Ideas for classes

Ideas for Classes

  by Mihey

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  [ [[#ranger|Ranger]] ] [ [[#thief|Thief]]
  ] [ [[#paladin|Paladin]] ] [ [[#barbarian|Barbarian]] ] [ [[#mentalist|Mentalist]] ] [ [[#healer|Healer]] ]


      ALCHEMIST
  - a player character class, expert in potionsmaking and altering items in any way
  1. merchant can dedicate to alchemist
  1. 1st alchemist trainer at Alchemist's in Nork
  1. depends on INT, WIS and LUCK stats (luck for

effect and successful making of damage pots without BOOM)

  1. can make potions - need an empty bottle, a

recipe and ingredients

  1. first few skill levels can make mends etc.
  1. higher levels can make ihs, zaps etc.
  1. top skill: stat pot making! (more below)
  1. ingredients be added into game; monsters drop

them, sold in stores or forage outside (forest, caves etc.)

  1. mushrooms, holly, blood, bones etc.
  1. recipes have to be learned from alchemist

(class train); a command #recipe mend tells you what ingredients you need

  1. higher skill, more effective potion is made

(i.e. lvl 1 mend gives 8 hp or so, while level 5 mend can give 40-60 hp)

  1. can make damaging potions for throwing (fire,

ice, acid, EC, lightning, poison etc.) - effect is skill depedent

  1. need empty bottles to make potions - hint:

can drink bottles empty then use them again :) too bad you lose them if you throw them

  1. TRANSMUTE discipline - much better than thief

and mentalist's transmute, highly skilled alchemist may transmute at 100% worth (no need

  to sell in stores anymore, if in party, can save trips to stores)
  1. ENCHANT discipline - just like mentalist's;

can enchant other gear (armor, gaunts, boots) too.

      RANGER - bow expert, hunter
  1. fighter class extension (fighter/ranger)
  1. bow expertise: for each 4 bow skill levels 1

additional attack (for example, at 28 bow skill BASE + 7 attacks; at 12 bow skill +3

  attacks)
  1. can HIDE (hunter!), like km4 archers
  1. can EAT, however mammal animals ONLY (bear,

deer, wolf etc.)

  1. eat heals some or all hp (depents on

creature)

  1. limited alchemy: can make mend/healing

potions (detox, ih)

  1. disciplines (gained through bow skill):
  1. 6 - AIM (additional

bonus to hit, increases with skill)

  1. 7 - FIRE ARROW (adds

fire damage) (in advance: elemental damages are skill depedent)

  1. ICE ARROW (adds ice

damage)

  1. 8 - POISON ARROW

(attacks & poisons target) - note: if you have poison bow, higher level poison is used

  (bow's or ranger's)
  1. 9 - KNOCK (knocks

& stuns down target, success is determined by skill and target's level) - note: bow

  may still knock down at random, if it is able to
  1. 10 - EXPLODING ARROW

(blast on contact)

  1. 11 - LIGHTNING ARROW

(attack target & lightning damage on target's hex)

  1. 12 - HAIL (summons

animals to fight for you, similar to FINDFRIENDLY but may have more animals at once -

  skill depedent)
  1. 13 - FIRESTORM ARROW

(attack target & FS damage on target's hex)

  1. 14 - AMBUSH (when

hidden, attacks target with increased damage and accuracy, losing hide, similar to BS)

  1. 15 - HARRY (attacks

& moves away from target, as opposite to CHARGE)

  1. 16 - PIERCE (pierces

shield and armor)

  1. 17 - STEALTH

(improved hide, can hide in open place, may NOT attack, break stealth 1st before

  attacking)
  1. 18 - MULTIPLE ARROWS

(fires 2 or more arrows, skill and attacks depedent; may hit same or different targets) -

  note: efficent zoo cleaner, number hit is limited tho
  1. 21 - WHIRLWIND (turns

around, firing arrows and damaging visible AND invisible crits) - note: efficent zoo

  cleaner, hits ALL but ranger, helpful where are hidden crits or when blind
  1. 22 - SWARM (similar

to MA's RP - multiple arrows in one round fired at single target - OUCH!!!)

  1. 23 - EC ARROW

(earthcrush damage on target's hex) - aging

  1. 26 - DIVINE BOW (bow

is temporarily enchanced +8, silver, glowing, power weapon, huge damage) - stressful

  1. 27 - DEATH ARROW (may

KILL target, similar to thief's ASSASINATE, but with more success) - very stressful

  1. 29 - INVISIBILITY

(invisible, can be seen by key crits only (lairs), may attack with normal attack only) -

  stressful!!!
  1. 30 - COUNTERATTACK

(if attacked, counterattacks immediatelly, state like parry) - that is how you can fight

  those invisible rangers hehe
      THIEF - modifications to existing
  class:
  1. APPRAISE item - thieves can appraise item

they hold, useful

  1. ASSASINATE - attempts to kill creature;

success is depedent on thief's skill and target's size (better success if thief has killed

  more of the same type before) - POWERFUL skill, success is greatly reduced on lairs (but
  BIG thief can kill RD in one single turn)
  1. will always succeed

on much weaker creatures, like n-1… this is to save rounds to kill one weaker creature,

  if it has lots of hp.
  1. STEALTH - improved hide, can hide in open

place, may NOT attack, break stealth 1st to attack

  1. limited alchemy: can make DARKNESS, POISON

and such potions

      PALADIN - modifications to
  existing class:
  1. AVENGE - if someone in party is killed,

Paladin focuses his emotions into fierce state… with each party member's death paladin

  grows into powerful avenger, comparable to barb's zerk
  1. increased attack

damage & to hit adds

  1. increased willpower
  1. increased move rate
  1. AURA - Palladin is a blessed warrior; his

aura bestows bonuses to his friends (party members)

  1. to hit, defend

bonuses, willpower, attacks, move rate…

  1. highly skilled

paladins aura can give strength, int, wis, agility etc.

  1. maybe even skill

bonus (+1 skills for duration of AURA)

  1. bonuses increase with

level, charisma, willpower and skill of paladin

  1. in order for aura to

take effect, party members must be close to paladin (i.e. hear range)

      BARBARIAN - modifications to
  existing class:
  1. EAT - can eat kills to gain experience and

skill, maybe stats (eating tuff corpses) - certain stat limit for each corpse (n-1 goblin

  all stats limit 1, so no stat gain; snowbeast 24-32 str, 5 wis/int etc.)
  1. healthy eat gives

some or all hp

  1. skill from eat goes

to weapon last used, so eat after each kill (or eat all at once after last kill); skill is

  creature depedent
  1. experience is

creature depedent

  1. some creatures may be

extremely poisonous, damaging or killing barb!

  1. no cannibalism - may

NOT eat any human crits (npc, players, lair npc)

  1. at certain exp level, give more HP bonus to

zerk! we need more ;) I suggest additional 10% each zerk at exp level 21 and 24 (Resulting

  in 30% hp bonus each zerk)
  1. MULTISTRIKE ability (with melee or thrown)
  1. HOWL (barbarian howls, scaring nearby hostile

creatures; the effect increases with exp level and zerk level) - big barbs can reduce

  hostiles's defence and move rate...
      MARTIAL ARTIST -
  modifications to existing class:
  1. COUNTERATTACK - state like parry, MA

counterattacks any attacks but ranged. Put a MA into huge zoo and see it reduced into tiny

  zoo of fleeing crits :)
  1. BANDAGE - MA mends himself, may mend others
      MENTALIST - modifications to
  existing class:
  1. DRAIN (drains hpfrom target; effect increases

with skill, at certain skill can drain ep, too)

  1. FORCE FIELD (puts a transparent force field

around target)

  1. force field has its

health - creatures attacking crits with force field cause damage to force field instead of

  crits
  1. once force fields

health drops to zero, it dissolves

  1. health of force field

increases with ment's skill

  1. mind disciplines

(psionic attacks etc.) ignore force field

      HEALER - modifications to existing
  class:
  1. FIRST AID - mends, cures poison, disease

& vision, all in one

  1. CONVERSION - converts hostile crits into

allies (hehe)

  1. REGENERATE - improved hp regen, faster

recovery from stun, prone, flat etc.

  1. SYMBIOSIS - healer links his health to

target's health

  1. damage done to target

or healer is split up between them

  1. healer heals linked

hp evenly

  1. example: barbarian

1000 hp, healer 400 hp… symbiosis links these two: 1000+400 → 1400 hp total… a

  monster attacks healer for 500 damage, it splits up evenly - 143 damage is done to healer,
  the rest goes to barb
  1. example2: from above

example, assume barb has 500 current hp and healer 200… healer heals for 500 hp, which

  is distributed between barb and healer: healer heals himself for 143 hp, barb gets the
  rest
  1. example3: if barb has

500 current hp and healer 10 hp only and damage done to healer is 400, healer is killed

  (he receives 114 damage), symbiosis is terminated
  1. symbiosis dissolves

after some minutes; it can be manually broken

  1. symbiosis possible

between player crits ONLY [ Top ]

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