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Nomad:
Acceptable aligns – all Acceptable races – all except arials as they are too vulnerable to conditions Acceptable ethos – not orderly
Skills:
Lvl1: pathfinding, staff, spear, dagger, whip, axe (i.e. the theme is tools & walking things) parry
Lvl3: Haggle
Lvl4: Whip mastery – allows use of following whip skills: Lvl4: Snap – has a chance to cause beasts to flee
Lvl5: kick
Lvl6: feint
Lvl7: dagger mastery Lvl7: cut – allows the nomad to cut food found in order to remove diseased or poisoned portions, rendering it safe to eat.
Lvl8: tolerance . Effect is that when he would begin to feel hunger, a check is made, and if passed, the nomad does not get hungry.
At lvl39 this also extends to water.
Lvl10: dirt kick
Lvl11: Lore
Lvl13: Snap at 91% -- tangle – nomad casts whip around enemy weapon, and has a chance to make attacks less forceful, less accurate, or to stop them altogether
Lvl15: Wheedle (allows purchasing of items above the level of the purchaser, in a fashion similar to how spellcraft boosts lvl)
Lvl16: cut at 91% -- tailor . Allows nomad to cut natural material armor into a more useful shape. The effect being that dex and dodge skill are both raised by 1%. This armor becomes nomad only though when such a modification is made.
Lvl18: weathersense (allows nomad to tell if ranger/communer changed the weather)
Lvl19: disarm
Lvl20: Gentlewalk
Lvl21: tailor at 91% -- sign ARG . Allows the nomad to mark a room in such a fashion that only another nomad will see the mark. The argument can be a direction (e.g. that the nomad left in), or a warning (e.g. danger to north) etc. An extra mark can be left in a room every ten levels. A failed mark will actually appear to be a different mark, or leave a mark that vanishes a tick later instead of being permanent.
Lvl22: Dodge
Lvl23: tangle at 91% -- crack (can be done every round and has a high chance of causing a one round deafen)
Lvl24: shieldcleave
Lvl25: Harness (allows the nomad to bring a beast of burden under his control – it will then follow him around and can carry things (though has to be handed them). It can also drop things. It can carry a lot! More than other mercs etc.
Nomads can assemble larger caravans as they gain experience.
Lvl26: Staff/spear mastery Lvl26: Sand – when fighting in desert, each unsuccessful attack or defense has a Moderate chance to instead be a flicking of sand into the face of an enemy. It causes one tick of blindness like dirt kick, but is automatic.
Lvl27: Hand2Hand
Lvl28: Tame
Lvl29: Skin – allows the nomad to use the corpse of a dead animal (if large enough) to form a protective cloak. This cloak, when worn, protects from environments, including protecting inventory, to the extent that the nomad is unharmed by firey environments, cold environments, and doesn’t lose moves as a result of cold at night.
Lvl30: retreat
Lvl31: Disciple Lvl31: disc fight
Lvl32: enhanced vision (allows nomad to scan further outdoors)
Lvl33: disc kick
Lvl34: dark vision (since they have to travel at night)
Lvl35: disc claw (bleeds with some)
Lvl36: disc bite (venomous with some creatures, diseased with some)
Lvl37: sand at 91% -- wind act/psv skill. Staff/spear wielder makes no attacks, but instead drives the butt of his weapon into an enemy’s midriff, winding them and sending them staggering from the room in a random direction.
Lvl38: disc dirt kick
Lvl39: smoke signal. Allows deafened/dumb nomads to communicate. Has 4 rounds of lag but can be done when blind. Can be seen in all surface areas. Must be targeted to a specific person. They will understand the signal. Others will simply see smoke rising to the north or whatever.
Lvl40: disc mule kick
Lvl42: disc spit
Lvl43: wind at 91% -- toss active&passive skill. Nomad will plant the staff in the ground and use the attacker’s momentum to flip him off his feet and dump him on the ground. Lags victim for one round. If fighting multiple foes has a chance of dumping them into another attacker, lagging them both for one round.
Lvl45: disc wind wall
Lvl46: disc rescue
Lvl 48: disc transport
Lvl49: disc guard. Creature will autorescue an incapacitated master and strike if the master is ko’d. If a flying creature, will transport the master back to just inside his cabal entrance.
Lvl50: Husbandry (allows the nomad to use tame, harness, discipline more exotic beasts)
Lvl51: Placate (nomad uses his charisma to placate a sentient creature)
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