And here's my Pally. [hider=Annabeth] Real Name: Annabeth Gender: Female Age: 27 Race: Human Lander Class: Paladin Subclass: Dragon Warrior Level: 60 Appearance: [hider=Out of Armor][img]https://i.imgur.com/YIgoZLL.jpg[/img][/hider] [hider=In Armor][img]https://i.imgur.com/GcSWLtB.jpg[/img][/hider] Background: Annabeth is not a player who was brought into the world of the Elder Tales, but one of the people known as Lander’s, an NPC from the game brought to life. Her origins was a humble one at first: she was merely one of the many masked and armor knight NPC’s in the game. But when the world was Awakened, as she called it, she had a distinctive feeling of desire and personality. She became more than a mere background character; she started to pursue things of her own goal, her own interests, becoming more alive than she was ever meant to be. Around the time that the people of the land and the adventurers started to interact more, Annabeth joined an order of warriors known as the Sunlight Blades. Holy Knights who protected the lands from monsters, though compared to adventurers they may seem rather weak. To that end, the leadership of the Sunlight Blades wished to ally with the Adventurers, who the people of Annabeth’s Kingdom have called “The Immortals”, hoping to garner some sort of alliance. However there were many in the kingdom, the nobles and aristocrats especially, who felt that the adventurers threaten the way of life of the Landers. As chaos spread throughout the lands rumors of adventurers slaughtering Landers with no remorse made them feared by the masses, and the difficult part was verifying if these cruel acts were truly lies or actually happening, as many Landers were dying. And when they were Adventurers were never too far from the scenes. Politics and bickering wasn’t really what Annabeth or her order were interested in. They simply wanted to protect their lands, but the difficulty was figuring out who their real enemy was. Was the monsters that have always plagued their lands and threaten everyone in the world, or the immortals who in their inscrutable powers and mentality, could prove to be more dangerous than any beastial army? Annabeth herself isn’t too sure. She favors a peaceful alliance, but knows that even among her own people power corrupts absolutely. Who’s to say that the Immortals are any less infallible? Such questions often haunted Annabeth. She desired strength, and she felt that among the knights she was possibly one of their strongest warriors. And yet compared to the immortals she lacked any unique armaments, their sheer power or knowledge of the world. And so Annabeth became a knight errant, traveling the world to grow in power and understanding, amassing treasures and artifacts to increase her ability so that she could one day be worthy to stand on the same level as the immortals. And it was during this journey that Annabeth learned not just about the world, but about herself. For the longest time she never knew who her family was. She had been born an orphan but raised into knighthood thanks to her valor in battle. But during her journey she discovered that there was more to her than meets the eye. She came across an old ruin dedicated to a dragon god that one lived in their world. Annabeth was familiar with their cult; one of the many who cause trouble in the land trying to resurrect their dead god. But it was while she was investigating these ruins that she learned that the cult’s faith was not in a false god. Annabeth received visions of a true dragon. At first she dismissed these visions as mere hallucinations, dreams of fancy. But they were far too frequent and clear to be mere dreams. It was guiding her somewhere, a shrine where the remains of a god was left. It was a ruined shrine with little more than a broken altar, but this was the place that Annabeth needed to be. She knew it. She had work to do though. And so she started to work, taking up her first quest to restore the dragon’s shrine. It took Annabeth much time to repair this shrine, needing more than mere stone and wood. She had to seek out powerful foes and offer them to the shrine in rituals she never fully understood herself. All she knew was that the next day the offerings were gone and the shrine was in a better condition than before. For a long time Annabeth dedicated herself to this shrine, until one it was finally complete. The Shrine was fully restored. It was nothing grand; it was still just the altar, but cleaned and had a proper shelter. When Annabeth rested here she had a dream meeting with the true dragon. The words he told Annabeth that day was lost to her memory but she knew two things: First was that she was given the power of a dragon, becoming a Dragon Warrior. With it came powerful abilities that Annabeth and even some adventurers have never seen before. But there was another task Annabeth needed to perform. She needed to restore the Dragon’s body, so that he may return to the world when her people needed him. She was hesitant of course, unsure if this dragon simply means to manipulate her so he could return and wrought destruction across the world. But the dragon never forced Annabeth beyond the visions. She was never compelled to stay and could have ignored the dreams. As much as she wanted to think the dragon was controlling her, she had full control of herself as she continued to do as he asked. In the end, all Annabeth knew was the the dragon was helping her. That’s all. In Game History: Annabeth is still trying to get the hang of her new powers, having at least able to manifest her Draconized Form. She’s also been trying to help Landers and Adventurers alike around the realm, protecting them or fighting evil. She’s been trying to pose as an Adventurer in order to get into their better graces and improve their relationship with the Landers, as many Landers still feel fearful of the Adventurers. Though Annabeth has also been having existential thoughts as she listened to the Adventurers and their tales of their former lives; of how the Elder Tales was little more than a fantasy tale for them, like children pretending to be heroes. She wonders much about her own existence and if it truly was one, or is she simply a figment of others imaginations that will vanish as soon as she’s forgotten? These questions keep Annabeth up at night but also drives her forward. She doesn’t want to be a mere memory. Even when all eyes were on the Adventurers to guide the fate of the world, Annabeth wasn’t just going to sit to the side and wait for them to do all of the work. Real or imaginary, Annabeth was still a knight of these lands. And it was her duty to protect it, and save it. Guild/Position: Sunlight Blades, Knight Errant Personality: Annabeth is much what you expect a paladin to be: kind, honorable, with a sense of justice and righteousness but also mercy and understanding. Admits to not being the most educated or well-informed person; her training as a paladin focused more on combat ability rather than lore. Still she has her pride too, and is especially aggressive when Adventurers would disparage Landers as some sort of lesser being. She dislikes those who would bully or abuse their authority, and has no fear in confronting those greater than herself if she feels they are wrong. Though some would say that Annabeth is far too sympathetic and at times completely unlike a paladin, in more ways than one. She has no issue allying or siding with the likes of criminals, demons, or even monsters if they are willing to accept Annabeth’s help. As long as their goals aren’t to harm innocent people but to ensure their own livelihood, such as defending their homes or feeding their family, Annabeth is willing to help than to just smite them. She believes that everyone can choose who they become, and their race, gender, or ability has no bearing on being a good person. Only their upbringing and their own willingness to agree or disagree with the way they’ve been raised. A very determinist person, she thinks everyone has a choice. Many choose to forgo the ability to choose. But there is a darker side to Annabeth that she dwells upon. Born from the uncertainty brought from hearing Adventurers talk about the Elder Tale, she does wonder if she’s truly decided to become a paladin for the sake of good, or if someone had merely wrote her to become that. Was it ever really her choice, being inclined to do good and reject doing evil, because that is what she wants to do or because that’s how she was programmed to become? It’s these thoughts that also constantly tempt Annabeth to fall into evil. To use her evagicalism to spur Landers under her banner to raise an army, or to abuse their trust and take advantage of them. Often she denies happiness and rewards because she fears that if she accepts them, she will grow more fond of material rewards and forget her noble motives for why she does good. And despite this, she always feels that temptation to take. Skills: Smites - Annabeth can channel smites to augment her attacks. She can only have one smite active at a time except for Divine Smite, which she can use alongside another smite. Each Smite lasts up to ten minutes and have a moderate cooldown, though Annabeth can switch Smites as long as they’re not under cooldown and she isn’t currently committed to an attack. While Smites are activated it also generates moderate hate, or a great amount when near undead or demons. [hider=Smites]Divine Smite - Annabeth can channel divine energy into her strikes to do radiant damage. It does twice as much to undead and demons, bypassing any damage resistance they normally would have. Thunderous Smite - Annabeth channels the power of storms into her weapon, causing deafening sonic booms with each strike. Those struck by her melee attacks will get knocked around based on the direction Annabeth hits them, often losing their footing and taking sonic damage. Lightning Smite - A Smite that strikes with the speed of lightning, increasing Annabeth’s attack speed threefold for a short duration. Each strike also is imbue with lightning energy, doing more damage to those in metal armor. Sundering Smite - The most powerful Smite that Annabeth can channel. Her weapon becomes the very bane of her enemies, ignoring any of their resistances and immunities. Annabeth's attacks will even strike them as if they were their weaknesses, allowing her to cause harm to legendary creatures or objects.[/hider] Auras - Annabeth can activate different divine auras to grant herself or allies greater abilities. She can only have one Aura Active at a time and when she activates an aura the others go into a one minute cooldown before they could be used again. [hider=Auras]Aura of Vitality - Annabeth radiates a divine aura that slowly heals herself and allies within thirty meters. It also purges any poison or diseases. Heals 1% per second and the aura lasts for one minute. Aura of Protection - This aura increases Annabeth and her allie’s defensive abilities, allowing them to withstand more damage and more easily resist magic effects. Lasts three minutes. Aura of Courage - An aura that imbues Annabeth and her allies with bravery and strength. If any of her allies are suffering from any sort of emotion based debuff, charms, hypnotism, or other mental ailment they are cured. Their physical and magical strength also increase. Beacon of Light - Annabeth’s strongest Aura. This Aura takes Hatred generated from other allies onto herself as well as generating a lot of hatred by itself. While Annabeth has this Aura activated all her attack power is converted into her defensive abilities, as well as immediately heal her equal to 75% of her maximum health. Enemies within this aura will be inflicted with random harmful status effects as long as they’re within her aura, with new debuffs being inflicted the longer they stay.[/hider] Misc Abilities - Annabeth has other Paladin skills that isn’t an Aura or a Smite, typically more focused towards healing or defensive abilities. Healing Hands - Annabeth channels divine energy through contact to heal a moderate amount of health. She can instead remove status effects and debuffs. As a short cooldown. Shield of Faith - Annabeth can manifest a spectral shield that can block three attack. She can use this shield on herself or an ally, however she can only have one shield active at a time. Whoever has the shield can specify which attacks they block, and it can block attacks from AoE's, environmental effects, and traps. The shield lasts for one minute or until it absorbs three attacks and has a moderate cooldown. Sanctuary - A protective barrier surrounds a single target, preventing enemies from directly attacking or affecting the person protected with any sort of attacks or harmful effects, including grappling or AoE’s that need to target an enemy specifically. However this barrier will break if whoever is being protected also uses any attacks or abilities with a harmful effect. Lasts for ten minutes and has a long cooldown. Dragonized Form - The unique ability given to Annabeth through her Dragon Warrior class. Granted powers by the True Bronze Dragon, Annabeth can manifest a physical aura in the form of a dragon that has unique properties. Aura Unleashed causes her dragon aura to manifest into a quasi-physical dragon. While in this form any creature that comes into contact with the dragon gets struck by powerful lightning and could become paralyzed, which the chances increasing the longer they're in contact with the dragon. The dragon aura is sentient and capable of choosing it's own targets to attack and it's quite large allowing it to affect a large amount of enemies. In this mode the dragon can also unleash a powerful roar that causes enemies to flee, and if they manage to resist or otherwise are immune to fear effects they instead receive massive defensive debuffs. Dragon Drive causes the dragon aura to surround Annabeth like ethereal armor, granting her additional abilities. She gains immunity from lightning damage, paralysis, and emotion based debuffs. She also casts a close range aura that causes lightning damage to anyone who is in melee with her. She is also granted draconic wings which, while not quite capable of granting her flight, will allow Annabeth to launch herself across the battlefield at great speeds and height as well prevent any fall damage. However when either mode is used, Annabeth gains a weakness towards cold damage and dragon slaying weaponry. She also has a tendency to focus on shiny things like heavy armor and metal weapons, making it harder for her to focus on lightly armored foes or mages. Both modes also generate massive amount of hate directed towards Annabeth, though the Dragon Aura itself could also be attacked and eventually destroyed with enough magical damage done to it. Either modes last for ten minutes but have a very long cooldown. Equipment: Dragon Skull Hammer - A warhammer that Annabeth obtained as a treasure after repelling a Dragon Cult Champion. With a bevelled face to crush bones and a horned spike to pierce armor, this hammer can be slow and cumbersome but a terrifying force when it finds its mark. It does more damage based off the enemy’s armor. Shield of Sunlight - An enchanted shield that carries the symbol of the Sunlight Blades. A masterwork shield made of the finest steel, enchanted to increase a warrior’s resolve against fear and doubt. It can also shine a bright light from its face to illuminate darkness. While wielding this shield Annabeth has greater resistance against fear and emotion effects. Berserk Armor - Armor made and enchanted by dwarves of old. It is said that those who donn this armor will become powerful, unstoppable warriors who’s fury would consume them and make them unable to tell friend from foe. However because Annabeth doesn’t have the Berserker Subclass she does not benefit from this armor beyond its normal protective abilities as enchanted heavy armor. She took this armor because she liked how it looked. Theme song: [youtube]https://www.youtube.com/watch?v=zDeu9Z5p6FQ[/youtube] Fun Facts: Annabeth has an odd fascination for skulls and teeth. She likes to collect the teeth by smashing them out of mouths, and tries to keep the skulls of those who she kills if she doesn’t crush their heads. She has a collection of skulls, each labeled with a name or description of who she got it from, and hopes to one day make some sort of armor out of skulls and teeth. Her favorite food is grilled cheese and she likes to drink orange juice. Her preferred alcohol is rum. She has very strong opinions about grilled cheese sandwiches that have anything other than cheese or spices in them. Dislikes porridge and other forms of thick soup. Reminds her of her orphan years. No longer has any dreams about dragons, but instead constant images of her death at the hands of random Adventurers or monsters. They always feel realistic too, as if they were simply another part of her life that had ended upon her death. It makes her wonder if she’s actually an Immortal like the adventurers, but she’s too scared to find out. She’s actually a skilled carpenter. While she lacks subclass skills part of her education with the Sunlight Blades involved carpentry for the purpose of building siege weapons, so she could guide and direct others with the right amount of time and tools. She’s also a moderately skilled singer and dancer, courtly skills she had to learn as a knight though she’s not much of a fan of performances. She could have joined the royal guards before she became a knight errant, however Annabeth feared that Sunlight Blades were being inducted into the Royal Guards as a means for the aristocracy to control and influence the order from the inside. And so she became a Knight Errant, no longer having the direct support of the Sunlight Blade but can still use their name and carry out their ideals. Rides a horse named Marchosias. He is a trained warhorse and comes with his own plate barding, built for strength over speed. He’s still young and strong but Annabeth constantly worries about his health since all it’ll take is one solid hit to cripple him, and Annabeth fears the day she has to put him down. He has a sweet tooth. [/hider]