Go back to previous topic
Forum Name Gameplay
Topic subjectAnti-Paladin Edge Ideas
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=17593
17593, Anti-Paladin Edge Ideas
Posted by Torak on Wed 31-Dec-69 07:00 PM
Just some initial thoughts on some edges....standard disclaimer of crappy names/descriptions, but you should get the idea. Try some non-AP stuff later if I get some positive feedback.


  • Fury of the Tentacle
    Masters of Lashes/Lash/Whip/Aura of Despair have found the ability to incorporate the spirits in their assault, eating away at the morale of their opponent in battle to greater effect (normal combat like bard Erode Confidence) and having more damage/effective Lashes of the Slave (a *very* random skill).

  • Some Cool Demon Name
    Masters of enervating/shield-block have found that in their ability to eat at the resolve of others, they can use their own shield to better use (gives an incentive to not dual-wield, maybe minor bash protection like a shield spec paladin or damage reduction). Maybe some reference to the Walls/Gates of Dis.

  • Forceful Business
    Masters of demand have figured out to haggle shopkeepers better with a little physical "insensitive"

  • Mommy, he's scary!
    Using the aura of despair to a new level, those that have stood against the masses and slain countless foes, can now inspire instant fear in his foes. (essentially either a lot of pks or something do with the anti-gank ratio, where they can randomly get fear for 0 hours)

  • Bloodline of the Bastard
    The natural abominations, half-elves and half-drow, have found with use of their charisma and aura of despair, they can cause natural animals to either cower in fear in their presence or flee at the sight of them. (Noticed a lot of anti-maran stuff but no real anti-outlander/nature)

  • Cursed at Birth
    Half-elves and half-drow have been hunted for generations, making their souls harder to track and even harder to curse so that when the need arises, the run continues.

  • Steps of the Fallen
    Using lavawalk with aura of despair has a minor chance of despoiling the nature around them as they walk (kind of like the shadowy nightwalkers can). Also could turn the area to ash.

  • Ramming Speed!
    Using their weight to greater effect, fire giants have found to land harder on their foe when vaulting in the air. If they miss though, they feel the same increased pain.

  • Cackle of the Harpy
    Arials in flight have found the ability to capture the attention of their foe, with a high-pitched cackle to break their will, when descending from a vaulted strike, using the aura of despair. (Maybe like a 1 round lag so it's more usable outside of having your foe slept. Or maybe another -morale or confuse. Just wanted to incorporate the aura of despair somehow).

  • Landing on the backs of the fallen
    Arials with an aura of despair have found the ability to slow their failed vaults by using their wings to direct their landing onto the backs of spirits.

  • Azazel's Claws
    Using iron grip of the azazel for their weapon, felar's have found the unique ability to use their now enhanced claws to greater effect when causing bleeding in a foe by gouging their hands into their foes flesh when the opportunity arises (either in slice, faceslash, lashes - just a longer or stronger bleed).

  • Know your Heritage
    Drow, having lead a life around slavemasters, have taken special notice with the use of whips. Mimicking the way of the elves, drows can lash out an extra strike in combat while their enemy isn't looking (another idea is to have their torturing strikes with a whip rip flesh off, maybe a stackable -str) Maybe female only

  • True Filth
    Duergars have lived in trash and environments most have nightmares about. Using this dark childhood to haunt their foes, their plagues have twisted sickness into the mix to make it that much worse. (chickenpox or other diseases added on plague)

  • Whose the Bitch now!
    Female anti-paladins have been the boot of all harassment in the guild but somehow still arise through the ranks to become true icons of uncontrollable rage. (Not really sure the benefit...maybe a stronger bloodlust or an ability to fight male anti-paladins better....or all males)
  • 17594, I had some thoughts on this as well.
    Posted by Mekantos on Wed 31-Dec-69 07:00 PM
    Favored of the Fiends
    An anti-paladin with this edge gains resistance (a high resistance) to whatever his weapon might be imbued with via unholy blessing. (Ex.: You have Flames of Ninauruum on your weapon, so you become highly resistant to flame).

    Rage of the Fiends
    Having curried favor with his unholy allies, an anti-paladin with this edge will notice that the special attacks given to their weapons by the Twelve Fiends of Cocytus will strike all who dare to engage them. (prog'd attacks hit everyone you are fighting).

    Unholy Emancipator
    Anti-paladins with this edge will receive visions of whoever holds their unholy weapon. Furthermore, whoever dares to hold onto such a weapon will be assailed by the powers contained within, and will find travel slow and tedious. Spells and abilities may also become slightly hampered, and if the anti-paladin comes to reclaim the weapon, woe to the one who bears it, for the weapon will try its hardest to return to its master. (I think this would be a crowd pleaser.)

    Rage Caster
    Most anti-paladins develop a craving for blood that only an orc could relate to, but some have taken that bloodlust to the next level. While affected by bloodlust, a Rage Caster will go into a kind of frenzy with each successful spell they cast, striking out with renewed rage. Anti-paladins of a chaotic nature can tap into this rage far easier than others.

    Example:


    (1000hp 1000m 1000mv)
    c curse mekantos
    Mekantos looks very uncomfortable.

    (1000hp 1000m 1000mv)
    The site of Mekantos's suffering fills you with insatiable bloodlust!
    Your cleave MANGLES Mekantos!


    Dirty Tactition
    Having long been a student of vile tactics, an anti-paladin with this edge will find that his kicks, knees, elbows, dirt kicks and other more dastardly tactics will be harder for others to avoid, while at the same time he will avoid them with greater ease.

    Heartless
    A heartless anti-paladin will find that the effects of fear and demoralization are easily shrugged off. Some illusions that depend on evoking great emotion will also be hard-pressed to elicit a response from such a bastard as this. Conversely, effects that inspire, uplift, and otherwise bolster the spirit will be unable to affect him.



    More later.
    17595, a few more ideas to throw into the mix
    Posted by laxman on Wed 31-Dec-69 07:00 PM
    Spirit Slaver
    A slaver of spirits is able to call forth a stronger aura of despair. Also as they gain more souls (lifetime collected not in a single weapon) their aura grows stronger and stronger. Effectively their aura fires more often and has a stronger effect.

    Deathknight of the Apocolypse
    Bonuses to either combat or magic based on the moral of their opponent.

    Willbreaker
    drowish and duergar anti-paladins are especially known for their cruel manners. The lashes of the slave, face slashes, and crippling strikes of these a-p's are particularily brutal and erode the confidence of those they hit. just add a short -morale effect to lashes, faceslash, and cripling.

    Midnight murderer
    Some anti-paladins choose to dedicate themselves to fighting more effectively with exotic weapons. With this edge an a-p will be able to use exotic skills much like a warrior with the legacy hour past midnight would but without the boost to melee abilities. This is also mutually exclusive with the edge that lets you ignore offhand penalties for lashes, faceslash, cripling and whatnot.

    Soul eater
    Sometimes as opponents die their souls are not absorbed into an anti-paladins weapon. A soul eater can reach out with their magic and attempt to feed on the soul as it passes. An anti-paladin can attempt to feed on any soul not already drained by a weapon or protected by the gods from them. The anti-paladin gains the benifits their weapon would have gained but only for a limited time. Maybe a 24 hour timer to prevent people from spam killing the same noob to stack the bonus.

    Demonic bonding
    While under the bloodlust the anti-paladin is actually transformed to become part-demon. While transformed their physical body is greatly enhanced but there magic becomes significantly weaker. A boost to hp, more str, more damage, better swing affect, more hp regen. As for weakinging the magic side either drop their spell level, either reducing effectiveness by a certain amount, or possibly fail casting do to their demonic jaws and hands kinda like manacles.

    Mystic insight
    Drow anti-paladins have learned to more finely tune themselves to their auras of despair and the minute changes of energies that occur as living beings pass through it. This greater sensitivity to their surroundings gives them a greater ability to dodge and evade blows. aka drow a-p's have a higher chance in both dodge and evade though not equal to a class that actually learns these skills. could make this edge work for arials too due to their high intelligence.
    17596, one I thought of
    Posted by Abernyte on Wed 31-Dec-69 07:00 PM
    to take or leave.

    Siphon of the mind.

    An anti-paladin who has learned to drain the energy of their victims can, if intelligent enough, learn about that victims strengths and weakenesses in combat through draining their energy.

    Basically a chance to learn how to hit them more often or defend better against them during combat and the next 24 hours that you encounter them.

    -----Abernyte
    17597, RE: one I thought of
    Posted by Torak on Wed 31-Dec-69 07:00 PM
    Or another thought, how about for smart races that energy drain has a chance to steal the actual mana/move and add it to their own?