerequisite intelligence to do it.
since we know sending works short range, he could make sending stones that the party can use when they're out of telepathy range. the possibilities are (metaphorically) endless.
i want to see ludinus da'leth get shot in the ass by a flamethrower.
#critical role#chetney pock o'pea#cr chetney#d&d mechanics#artificer chetney#bell's hells what if classes
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Australia has established new regulations regarding temporary work visas.
To mitigate the disadvantages faced by Australians and permanent residents in the job market, Australia has decided to enhance certain regulations concerning its temporary work visa, particularly the subclass 400 Short Stay Specialist visa.
According to reports, the Australian government will now conduct a more comprehensive review of applications for temporary work visas. The Department aims to investigate these applications from various perspectives to ensure that this visa category is not misused as an unauthorized substitute for the Temporary Skill Shortage Visa – subclass 481.
Additionally, the new regulations will make it more challenging for foreigners seeking a temporary work visa with a duration of six months to obtain approval, as indicated in the report. While the six-month temporary work visa will remain available, authorities have emphasized that such applications will only be considered under exceptional circumstances, specifically when a worker needs to remain in Australia for more than three months within a 12-month timeframe. The Australian government has indicated that these applications will be subject to stringent criteria, implying that only a limited number of applicants will successfully secure the visa.
In conjunction with these changes, Australian authorities have clarified that holders of temporary work visas will now be permitted to remain in the country for a maximum of three months within a year, according to the Visa Guide report. The three-month period will commence upon the visa holder’s entry into Australia and will not allow for returns or re-entries during the 12-month duration, as the report further explains.
This stipulation means that once a temporary work visa holder departs from Australia, they will be barred from re-entering the country, even if their total stay has not reached three months.
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Loxodon Rankings and Features (5e)
Guide
1=do not play this class as this race
2=can play but not recommended
3=decent choice
4=perfect
Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, "There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man."
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.
Alignment. Most Loxodons are lawful. They also tend to be good.
Size. Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300(130kg) and 400 pounds(181kg). Your size is Medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Loxodon Serenity. You have advantage against being charmed or frightened.
Natural Armour. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Languages. You can speak, read, and write Common and Loxodon.
Artificer 1 no Intelligence increase
Barbarian 2 no Strength increase and Natural Armor won’t outdo Unarmored Defense so it’s mostly redundant. Loxodon Serenity helps with some effects which Barbarians frequently have trouble with but that’s not enough
Bard 2 Constitution and Natural Armor can allow you to totally disregard Dexterity but without a Charisma increase you’ll lag behind other builds on all of Bard’s most important capabilities
Cleric 3 Wisdom and Constitution are perfect and Loxodon Serenity protects you from some nasty effects which can take you out of a fight
Druid 4 Druids have famously terrible AC and with just d8 hit points they’re often very frail. The Constitution increase and Natural Armor both address those issues nicely and increasing your Constitution will improve both your AC and your hit points. Avoid Circle of the Moon since you’ll lose everything except Loxodon Serenity while using Wild Shape but any other subclass should work nicely
Fighter 2 the Constitution increase and Loxodon Sereneity are all that you benefit from significantly. You can use your trunk to grapple but that’s more of a novelty than an actual tactical option
Monk 2 Constitution and Wisdom are great but you’ll lag offensively and Natural Armor won’t get you as much AC as Unarmored Defense
Paladin 2 same as Fighter
Ranger 3 Druidic Warrior makes a Ranger absolutely possible. With the Loxodon’s Constitution-based natural armor you can go for a Constitution/Wisdom build similar to a Loxodon Druid and do very well. You’ll likely need to avoid Dexterity-based skills, but you can do just fine as a front-line character by building around options like Shillelagh
Rogue 1 The Constitution increase and Loxodon Sereneity are all that you benefit from significantly. Trunk is a neat gimick but it won’t help much with stealing stuff
Sorcerer 1 no Charisma increase. Natural armor is a useful AC boost but Mage Armor can address the same issue
Warlock 1 no Charisma increase and natural armor won’t be much better than light armor
Wizard 1 no Intelligence increase. Natural armor is a useful AC boost but Mage Armor can address the same issue
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Current Warlock Exotic Armor Changes - I'll be detailing the changes I'd like to see with current Warlock exotic armor pieces, without adapting them for the proposed changes I suggested in my previous Warlock or subclass post.
Hoods)
Aphotheosis Veil - Insatiable: Immediately regenerate health, class ability, and melee energy, and grant Devour to you and nearby allies upon casting your super; nearby allies gain Devour when you are granted Devour. When your super ends, you gain +800% melee and grenade ability regeneration, and +400% melee and grenade damage for 5 seconds.
Astrocyte Verse - Your Blink is enhanced; you travel 25% further, have a shorter cooldown between uses, and damage and cause nearby combatants to become Volatile. Your weapons are ready quicker, and your Radar remains active as you come out of Blink. Nova Warp’s Dark Blink does not consume super energy, and gains the same effects as your Blink movement. Your weapons gain +15 Airborne Effectiveness.
Cenotaph Mask - High Priority: Steadily reloads a portion of your held and stowed Trace Rifle’s magazine from reserves. Damaging a boss, Champion, Hive Lightbearer, mini-boss, Subjugator or Tormentor with a Trace Rifle visually marks them. When you or an ally defeats the marked target Trace Rifle ammo is generated for you, and Heavy ammo is generated for your allies; and you gain a 30% damage bonus to Trace Rifles. Your Trace Rifles gain +25 Airborne Effectiveness.
Crown of Tempests - Conduction Tines: Defeating Jolted combatants or collecting Ionic Traces increases your Arc ability damage and range, while also extending the duration of your Arc supers.
Dawn Chorus - Rites of Ember: You apply 25% more Scorch stacks and you gain a small amount of ability energy when your Scorch damages a target. Your Daybreak projectiles deal more damage, increase the damage of the next projectile, Scorch targets on impact, and extend the duration of Daybreak upon defeating targets. Your Solar weapons gain +20 Airborne Effectiveness.
Eye of Another World - Cerebral Uplink: Highlights powerful combatants and Guardians in their super that you can see. You deal 15% increased damage to highlighted combatants, and gain ability energy upon damaging highlighted combatants with weapons matching your ability damage types. Defeating highlighted targets with those weapons fully recharges your ability energy.
Fallen Sunstar - Ionic Conductor: Your Ionic Traces are enhanced; Ionic Traces have a shorter creation cooldown, have a chance to be created from Arc ability damage, move faster and grant you additional ability and super energy. Nearby allies also gain ability energy when you collect an Ionic Trace.
Felwinter’s Helm - Warlord’s End: Final blows with abilities that match your equipped super generate a damaging and Suppressing pulse of Void Light. Finishers and final blows against more powerful combatants or Guardians in their super increase the damage, radius, and duration of this effect.
Nezarec’s Sin - Abyssal Extractors: Void final blows increase melee and grenade ability recharge rate by 300%, and class ability and super regeneration rate by +200%. Activating a Void ability increases your Void damage by 20% for 5 seconds. Your Void weapons gain +20 Airborne Effectiveness.
Skull of Dire Ahamkara - Actual Grandeur: Your Nova Bomb super deals 100% more damage, and Nova Bomb final blows grant up to 50% super energy. Pocket Singularity deals 30% more damage, travels further, and has a larger effect radius.
Speaker’s Sight - The Lost Voice: Healing grenades spawn a Restorative Turret. Healing allies and being healed occasionally spawns an Orb of Power. Healing Rift provides faster healing to you and allies. Your weapons that heal you or allies gain +40 Airborne Effectiveness.
The Stag - Dearly Departed: Your rift provides 25% damage reduction to you and allied guardians standing in it. When you become critically wounded with full class ability energy; your class ability energy is spent, you are granted an overshield, class ability energy, and create a Healing Rift at your location. Kinetic precision final blows spend 25% class ability energy and create a Healing Rift at the victim’s location.
Veritiy’s Brow - The Fourth Magic: Weapon final blows with a damage type matching your grenade grant Death Throes, which provide a grenade damage bonus and grant you grenade energy; you can have up to 5 stacks of Death Throes. When you have Death Throes and throw a grenade, nearby allies gain greatly increased (10x) grenade regeneration rate for a short time.
Gloves)
Aeon Soul- Aeon Energy: This Exotic has three selectable perks;
Sect of Force: Aeon's Wrath- Ability final blows increase the damage of your weapons that match that ability’s damage type by 10%. Weapon precision final blows increase the damage of your abilities that match that weapon’s damage type by 10%,
Foebreaker Chant- When you stun a Champion or defeat a boss/miniboss, you and your nearby fireteam members gain a burst of grenade and melee energy. Aeon allies who do not have the Sect of Force role equipped also gain a burst of Super energy.
Sect of Insight: Aeon's Inspiration – Rapid weapon precision hits have a chance to drop an Orb of Power for you and your allies.
Armsbearer Chant – When you use a finisher on an Elite, you generate Special ammo for your fireteam; when you use a finisher on a boss or miniboss, you generate Heavy ammo for your fireteam. Nearby Aeon allies who do not have the Sect of Insight role equipped also gain a bonus to weapon damage for a short time.
Sect of Vigor: Aeon's Vow – Rapid precision weapon take downs heal nearby allies. When nearby allies become critically wounded, you gain a +20% bonus to weapon damage until your next weapon takedown.
Lightgiver Chant – Activating an ability grants your nearby allies 10% damage resistance. Casting your super grants nearby allies 20% damage resistance. Aeon allies who do not have the Sect of Vigor role equipped also gain a burst of healing.
Ballidorse Wrathweavers - Hearts of Ice: Your Winter’s Wrath deals 50% increased damage, and the Shatter shockwave deals +100% Shatter damage and has a larger radius. You and allies who are inside the radius of the Shatter shockwave, or your Frost Pulse are granted 3 stacks of Frost Armor and 30% increased Stasis weapon damage. You and your allies’ Stasis weapons gain +40 Airborne Effectiveness while Frost Armor is active.
Briarbinds - One with the Void: Your Void Souls have longer duration and gain escalating damage and durability as they defeat targets. You can retrieve your Void Soul by interacting with them, allowing them to be redeployed. (Up to +100% damage, and +50% resistance)
Claws of Ahamkara: Gain an additional Melee charge. Melee final blows generate an Orb of Power. Collecting an Orb of Power grants melee energy, and grants 10% melee damage. Your Kinetic weapons gain +20 Airborne Effectiveness for 10 seconds after collecting an Orb of Power.
Contraverse Hold - Chaotic Exchanger: Gain 20% damage resistance while charging your Void grenade with Chaos Accelerant. Taking damage while charging your grenades increases your grenade damage by 30%. Charged Void grenades return grenade energy on hits.
Getaway Artist - Dynamic Duo: Consume your Arc grenade to gain the following benefits: You become Amplified, nearby enemies are damaged and Blinded, and you gain an Arc Soul with 50% increased base duration. Your Arc weapons gain +30 Airborne Effectiveness while you are Amplified.
Karnstein Armlets - Vampire’s Caress: Melee and finisher final blows instantly grant Cure and provide Restoration for3 seconds. Powered melee final blows and finishers grant Cure x2 and Restoration for 6 seconds. You have 10% increased melee damage while you have Restoration.
Necrotic Grip - Grasp of the Devourer: Weapons of Sorrow gain +10% damage to their direct and secondary effects. Damaging a target with a powered melee poisons them, dealing increasing damage over time. Defeating a poisoned target with melee damage spreads the condition to nearby combatants. Weapons of Sorrow gain +40 Airborne Effectiveness.
Nothing Manacles - Scatter Charge: Your Scatter grenades are enhanced; gaining an additional charge, increased throw speed, and damage after landing rapid Void weapon final blows. Scatter grenade hits and final blows return grenade energy.
Ophidian Aspect - Cobra Totemic: Weapons ready and reload very quickly. Your equipped weapons gain +15 Airborne Effectiveness.
Osmiomancy Gloves - Fervid Coldsnap: Your Coldsnap grenades are enhanced; gaining an additional charge, faster throw speed, faster and further seeker movement speed, increased effect radius, and grant grenade energy upon landing a direct impact with your Coldsnap grenade.
Sunbracers - Helium Spirals: Increases the duration of Solar Grenades. Solar melee kills grant 5 seconds of unlimited Solar Grenade energy.
Winter’s Guile - Warlord’s Sigil: Defeating targets with Stasis abilities increases your Stasis ability damage. Targets frozen automatically Shatter 2 seconds later. Your Stasis weapons gain +20 Airborne Effectiveness, and +40 Airborne Effectiveness after Freezing a target.
Robes)
Chromatic Fire - Crystalline Transistor: Precision final blows from Kinetic weapons create an explosion in the element of your equipped super and apply a matching elemental effect. Kinetic special weapons larger and more powerful explosions, and apply an elemental effect on rapid precision hits. Kinetic Power weapon final blows create even larger final blows, and apply an elemental effect on precision hits. (Arc - Blinds Targets, Solar - Scorches targets, Void - Weakens targets, Stasis - Slows targets, Strand - Severs targets) Your weapons that match your super damage type gain +20 Airborne Effectiveness.
Mantle of Battle Harmony - Absorption Cells: Final blows with weapons and abilities matching your equipped Super damage type grant you additional super energy. When your super energy is full, you instead gain a temporary bonus to weapon ability damage of that type. (up to +35% for weapons, and 25% for abilities.)
Mataiodoxía - Stylostixis: Your Arcane Needles are enhanced; gaining increased tracking, range, Pierce Barrier Champion shields, and cause combatants they damage to emit a damaging and Suspending detonation on defeat. Landing three Arcane needles on the same target triggers a larger, more powerful detonation (30% more damage and duration.)
Phoenix Protocol - Battle-Hearth: Kills and asissts you make while standing in your Well of Radiance return up to 50% super energy. Allies you make Radiant gain an additional 5% damage bonus to Solar weapons.
Sanguine Alchemy - Blood Magic: Defeating combatants with a damage type matching your equipped super gain a stacking 7.5% damage bonus, up to 30% for 10 seconds. Casting your class ability grants the highest-tier damage bonus. While standing in any rift, weapon final blows pause the rift’s countdown, extending its duration.
Starfire Protocol - Fusion Harness: Your Fusion grenades, Empowering Rift, and Radiance effects are enhanced. Fusion grenades gain an additional charge, increased throw speed, 10% grenade energy on hits, 20% class ability energy on hits, and 40% on final blows. Empowering Rifts and Well of Radiance grant 2% grenade energy for every second you are in them. Radiant weapons grant 2.5% grenade energy for every precision hit you land.
Stormdancer’s Brace - Ascending Amplitude: Your Arc abilities and supers increase their damage for each combatant they defeat. Stormtrance takes less time to reach maximum damage while hitting targets, has increased chain lighting capabilities, and jolts combatants after being damaged by Stormtrance for more than 1 second. Hits and final blows with Stormtrance return up to 50% super energy upon Stormtrance ending. (Grenades gain +15% damage, Melees gain +25% damage, and Stormtrance grants +30%)
Vesper of Radius - Planetary Torrent: Your Rifts release periodic Arc shockwaves at their location; Phoenix dive releases a singular, high-damage, Blinding pulse. Final blows with these shockwaves create Blinding explosions. While you have an Arc super equipped, these shockwaves gain increased range, damage, and frequency; combatants damaged by these shockwaves while you have an Arc super equipped become Blinded, and defeating combatants with these shockwaves creates a Jolting explosion.
Wings of Sacred Dawn - Tome of Dawn: You can aim your weapons while you are airborne. While you have a Solar super equipped, aiming weapons while airborne reduces flinch and incoming damage; aiming Solar weapons while you are airborne and have a Solar super equipped Scorch combatants on hit. Rapid Solar weapon final blows reload a portion of their magazines. Your Solar weapons gain +30 Airborne Effectiveness.
Boots)
Boots of the Assembler - Blessing of Order: Standing in a healing rift creates Noble Seekers that seek out allies that are not in a rift and heal them. Standing in an empowering rift creates Noble Seekers that grant both you and your ally a damage bonus. Each time a Noble Seeker finds one of your allies, the duration of your rift is extended while you are standing in it.
Geomag Stabilizers - Close Enough: While you have more than 65% of your super charged, Arc weapon precision hits and collecting Ionic Traces grant additional super energy. While Chaos Reach is active, successive damage increases its damage and duration up to +100%. Hits and final blows with Chaos Reach restore up to 50% super energy upon ending.
Lunafaction Boots - Alchemical Etchings: While inside any of your Rifts or Well of Radiance, you and your allies gain +50% weapon reload speeds, and 10% increased weapon precision damage for weapons that match the equipped supers of the Guardian wielding them. Your Empowering Rifts and Well of Radiance grant extended weapon effective ranges.
Promethium Spur - Embers of Light: Your rifts release pulsating Scorching waves, and your Phoenix Dive creates a heavily Scorching burst when you land. Landing weapon precision hits while you are Radiant, or landing rapid weapon final blows that match your equipped super create a combined Healing and Empowering Rift at the victims location, spending 20% class ability energy. While a Solar super is equipped, standing in a Rift makes you and allies Radiant, and super final blows create a Healing and Empowering Rift at Victims’ location.
Rain of Fire - Soaring Fusilier: Icarus Dash reloads all of your equipped weapons, improves Fusion Rifle and Linear Fusion Rifle accuracy, and Scorches nearby combatants. Final blows with Fusion Rifles and Linear Fusion Rifles make you Radiant, with precision final blows making you Radiant for 5 seconds longer. Radiant Fusion Rifle and Linear Fusion Rifle hits Scorch combatants. Your Fusion Rifle and Linear Fusion Rifles have +40 Airborne Effectiveness.
Secant Filaments - Devouring Rift: Gain 20% increased Void weapon damage while you have Devour. While using a Void super, casting an Empowering Rift grants you Devour. Damage dealt by you and allies from within your Empowering Rift disrupts combatants Stuns Overload Champions, and precision hits grant class ability energy.
Swarmers - Swarmers: Tangles you create are more durable; damaging a tangle with Strand damage spawns Threadlings. Destroying a Tangle with Strand damage creates 3 Threadlings. Threadlings you create travel further, have increased tracking, deal additional damage, and Unravel combatants. You can have up to 8 Threadlings perched at once.
Transversive Steps - Strange Protractor: Your sprint speed is increased. After sprinting for a short time, your equipped weapons are reloaded. Sprinting while Amplified overflows the magazine by 50%.
Bond)
Solipsism - Exotic Spirit: This exotic can have two exotic perks, of which carry the Spirit of the original perk; carrying a weaker version of the original Exotic perk.
First Column)
Spirit of the Armamentarium: Gain an additional grenade charge.
Spirit of the Claw: Gain an additional melee charge.
Spirit of the Coyote: Gain an additional class ability charge.
Spirit of Apotheosis: Immediately after your super ends, you are granted +400% melee and grenade regeneration rates, and +150% melee and grenade damage for 5 seconds.
Spirit of the Chromatic: Kinetic weapon final blows create a damaging explosion that matches your equipped super damage type.
Spirit of Osmiomancy: Gain an additional grenade charge, and grenades restore energy upon damaging combatants.
Spirit of the Swarm: Destroying a Tangle creates a Threadling. Threadlings Unravel combatants. You can have up to 6 Threadlings perched at a time.
Spirit of Winter: Combatants you Freeze automatically Shatter after 2 seconds.
Second Column)
Spirit of the Star-Eater: While your Super energy is full, picking up two Orbs of Power grants up to 6 stacks of Feast of Light, which grants +8.2% bonus damage per stack.
Spirit of Synthoceps: Improves melee damage while surrounded by 100%.
Spirit of Verity: Weapon final blows with a damage type matching your grenade have a chance to grant a 10% stacking grenade damage bonus, up to 5x.
Spirit of Duos: Convert your grenade into an Arc Soul and become Amplified.
Spirit of Chorus: Your elemental effects and abilities that deal damage over time gain +15% increased damage.
Spirit of the Necrotic: Powered melee hits poison the target, dealing damage over time. Defeating poisoned targets with melee damage spreads the condition to nearby combatants.
Spirit of the Sunstar: Ionic Traces have a chance to be created from ability damage, and return additional ability energy upon being collected.
Spirit of Vesper: Your Rifts release periodic Arc shockwaves that damage and Blind combatants. Your Phoenix Dive releases a singular, high-damage and Blinding explosion.
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Spouse Visa Australia costs 2024.
Spouse Visa Australia Cost
The Australian partner visa process is a permanent residency (PR) pathway, as opposed to tourist or student visas, and the assessment procedure is significantly more stringent than that of temporary visa issuance. That is because there are no qualifications, skills, or language requirements when applying for a partner visa, which allows you to obtain permanent residency. Getting ready to travel to Australia to join your spouse requires managing several prerequisites and comprehending the connected costs. The Partner Visa, sometimes referred to as the Australia Spouse Visa, makes it easier for partners to reunite and guarantees that couples can start a new life together in Australia. Here is the breakdown of Spouse Visa Australia Cost. Understanding the Australia Spouse Visa
The Australia Spouse Visa allows the spouse or de facto partner of an Australian citizen, permanent resident, or eligible New Zealand citizen to live in Australia.
Subclass 309/100 (Offshore): Applied for outside Australia. Visa Application Charges (VAC)
The primary Spouse Visa Australia Cost is the Visa Application Charge (VAC), which is paid when you lodge your application. When you submit your application to the Australian Government, this is the primary fee that you must pay. The following costs are typically associated with a family visa:
Visa Application Charges (VAC)
The primary cost for the Spouse Visa is the Visa Application Charge (VAC), which is paid when you lodge your application. As of 2024, the fees are as follows:
Visa Type
Cost
Explanation
820/801 or 309/100 Partner Visa Application
Variable
$8,850 for the primary applicant, $4,430 for each child over 18, and $2,215 for each child under 18 is the visa application fee.
300 Prospective Marriage Visa Application
Variable
$8,850 for the primary applicant, $4,430 for each child over 18, and $2,215 for each child under 18 is the visa application fee. A $1,870 government charge must be paid at the time the spouse visa is filed.
461 New Zealand Citizen Family Relationship application
Variable
The application price for a visa is $420 for the primary applicant, $215 for every kid who is over 18, and $105 for each child who is under 18.
Medical Examination
Approx. $400 per adult and $350 per child
This cost must be paid in full to the physician performing your examination for each individual you listed on your application.
Police Checks
Varies by country. For India, it is around INR 500 to 1,000 per certificate.
The police departments of the nations where you have resided for a minimum of a year will receive this money.
Translation Documents
Varies between AUD 20 to AUD 50
Any documents not in English must be translated by a certified translator.
Budgeting Tips for Spouse Visa Australia Cost
Plan Ahead: Start saving early to ensure you can cover all associated costs.
Compare Prices: Look around for medical examinations and translation services to find the best rates.
Consult a Professional: Consider consulting with an immigration consultant to get a clear understanding of potential costs and necessary steps.
In case you need to enquire more regarding Spouse Visa Australia Cost and the process you can refer to https://www.aptechvisa.com/spouse-visa-australia you can also contact her at 9289289006, 7503832132, 9131059075.
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Types of Driver's Licenses in Ontario
If you're planning to drive in Ontario, Canada, understanding the various types of driver's licenses available is essential. Whether you're a new driver or someone looking to upgrade your license, knowing the specifics can help you make informed decisions. This guide will walk you through the different classes of driver's licenses in Ontario, highlighting their requirements and benefits. If you're in Sarnia, finding a reputable driving school in Sarnia can greatly assist in your journey to obtaining or upgrading your license.
The Graduated Licensing System (G1, G2, G)
Ontario operates under a graduated licensing system designed to ensure new drivers gain the necessary experience before obtaining a full driver's license. This system includes three stages: G1, G2, and the full G license.
G1 License
The G1 license is the first step for new drivers in Ontario. To qualify, applicants must be at least 16 years old and pass a written knowledge test covering the rules of the road and traffic signs. With a G1 license, drivers must adhere to several restrictions:
Zero blood alcohol level.
Accompanied by a fully licensed driver with at least four years of driving experience.
No driving on 400-series highways and other high-speed expressways.
No driving between midnight and 5 a.m.
It's essential to hold a G1 license for a minimum of 12 months before taking the G1 road test unless you complete a recognized driver education program, which can reduce this period to 8 months. A good driving school in Sarnia can offer the necessary training to help you prepare for the G1 road test.
G2 License
After holding a G1 license and passing the G1 road test, drivers can upgrade to a G2 license. The G2 license allows more driving freedom but still comes with some restrictions:
Zero blood alcohol level.
Limitation on the number of passengers under the age of 19 between midnight and 5 a.m. (unless accompanied by a fully licensed driver).
G2 drivers can drive unaccompanied and on any road in Ontario. This stage lasts for at least 12 months. Passing the G2 road test, which assesses highway driving skills, is the final step to obtaining a full G license.
Full G License
The full G license is the goal for most drivers in Ontario. It allows unrestricted driving on any road and at any time. To get a full G license, you must pass the G2 road test, demonstrating advanced driving skills, including freeway driving, proper lane usage, and effective observation techniques.
Additional Classes of Driver's Licenses
Beyond the standard G licenses, Ontario offers several other classes tailored for different types of vehicles and driving purposes.
Class M (Motorcycle)
Motorcycle licenses in Ontario fall under Class M, which includes various subclasses depending on the type of motorcycle:
M1: The initial stage for motorcycle learners, requiring passing a knowledge test and adhering to restrictions like zero blood alcohol, no night riding, and no passengers.
M2: After passing an M1 road test, riders move to an M2 license, allowing more freedom but still requiring a zero blood alcohol level. This stage lasts for at least 22 months unless you complete an approved motorcycle safety course, which can reduce the time to 18 months.
Full M: After holding an M2 license and passing the M2 exit test, riders can obtain a full M license, granting complete riding freedom.
Class A, B, C, D, E, F (Commercial Vehicles)
For those interested in driving commercial vehicles, Ontario provides several classes of licenses:
Class A: Required for operating tractor-trailers. Drivers must pass a knowledge test, a road test, and a practical air brake test.
Class B: For school buses carrying more than 24 passengers. Requires passing a written test, a road test, and a practical school bus test.
Class C: For regular buses carrying more than 24 passengers. Similar requirements to Class B but for different bus types.
Class D: For vehicles over 11,000 kg (24,000 lbs) but not tractor-trailers. Requires a knowledge test and a road test.
Class E: For school buses carrying up to 24 passengers. Similar requirements to Class B but for smaller buses.
Class F: For regular buses with up to 24 passengers and ambulances. Requires a knowledge test and a road test.
Finding the Right Driving School in Sarnia
Whether you're a new driver aiming for your G1 or G2 license, or looking to upgrade to a commercial license, finding a reliable driving school in Sarnia is crucial. A good driving school provides comprehensive education, practical driving experience, and preparation for the necessary tests. They offer tailored programs to meet the needs of different drivers, ensuring you gain the skills and confidence required to drive safely and effectively.
Benefits of a Driving School in Sarnia
Expert Instruction: Professional instructors provide guidance and tips that go beyond standard driving knowledge.
Structured Learning: Courses are designed to cover all aspects of driving, including road rules, safe driving practices, and test preparation.
Flexible Scheduling: Many driving schools offer flexible hours to fit your schedule, making it easier to complete the required training.
Reduced Waiting Time: Completing a driver education program can reduce the G1 license waiting period, allowing you to get on the road sooner.
In conclusion, understanding the types of driver's licenses in Ontario and finding the right driving school in Sarnia are crucial steps toward becoming a proficient and licensed driver. With the right preparation and education, you can navigate the licensing process with confidence and ease.
Source: https://fanshawedrivingsch.wixsite.com/drivingschoolontario/post/types-of-driver-s-licenses-in-ontario
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