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incognitoTue 30-Dec-03 12:10 PM
Member since 04th Mar 2003
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#3369, "class suggestion - nomad"


          

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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