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romeThu 16-Oct-03 06:56 AM
Member since 30th Jul 2003
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#2646, "New Guild Idea - Adventurers (or any other applicable name)"


          

Adventurer Guild – A guild specifically designed to promote exploring and teach skills related to survival. Not a whole lot of offensive options, but tough to kill from the beginning, and stays that way. Many cabal’s will not accept an adventurer because of their wandering natures.

Skill: Mace
Skill: Spear
Skill: Sword
Skill: Staff
Skill: Whip
Skill: Parry
Skill: Recall
Skill: Shield Block

Level 3:
Skill: Sand Throwing (Taking the dirt kicking art of the other guilds to a new level, the adventurer’s guild supplies it’s own special sand designed at producing prolonged eye trauma. A two tick dirt kick)

Level 5:
Skill: Second Attack
Skill: Marker (Create a marker in the room with them that only other adventurers can see, by looking at the marker adventurers can see writing left for them)

Level 6:
Skill: Hand To Hand
Skill: Fast Healing

Level 8:
Skill: Kick

Level 10:
Skill: Disarm
Skill: Lore

Level 12:
Skill: Adventurers Sense: Automatically gives feed back when scanning if a room has an aggro monster in it.

Level 13:
Skill: Dodge
Skill: Pathfinding

Level 14:
Skill: Haggle

Level 15:
Skill: Meditation
Skill: Pugil
Skill: Enhanced Damage
Skill: Third Attack

Level 16:
Skill: Peek
Skill: Sand Scatter (Automatically throw sand when fleeing).

Level 18:
Skill: Lash
Skill: Rigorous Training (Adventurers can carry more than their max weight, but loose mvs faster when doing so, automatic)

Level 20:
Skill: Pen
Skill: Grab (A less elegant form of stealing, a successful grab steals whatever item the adventurer was aiming for, but the target always is aware of the attempt, and in the case of mobs, becomes aggressive.)


Level 21:
Skill: Retreat
Skill: Scrolls

Level 22:
Skill: Maneuver (Through their extensive training on defensive techniques, an adventurer is able to avoid special attacks and spells, sometimes. Often ducking behind others in the room, causing them to be struck.)

Level 24:
Skill: First Aid (Minor healing, and may remove some maladictions and bleeding. Can be used on others.)

Level 25:
Spell: Albinar’s Forgotten Slight (The first spell taught by the adventurer’s guild, this causes mob’s to forget their anger at the adventurer)

Level 28:
Skill: Pick Locks
Spell: Escape (Returns you to a ‘starting point’ in the area you are in. Each area would have to have a room marked as the escape room. This can be used in no-recall areas.)

Level 30:
Skill: Advanced Lore (Automatic, when an object is lore’d it may also return the name of a mob who is currently holding the same object “Rumor has it that XXX also carries a YYYY”)

Level 32:
Spell: Mend Flesh (The guild hired a transmuter to share some of the secrets of repairing flesh with them. While not as good as a full fledged transmuter’s spell, this version is easier to cast.)

Level 35:
Skill: Adventurer’s insight (A skill that goes up every time an adventurer finds those hidden “exp” pockets that give you exp and mvs. The skill increases and is checked each time, when it succeeds, the skill is reset to 1%, and the adventurer gains a new ability from the list below) This would have to be tweeked so that a majority of your life would have to be spent adventuring in order to learn more than 3-4 of these skills. They would be picked randomly.

Adventuer’s Insight Possible skills, (Level of skill)
Skill, 35: Wands
Skill, 35: Staves
Skill, 40: Local Presence (If not in a main city or road, adventurer does not show up on where)
Skill, 40: Survival (Can eat corpses, and other normally unfit body parts. Remains also satisfy thirst. Resists poison.)
Spell, 40: Detect Secret (Allows the adventurer to see secret passages and other various hidden items)
Spell, 45: Enchant Shield (Causes their shield to glow, can’t be knocked out of their hand or destroyed, and improves shield blocking)

...Rome...

  

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TopicNew Guild Idea - Adventurers (or any other applicable n... [View all] , rome, Thu 16-Oct-03 06:56 AM
Reply RE: New Guild Idea - Adventurers (or any other applicab..., Valguarnera, 16-Oct-03 12:30 PM, #6
Reply RE: New Guild Idea - Adventurers (or any other applicab..., rome, 16-Oct-03 01:01 PM, #7
Reply RE: New Guild Idea - Adventurers (or any other applicab..., Zulghinlour, 16-Oct-03 10:53 AM, #2
Reply RE: New Guild Idea - Adventurers (or any other applicab..., rome, 16-Oct-03 11:28 AM, #3
Reply regarding the escape spell/skill, incognito, 16-Oct-03 11:35 AM, #4
Reply Zulgh since you're feeling spunky., Krivohan, 16-Oct-03 12:02 PM, #5
Reply I think the class idea is good, if not the skills, Stunna, 20-Oct-03 12:14 PM, #8
     Reply I don't see that happening (n/t), Zulghinlour, 20-Oct-03 12:17 PM, #9
Reply Don't like it, and here's why:, RealShea, 16-Oct-03 09:38 AM, #1
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