Way of the Spirit

= Way of the Spirit = Native Culture: Ejheria

Preferred Weapon: Twin Sai's (daggers), Scimitar (long sword), Sickle (short axe), or Scythe (polearm)

Preferred Material: Amethyst & Fayren Wood (purple and/or tan duct tape)

Reputation
Motionless and mesmerizing, these peerless warriors fight with mind, body, and spirit, combining all into the speed of a striking adder. Attacks seem to cut through armor as though it isn't there; unstoppable, deadly maneuvers are turned on those who strike at them; wounded enemies suddenly halt in place. All these skills, and more, are the purview of the Spirit Warrior.

History
Unknown

Level 1 - Initiate
Serpent's Fangs (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Cat's Grace (defense, non-contact, sidestep) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

Level 2 - Apprentice
Eyes of the Serpent (attack, mesmerize)

Tagline: "Natural Mesmerize"

Salau's Cunning (defense, self, parry-fling)

Tagline: "Parry, Disarm"

Level 3 - Devotee
Nekhtew's Sight (attack, bypass armor)

Tagline: "Natural Spirit Lance"

A'nekh's Curse (defense, self, transfer wound) May only be used to transfer a wound from one person to your self.

Tagline: "Transfer Wound"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.