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 Post subject: Class: Tribal avatar
PostPosted: Wed Sep 20, 2006 6:58 pm 
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Mortal

Joined: Wed Jun 15, 2005 1:27 pm
Posts: 325
Still thinking about classes, so thought I'd give this a shot:
-The only class not available to humans and elves-
TRIBAL AVATAR
Races = half-elf, giant, dwarf, centaur
Armor = Heavy
Prime Att = Str
Religions : Nashira (Nature), Yed (Elements), Achernar (Death)
[edit2] Alignments: Scrupulous, Unprincipled, Miscreant

Skills -
Code:
Amateur   - spear     (not learned) dagger             (average)     
            flail              (not learned) mace               (not learned)
            polearm            (not learned) sword              (not learned)
            rescue             (not learned) shield block       (not learned)
Novice    - parry              (not learned) second attack      (not learned)
 hide               (not learned) sneak              (not learned)
Initiate  - combat casting     (not learned) self defense       (not learned)
Apprentice- disarm     (not learned) enhanced damage    (not learned)
Journeyman- third attack       (not learned) fast healing       (not learned)
brawling           (not learned)
Veteran   - crossbow           (not learned) endurance          (not learned)
cleave             (not learned)
Expert    - dodge              (not learned) meditation         (not learned)
Mentor    - intimidate         (not learned)

Spells - (*note* - neutral alignments would have to pick a side to cast at creation)
Code:
(evil)
Amateur   - cause light         (not learned) curse               (not learned)
Novice    - blindness           (not learned) chill touch         (not learned)
            deafness            (not learned) detect invis        (not learned)
Initiate  - cause serious       (not learned) detect hidden       (not learned)
            invis               (not learned) poison              (not learned)
Apprentice- identify            (not learned) protection          (not learned)
            weaken              (not learned)
Journeyman- plague              (not learned) shield              (not learned)
Veteran   - cause critical      (not learned) rift                (not learned)
Expert    - detect aura         (not learned) hellfire            (not learned)
Mentor    - word of recall      (not learned)  harm       (not learned)

(good)
Amateur   - armor      (not learned) bless          (not learned)
            cure light          (not learned) refresh             (not learned)
Novice    - create water        (not learned) cure blindness    (not learned)
cure deafness       (not learned)    cure disease        (not learned)
detect invis        (not learned)
Initiate  - cure serious        (not learned) flamestrike         (not learned)
            frenzy              (not learned) identify            (not learned)
Apprentice- create food     (not learned) know alignment    (not learned)
            protection          (not learned) remove curse        (not learned)
Journeyman- cure critical       (not learned) spear of faith      (not learned)
Veteran   - locate object       (not learned) sanctuary           (not learned)
Expert    - detect aura         (not learned) harm        (not learned)
Mentor    - word of recall      (not learned)


Thought I'd note that I only picked religions for the class because there's no ancestral religion. If there was one, that would be the only flag allowed.

[edit] Just realized I put a quote at the top that had NOTHING to do with the class...and typos, typos everywhere...


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PostPosted: Wed Sep 20, 2006 8:42 pm 
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Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
I appreciate the creativity you put into these efforts. Which is why I'd like to encourage you not to do things that shoot your class designs in the foot.

1) Classes and class concepts in SK are very distinct. You should make sure what you're doing isn't too similar to another class. In this case, barbarians and shamans are already tribal characters. What's different about yours?

2) In keeping with being distinct ICly, you should make sure your class is unique tactically. Duplicating lots of paladin and hellion skills and spells, for example, really isn't helping. And shouldn't a new class really have some skills or spells unique to it?

3) Make sure your class makes IC sense. Why exactly are Nashira, Yed, and Achernar giving holy and unholy powers? Why should the class be so limited in race and alignment? You ought to have an explanation for whatever you set up.

4) New class concepts are fun to discuss. (At least I enjoy it.) But the only hope of getting them coded is for Dulrik to take a serious interest. Therefore, suggesting things that you know he's not fond of - like having variable skillsets or spellsets - is none too productive. Is this feature really that important to you?

Good luck on your next effort.


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PostPosted: Wed Sep 20, 2006 8:49 pm 
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Mortal

Joined: Mon Jun 17, 2002 4:18 pm
Posts: 2026
Location: In the palm of the left hand black
sooo...basically you want to make a hellion with harm...or a paladin..with harm and intimidate.

Thats pretty super powerful.


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PostPosted: Wed Sep 20, 2006 8:53 pm 
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Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I can see one mistake with this already, humans get to be any class and you didn't include them in the eligable races. I didn't even bother to read beyond that.

new class wrote:
Races = half-elf, giant, dwarf, centaur


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PostPosted: Wed Sep 20, 2006 9:12 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I agree with Cannibal. That evil version is just plain Saiyan.


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PostPosted: Wed Sep 20, 2006 11:42 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
I think that what baraka is trying to suggest is the village hero, since this suggests a tribal character with many advantages, the kind of man who would stand up within his village (lead them and stand as an avatar etc)

Still, i think that the whole spell/skill set is way too powerful. Can you imagine a centaur with full adamantite, holding sword and shield with armor/bless and sanctuary casting harms and attacking tree times a round?! Or even the dark part of it. I think that if implemented that class would just be unbalanced. Also, there are no unique spells/skills that are necessary for a new class.


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PostPosted: Thu Sep 21, 2006 7:05 am 
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Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Maybe I'm not looking so well, but isn't the evil version just hellions with harm and lacking many of their other abilities?


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PostPosted: Thu Sep 21, 2006 2:39 pm 
Just give shamans third attack, enhanced damage, and harm. :lol:


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PostPosted: Thu Sep 21, 2006 4:58 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Have you any idea what a hellion could DO with harm?


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PostPosted: Thu Sep 21, 2006 5:01 pm 
Wear great-axe/landsknecht. Cleave xxx;c harm xxx=dead.


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