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Caleban | Fri 06-Jan-06 08:07 PM |
Member since 26th Oct 2005
90 posts
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#11701, "Idea Revamp: Rangers"
In response to Reply #0
Edited on Fri 06-Jan-06 08:08 PM
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Level 1 Axe Dagger Spear Sword Staff Whip Parry Scrolls Staves Recall Level 4 Camouflage Level 5 Dirt Kicking Quiet Movement Level 6 Fast Healing Level 7 Acute Vision Dark Vision Pathfinding Level 8 Kick Second Attack Level 9 Dodge Butcher Level 10 Herbs Shield Block Protection Heat Cold Level 11 Disarm Level 12 Ambush Level 13 Enhanced Damage Level 14 Hand to Hand Level 15 Haggle Tame Bark Skin Level 16 Lash Meditation Level 18 Lore Dual Wield Level 19 Find Water Creep Level 20 Pugil Warcry Serpentstrike Shield Cleave Level 22 Camp Level 23 Charge Level 25 Third Attack Level 28 Survivalist Level 30 Track Fashion Staff Bearcharge Level 32 Waylay Fashion Spear Level 35 Wilderness Familiarity Backrake Level 40 Snare
Rangers are versed in the following spells:
Level Spell Level 17 Call Lightning Level 19 Control Weather Level 20 Entangle Level 30 Imbue Weapon dump these
Okay.. I think we need to change a few things to make rangers a bit more interesting. First of all they need a new type of secondary spell/skills/supps called rituals. They perform the rituals to take on certain aspects of their totem animal. All rangers will have to seek out a totem animal through offerings and such in wilderness areas of their choosing. This will replace their use of staves, scrolls and the like.
Rituals will require specific sacrifices and offerings to invoke a given aspect of their totem. Ritualistic imbuing of weapons will alter them to reflect the essence of the totem giving them special attacks, special resistances, or healing/curing.
All animal named strikes will be renamed as totem based attacks specific to the totem choosen. So no more serpentstrike, bearcharge or the like.
Butchering will be altered to skinning and curing so that parts specific to certain rituals can be harvested and kept. Also herbs will be changed so that a ranger can save them in a herb pouch they must create using skinning & curing combined with a ritual.
Camping should be more robust in that it makes a temporary shelter for not only the ranger but for his party as well. Make it a secondary room attached to the one it is created in and that it can be detected if someone looks carefully enough.
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Caleban | Fri 06-Jan-06 07:51 PM |
Member since 26th Oct 2005
90 posts
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#11700, "SubClass of Invokers Idea: elementalist."
In response to Reply #0
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Invokers who wish to be elementalists choose a prime element to study and then a secondary quasi-element or para-element. They lose some of the more powerful spells of their parent class but get some very specific quasi/para-elemental spells. Elementalist are mages who are more martial in nature than any other mage class. They were needed to stand in the front and give cover to mages when they are confronted by bands of warriors especially ones resistant to magic.
Elementalists master the ability to manipulate the elements moreso than invokers but have less access to offensive spells. Their spells involve increasing their ability to stand in the front in combat and absorb enormous punishment while letting the mages bring to bear their power.
Basic skills a very weak version of a warrior's with focus on shield block, rescue, feinting, and retreating. No third or fourth attack, berserk, warcry, dodge or the like. A single elemental weapon specialization allows for enhanced defensive abilities when using the weapon chosen made from the prime element they chose. At level fifty one they get to choose a single defensive or utility legacy from a list made by better minds than mine.
I really liked the mages in another game that had access to a basic element and a para/quasi. Made it hard to know WHAT you were facing much like the warriors here on CF. Love the surprise factor.
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