Subject: PROPOSED INTRODUCTION OF NEW CLASSES (RESPOSES REQUIRED) |
Author: Andric Lek-Sath
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Date Posted: 06:58:04 11/16/01 Fri
Hail all,
These are the changes id like to put forward with the new classes. Feel free to post your comments on suggested changes, additions or removal of classes, skills or stat suggestions. This is all i currently have made up at the moment. There are mentions in here about particular spell types, a seperate post will be made with details on the different schools of magery and what spells they consist of.
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KNIGHT OF VYMORNA
An Honorable Order, the Knight takes pride in his or her fighting technique and abilities. Knights reach their peak with trials special armour of Honour. Can use any armour/ any weapon (with the exception of sqires)
PRO'S/CON'S:
Limited magery abilities. May only cast recall and magic trap. May not use poison as it is a dishonorable tactic. Has a lot of authority within the guild upon becoming a Knight. Predominantly travels on foot/horseback or with the aid of mages.
SKILL TEMPLATE:
Main Weapon skill (not archery)
Parry
Tactics
Healing
Anatomy
Resist
Other skill (ie archery or secondary weapon)
SUGGESTED STATS:
STR 100
DEX 100
INT 25
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PALADIN
Noble Warriors dedicated to the principles of honor, justice and order. Are able to cast some Clerical spells.
PRO'S/CON'S
Similar to the knight except for their use of magery which is sometimes incorporated in both combat and healing. Some of the more powerful paladins are able to cast the Gate spell. Can use any armour/ any weapon (except bows).
SKILL TEMPLATE:
Melee weapon skill
Parry
Tactics
Healing
Anatomy
Magery
Resist
SUGGESTED STATS:
STR 90 (GIVING 95 HITS POINTS)
DEX 90
INT 40 (ABLE TO GATE/FLAME STRIKE WITH GOOD MAGERY)
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RANGER
A solitary class of scouts and trackers; skilled in many types of weapon styles, although bows and axes are favored. For maximum mobility they wear light armour. They enjoy working with Druidic Orders as they both tend towards the outdoors.
PRO'S/CON'S:
Good at detecting enemies and remining out of sight. Many a time they are out of sight, but always about, blending into the surroundings. Great abilities for ambush's. Wider range of interesting skills.
SKILL TEMPLATE:
HIDE
WEAPON SKILL (BOWS OR AXES PREFFERED, BUT NOT ESSENTIAL)
TACTICS
ANATOMY
HEALING
RESIST
OTHER SKILL>>> (ONE OR A BALANCED COMBINATION OF STEALTH, TRACKING, AND/OR DETECT HIDDEN)
Magery ?
SUGGESTED STATS:
STR 100
DEX 100
INT 25
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PRIMAL EMPATHIST (TAMER CLASS)
Similarly to the druids ability to communicate with nature the primal empathist is able to communicate with and befriend the animals of the land. Are able to call on them for help in combat.
PRO'S/CON'S
Limited to the animal type they may use due to the TOW. These primal empathists firmly believe that the "taming" of creatures more intelligent than their masters is slavery (although some are known to truely have befriended dragons and other intelligent creatures, although they do not bring them into Vymornian disputes) Some limited magery, and armour allowances (ie leathers).
SKILL TEMPLATE (NEEDS CHANGES OR ADDITIONS, SUGGESTIONS?):
Taming
Animal Lore
Veterinary
Magery
Evaluate intelligence
Wrestling
Meditation
Resist
others ???
SUGGESTED STATS:
STR 100
DEX 25
INT 100
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CLERIC
Clerics generally use smooth blunt weapons and light armour, although some are known to use blades but this is very uncommon. Casts mainly curative and protective spells with some offencives.
PRO'S/CON'S
Weaker in single skills of either magery or melee on its own but combined on the right fashion the cleric is a tough opponent, generally they try to steer clear of combat and tend to focus mainly on the preservation of life. As with all mage classes they will have their own school of magical spells.
SKILL TEMPLATE
Magery
Evaluate Intelligence
Melee skill (maces high on the prefference list, no bows)
Tactics
Anatomy
Healing
Resist
SUGGESTED STATS:
STR 75
DEX 75
INT 75
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DRUID
A secretive Order, Druids like the outdoors, drawing from naure to cast their spells. Metal cuts down their spell casting abilities so they usually don leathers, and use spears to fend off enemies when they have to retreat.
PRO'S/CON'S
Weaker in single skills of either magery or melee on its own but combined on the right fashion. The Druid tends to use their magical abilities before entering the battle with melee. Can only wear leathers. As with all mage classes they will have their own school of magical spells.
SKILL TEMPLATE
Magery
Evaluate Intelligence
Fencing
Meditation
Anatomy
Healing
Resist
SUGGESTED STATS :
STR 60
DEX 75
INT 90
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SORCERER
A rare class which is highly respected. Although they may be weak in melee they have a variety of spells to neutralise and slay opponents.
PRO'S/CON'S:
Many offencive spells although few spells for their own protection. No weapon skills and little armour allowances. Due to the destructive power harnessed from the Felucca moon this class of mage has little ability to magically tend to wounds. As with all mage classes they will have their own school of magical spells.
SKILL TEMPLATE (BALANCE BETWEEN THE FOLLOWING SKILLS, MINIMUM OF 60)
MAGERY
EVALUATE INTELLIGENCE
WRESTLE
MEDITATION
RESIST
POISONING
HEALING
ANATOMY
SUGGESTED STATS:
STR 100
DEX 25
INT 100
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ILLUSIONIST
The illusionist confuse and befuddle their oppnents with a variety of illusions. Some of their illusions appearing to be very real to the beholder.
PRO'S/CON'S
Fun class to play with, as they have more toying spells rather than offencive spells. Thier main tool is trickery and deception with a few offencive spells. Can generally wear and use whatever they like if part of an "illusion". As with all mage classes they will have their own school of magical spells.
SKILL TEMPLATE:
Magery
Evaluate Intelligence
Meditation
Wrestling
Hiding
Stealth
Resist
*** Stealing *** (only need to be gain up until 60 points in which case they join the thieves guild to get disguise kits for illusions, AND DROP THEIR SKILL. THIS IS ONLY SUGGESTED AND NOT MANDATORY to get the disguise kit)
SUGGESTED STATS:
STR 100
DEX 25
INT 100
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WORKERS
Workers provide for the guild and keep the members equipped with the best possible equipment of all kinds.
Any craft or resource skills and other skills tending towards noncombat. Will be named according to their preffered skill,
ie Vymornian Blacksmith etc, or generally just Worker.
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