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Wilhath | Sat 15-Jan-05 03:00 PM |
Member since 19th May 2003
528 posts
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#6891, "Wilhath's Shaman Tweak V2.1"
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Not long ago I suggested, for the second time in as many years, that shaman's be tweaked to more closely represent the faith for which they serve as zealot. My idea entailed customizing each shaman to match the god/dess he or she followed. That idea was shot down because of the relatively high turnover rate of immortals. So, here is my solution to that problem (mentioned in reply to that previous thread). Customizing tattooed shaman using skills/sups related to the spheres of their deity and non-tattooed shaman using the sphere they follow.
A skill/supp would be coded for each sphere. Maybe more than one would be coded, but for the purposes of this post and in the interest of ease we'll say only one will be coded. Shaman who are tattoed will get all of the skill/sups related to those spheres their deity oversees.
The idea here is to make shaman more unique and the skills are meant to be more utilitarian than anything, though some of them venture outside those boundaries. Some of the skills/sups mentioned above may have little to do with the god who oversees that sphere (Creation = create food/spring when create food/spring has little to do with Khasotholas' brand of creation) and in those instances a new skill/sup may have to be thought up that more closely matches the religion.
Skill/sup ideas:
Earth - Stoneskin
Air - Fly or windwalk like skill that only works where the wind is readily accessible (ie not indoors)
Fire - Resist heat
Water - Water Breathing
Spirit - A morale boost skill or a version of gravesight that can only locate ghosts
Para-Elements - Small chance to pit/etch opponent's gear.
Storms - Call lightning
Seasons - Change weather or protection heat/cold
Death - Makes one aggro to those who are writhing or worse. It'd be like orc berserk only instead of leaping at elves you'd leap at the nearly dead.
Fertility - small regen enhancement
Magic - save v. spell from gear doubled
Reason - Enhanced skill/sup improvement
Truth - resistance to mental
Vivimancy - ability to mend wounds at the cure light level on others
Revelation - enhanced identify a la contact other planes
Music - Discerning ear, harder to land all bard songs on
Healing - Enhances healing powers to "heal" level.
Protection - Allows protection sup to be useful against same aligned
Creation - create food/spring
Mercy - Makes your corpse immune to "get all corpse" for short duration
Strength - giant strength and the ability to wield two-handed weapons in one hand.
Poetry - note to all capabilities
Deception - Sup with small chance of a life's tomb-like affect
Necromancy - resist negative or one of the more utilitarian necro spells (invis to undead, perhaps)
Concealment - ability to conceal armor a la that scarab power
Courage - Enhanced fighting capabilities when ungrouped
Victory - +15% hp every time a PC opponent dies in your presence
Destruction - Morale boost and short duration +10 dam boost every time an opponent dies in your presence.
Rage - doubles frenzy strength
Combat - diminishes pitfalls of fighting against a weapon you don't know
Order - protection against those of a chaotic ethos
Peace - Enhanced "calm" that stops combat and places others in seated position
Chaos - mini-disperse capabilities
War - Much improved fighting capabilities in own or enemy territory (might be cabal-related or race related...ie fire giant shaman whips ass while fighting storm giants on Kiadana)
Balance - immunity pos/neg
Fate - +luck...blanking on ability for this
Honor - mini forceduel. Moves you and 1 opponent to elsewhere in the same area
Dedication - blanking on ability here
Wisdom - Raises wis to level at which you'd get an additional prac per level
Knowledge - enhances int to level at which you'd be learned with fewer pracs
Purity - ability to "cleanse" self
Greed - Allows you to temporarily carry more than you otherwise could when somebody dies in your presence (enhanced corpse looting)
Justice - Retributive strike following death (like orb of Darsylon)
Judgement - protection against death traps, you'd get a warning if you were about to enter one
Love - blanking
Vanity - blanking
Beauty - sets charisma to max possible (23?)
Passion - vastly improved combat capabilities when morale is high
Anger - periodic "free" dispel goods/evils
Covetousness - given steal skill with 10% max cap, peek at 25% max cap
Envy - given steal skill with 25% max cap, peek at 10% max cap
Gluttony - Increases amount needed for "full" feeling and give 1% hp "heal" with every food item eaten.
Lust - blanking
Pride - Enhanced "outfit" so that when defeated and left naked one need not walk around in the buff
Sloth - doubled regen while sleeping
Honesty - blanking
Time - ability to use slow/haste scrolls/wands/staves at half effectiveness
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Khasotholas | Sat 15-Jan-05 04:06 PM |
Member since 23rd Apr 2003
341 posts
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#6892, "Not a terrible idea"
In response to Reply #0
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In fact, I came up with something extremely similar for healers about two years ago. There's many reasons not to do it. And I'd do it for healers before shamans, because quite frankly, shamans are pretty great as is. Yes, they could use a few tweaks to tie to their faiths more, you're right. It's something I'll think about, for all empowered classes. It is, however, a massive amount of work, and I'm not sure it's worth the ultimate reward.
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