Precision Strike. Inflicted slashing and piercing wounds are deeper and more precise, bleeding more and clotting slower.
Sign of the Hunt. Able to move through difficult woodland terrain at full speed without risking injury.
Sign of the Wild. Enhanced aptitude for identifying and critically striking weak points.
Beast Bond. Even when not attuned as a Soulbeast, Gethen can innately sense and empathize with the emotions and impulses of his attuned animal companion, allowing him to not only understand and predict what his pet will do next, but to issue subtler and more precise commands. He can only maintain this bond with one animal at a time, and he cannot attune to an animal that does not trust him enough to learn and heed his orders under normal circumstances. Under normal circumstances, Geth cannot attune to other people or to creatures capable of understanding grammatical systems, but with some extra effort he is able to bond with socially complex creatures like wolves, ravens, and dolphins. Attunement is a process that takes two hours and requires the animal to remain present and cooperative for the entire ritual.
Gift of Primordus. Resistant to fire damage; unable to sense/feel heat, even at extreme temperatures. Direct contact with hot coals, open flames, etc for longer than ten seconds risks severe burns. Immune to heat exhaustion, heat stroke.
🐅 STANDARD ACTIONS
Hunter's Shot. Action, magical, longbow required, 6 seconds. Vanish into stealth* after firing a distracting shot.
Astral Wisp. Action, magical, stave required, 18 seconds, 5ft radius. Send a wisp to orbit a target you can see; the wisp will heal any ally that it illuminates within its radius.
Overbearing Smash. Action, magical, hammer required. Quickly strike the ground, kicking up a cloud of spores that may temporary blind foes.
Serpent's Strike. Action, magical, shortsword required, 5ft. Slip quickly around to strike at the flank or rear of an enemy within range.
Winter's Bite. Action, magical, hand axe required, 15ft. Slash the air, sending a wave of icy energy to your target to inflict cold damage.
Thistleguard. Action, magical, mace required, 5ft. Conjure thorny vines to wrap over your body, bolstering your defenses and striking nearby foes.
Call of the Wild. Action, magical, warhorn required, 10ft/20ft. Unleash a powerful blast, potentially dazing nearby foes and inspiring more distant allies.
Battle Roar. Instant, nonmagical. Roar ferociously, intimidating foes and encouraging allies if they can hear you.
"We Heal As One!". Instant, magical. Call to your bonded pet, channeling potent healing magic into both you and your companion.
Sign of the Hunt. Instant, magical, 10 seconds. Activate the Sign of the Hunt, increasing all available movement speeds by one fourth for both you and your pet.
Sign of the Wild. Instant, magical, 5 seconds, 15ft. Tap into the land to root foes around you, keeping them in place.
"Search And Rescue!". Instant, magical. Call to your bonded pet, channeling potent healing magic through your pet to stabilize a downed target your pet can see.
Frost Spirit. Action, magical, 20 seconds, 20ft radius. Summon a frost spirit in an unoccupied space that you can see. This immobile spirit will shake its boughs, imbuing allies within its range with magical resistance to poison, bleeding, and burns.
Quickening Zephyr. Instant, magical, 5 seconds. You and your pet move faster for the duration, increasing all available movement speeds by half and allowing for the use of two attacks in rapid succession.
Entangle. Instant, magical, 10ft. Summon thorny vines from the ground around you to grapple foes and make them bleed. These vines are easily destroyed.
Elite Attunement. Ritual (5 minutes), magical. Attune to a different elite discipline, exchanging access to one specialization's abilities for those of another.
💞 SOULBEAST ABILITIES
"Two hearts fighting as one."
Soulbeasts gain the ability to merge with their pet, channeling their power and the ability to use their beast skills. One with your pet, you are fierce in melee-focused combat. - in-game description
Beastmode. Instant, magical. When attuned as a Soulbeast, Gethen has the ability to merge with his bonded animal companion, acquiring the sensory abilities and natural weapons of that animal for the duration of the merge. If Gethen loses consciousness in beastmode, he and his pet will unmerge and both will be unconscious.
Vulture Stance. Instant, magical, 15 seconds. All slashing and piercing attacks become venomous, inflicting added poison damage and making movement painful for the target. This venom is only lethal in extremely high doses and wears off in less than five minutes.
One Wolf Pack. Instant, magical, 10 seconds. All attacks strike twice for the duration of this stance.
🌓 DRUID ABILITIES
"The stars, earth, and sky above will heal us."
Druids utilize the power of nature and the stars above to heal their allies, using glyph skills to channel powerful boons and protective utilities. By generating your astral force, you can channel your Celestial Avatar form. - in-game description
Celestial Avatar. When attuned as a Druid, Gethen passively gathers ambient natural magic, even in unfamiliar environments and alien realms. This magic can be expended to assume the form of a Celestial Avatar, granting him access to powerful area healing spells regardless of equipment or lack thereof. Avatar spells can stabilize wounded and downed targets, temporarily ease pain, and reduce recovery times, but cannot fully heal injuries graver than superficial wounds.
Glyph of Equality. Instant, magical, 15ft radius. Briefly blind nearby enemies with a flash of starlight, or use Celestial Avatar to give allies a chance to break out of stun.
Glyph of the Stars. Instant, magical, 20ft radius. Grant nearby allies the strength to resist being knocked down or stunned, or use Celestial Avatar to stabilize downed allies in an area.
* Stealth renders Gethen imperceptible to anyone with the senses of an average human. If he is injured or moves into any kind of visible cloud, he will be revealed and unable to re-stealth for at least twelve seconds.
Gethen can only have three spells prepared per scene from the following list: "We Heal As One!"; Sign of the Hunt; Sign of the Wild; "Search And Rescue!"; Frost Spirit; Quickening Zephyr. He has free access to all elite attunement abilities of whichever elite attunement is active in a given scene, but he cannot use the abilities of the other attunement. Attunement and spell list will rarely be explicitly specified outright in threads, but feel free to ask if you'd like to know what his kit is for a certain scene!
He cannot use the same spell repeatedly, but there is no limit to how many times he can re-use them as long as he alternates different spells.
Powers & Abilities
🍃 PASSIVE EFFECTS
🐅 STANDARD ACTIONS
💞 SOULBEAST ABILITIES
🌓 DRUID ABILITIES
* Stealth renders Gethen imperceptible to anyone with the senses of an average human. If he is injured or moves into any kind of visible cloud, he will be revealed and unable to re-stealth for at least twelve seconds.
Gethen can only have three spells prepared per scene from the following list: "We Heal As One!"; Sign of the Hunt; Sign of the Wild; "Search And Rescue!"; Frost Spirit; Quickening Zephyr. He has free access to all elite attunement abilities of whichever elite attunement is active in a given scene, but he cannot use the abilities of the other attunement. Attunement and spell list will rarely be explicitly specified outright in threads, but feel free to ask if you'd like to know what his kit is for a certain scene!
He cannot use the same spell repeatedly, but there is no limit to how many times he can re-use them as long as he alternates different spells.