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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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