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TsunamiTue 10-Jun-14 01:08 PM
Member since 25th Mar 2008
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#55652, "Adventurer/Journeyman"
Edited on Tue 10-Jun-14 01:12 PM

          

Just for fun:

Adventurer/Journeyman

The adventurer's guild focuses less on the warfare prevalent upon Thera and more on delving the depths of its secrets. Therans belonging to this guild will be unable to join cabals due to their lack of focus on killing foes. (Exception, Herald?) Adventuerer's found to be using their skills for the sake of bloodshed (of other adventurers) too often are cast from the guild entirely. As such, evil Therans are rarely allowed to join. Many consider these wanderers to be generalists as they have very little focus or specialization and instead learn a variety of skills and spells. Their bolt spells are simple and weak compared to other guilds' spells, but effective in that they can target a variety of vulnerabilities.

Races: All, except evil-only races. (EVEN BETTER: HALFLING ONLY!)
Exp Penalty: 500xp
Prime Stat: Charisma (dex/str/con?)
HP: Warrior, but no boost at 40-51 levels
Mana: Rogue

Skills:

1: Sword, axe, dagger, whip, staff, talismans, scrolls, wands (No sleeks)

2: parry, shield block, haggle

3: elbow, hand to hand, dirt kicking

5: find water, forage, butcher

6: first aid, knee

8: pick lock, kick

10: pathfinding, second attack, aim

12: dodge

14: evade

16: Tour Guide: increased experience and skill learning to group mates (not to journeyman), while leading based on charisma.

18: pen

20: Medicinals: uses poison ingredients to make antidotes for poison/plague/others. timer+heavy+can only be applied by journeyman

22: hide (no sneak, can't hide while bloody ala assassin)

24: Defensive Foresight (self skill): 25% dam redux to chosen damage type

25: tend wounds, third attack

28: Charismatic Leader: increased group (not for journeyman) regen and morale depending on journeyman's charisma

30: veteran's strike (acts like serpent strike, use any weapon that is at 100%)

34: Versatile Armor Use: Armor use skill that encompasses all armor types.

35: camouflage (no creep, no fast camo, not while bloody)

36: Treasure Hunter: (advanced haggle + higher carry weight/carry #limit)

40: acrobatics

42: Double strike (double hit veteran strike)

45: spec choice: shield mastery or boosted exotics

48: advanced pick lock, Uncanny foresight (self skill): 50% dam redux to two chosen damage types, boosted by, but not stackable with Defensive Foresight

51: Expedition Leader: Morale and skill/spell boosts (higher level?) to anyone grouped with the journeyman while in an area explore

At 100% Expedition Leader, Defensive Foresight and Uncanny Foresight benefit the whole group, but at a highly reduced dam redux for group mates.

Spells:
4: cure light

7: armor

12: Identify

15: energy bolt (physical), mystic bolt (magic)

18: fly, water breathing, invis

20: Cure serious

28: pass door

30: ice bolt, fire bolt

32: Word of Recall (Orderly), Chaotic Recall (Non-Orderly, randomly chooses hometown each cast. Emphasizes wanderer without home)

40: divine(light?) bolt, negative bolt

38: Emergency exit: group teleport from any location, even while fighting. Half mana to cast. Reduces caster to 10% hp. All affected members experience double goody's request lag.

45: cure critical

50: Chromatic bolt (randomly chosen attack type at boosted damage)

  

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DurNominatorWed 11-Jun-14 07:20 AM
Member since 08th Nov 2004
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#55658, "Hide+camo = invisible to everyone."
In response to Reply #0


          

He could just have Assassin's hide and no camo at all.

  

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TsunamiWed 11-Jun-14 09:13 AM
Member since 25th Mar 2008
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#55660, "Yes"
In response to Reply #1


          

Should just be it's own skill. Blend. Just like camo, but works anywhere and the lag is front loaded. Detect hidden can always see it, acute vision can only see it in the wilds.

I'll post a redux on QHCF when I feel folks are done responding. Probably won't bother posting it here again.

  

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