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Here's my take on the Twilight Druid discussed earlier in this thread;


 


 


Twilight Druid / Wheelbreaker / Scion of Eora


 


 


Whereas most Kith are contented to be churned amongst the ever turning Wheel of Berath the Wheelbreaker finds no solace in this fate. The land itself whispers of ancient betrayals, and of forgotten knowledge pertaining the natural order of things. Highly attuned to these flickers upon the shadows of leaves, Wheelbreakers try to seek out these hidden truths, oft finding themselves in dark, damp and foreboding places, an eerie forest, a dark cave or yawning chasm, an overgrown tomb or a forgotten Engwithian ruin. However as oft is the case for those who seek answers in the dark shadows seem to move at an unnatural pace, and the wind carries the sound of creaking bones drawing ever closer. Luckily you came well prepared to face down your eternal foe, and with a soft incantation your magic springs to life in your hands, ready to swiftly equalize the balance of essence in your favor. These coveted secrets will be yours, but at what price?


 


Bonus:


 


Instead of an animal form, Wheelbreakers spiritshift into a Fampyr. While in Fampyr form they have access to the Dominating Gaze ability.  Killing an enemy while spiritshifted extends the duration of the shift, double if the enemy is a vessel.


 


Penalty:


 


cannot cast elemental spells


 


Automatically learns following spells:


 


1) Concelhaut's Parasitic Staff       > Blackthorn's Cane


2) Concelhaut's Corrosive Siphon  > Blackthorn's Succor


3) Concelhaut's Draining Touch    > Blackthorn's Grasp / Fampyric Grasp


4) Concelhaut's Draining Missiles  > Blackthorn's Vile Splinters


5) Barring Deaths Door  


6) Triumph of the Crusaders        > Death is Life


7) Concelhaut's Crushing Doom    > Blackthorn's Judgement


8 ) Regenerate


9) Cloak of Death

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As a token of thanks and in celebration of almost completing the full priest roster representing all of the gods by NocturnalTrance here's my take on the last of the Mohicans;

 

 

Priest of Galawain

 

Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog's head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival. Priests of Galawain are found in the wild and untamed places of the world, sometimes on the fringes of society, where they teach survival of the fittest by leading in example, as the god of the hunt does not suffer those who sit idle in lieu of others doing their work for them. Harsh but fair, for all can advance if given the right opportunity under the watchful gaze of Galawain. 

 

Bonus:

 

Automatically learns following spells:

 

1) Nature's Mark

2) Taste of the Hunt

3) Arcane Dampener (no cheating the hunt)

4) Devotions for the Faithfull

5) Form of the Helpless beast

6) Spiritual Ally (spirit animal)

7) Caedebald's Blackbow

8 ) Symbol of Galawain (same as Symbol of Skaen)

9) new: Galawains Chosen: Summons 3 champions of Galawain (spirit animals) to aid the caster in combat.

 

Special Spells:

 

1) Spiritual Weapon = Spiritual Transformation: Priests of Galawain can spiritshift into a wolf. Killing an enemy while spiritshifted extends the duration of the shift. The wolf has access to the knockdown ability.

2) Incarnate = Aspect of Galawain 

 

Ps: I am fully aware this places the Blackbow within multi-class territory, this is intended in order to make ranger / priest of Galawain able to use it, as i feel pure-classed Galawain priests would be exceedingly rare.

 

Edit: Brought concept more in line with other priests.

Edited by Bloemkool1
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As a token of thanks and in celebration of almost completing the full priest roster representing all of the gods by NocturnalTrance here's my take on the last of the Mohicans;

 

 

Priest of Galawain

 

Galawain is patron of the hunt in all its forms, and he is honored by those whose occupations are concerned with pursuit and discovery. His faithful include frontiersmen, constables, treasure-seekers, explorers, and even scholars, many of whom wear his carved symbol – a dog's head – around their wrist or neck. He is also protector of wild places and untamed wilderness, where the hunt manifests in its purest form as a daily struggle for survival. Priests of Galawain are found in the wild and untamed places of the world, sometimes on the fringes of society, where they teach survival of the fittest by leading in example, as the god of the hunt does not suffer those who sit idle in lieu of others doing their work for them. Harsh but fair, for all can advance if given the right opportunity under the watchful gaze of Galawain. 

 

Bonus:

 

Automatically learns following spells:

 

1) Nature's Mark

2) Taste of the Hunt

3) Arcane Dampener (no cheating the hunt)

4) Devotions for the Faithfull

5) Form of the Helpless beast

6) Spiritual Ally (spirit animal)

7) Caedebald's Blackbow

8 ) Symbol of Galawain (same as Symbol of Skaen)

9) new: Galawains Chosen: Summons 3 champions of Galawain (spirit animals) to aid the caster in combat.

 

Special Spells:

 

1) Spiritual Weapon = Spiritual Transformation: Priests of Galawain can spiritshift into a wolf. Killing an enemy while spiritshifted extends the duration of the shift. The wolf has access to the knockdown ability.

2) Incarnate = Aspect of Galawain 

 

Ps: I am fully aware this places the Blackbow within multi-class territory, this is intended in order to make ranger / priest of Galawain able to use it, as i feel pure-classed Galawain priests would be exceedingly rare.

 

Edit: Brought concept more in line with other priests.

 

 

That's a cool idea!!! Will look into on how I could implement Priest of Galawain into the game. :}

Also maybe priest of Nemnok? Perhaps lol

Love the Silvan/Leaflord idea too much, so I will work on that too :D

Edited by NocturnalTrance
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"People fear, not death, but having life taken from them. Many waste the life given to them, occupying themselves with things that do not matter. When the end comes, they say they did not have time enough to spend with loved ones, to fulfill dreams, to go on adventures they only talked about... But why should you fear death if you are happy with the life you have led, if you can look back on everything and say, 'Yes, I am content. It is enough.'" ~Wynne, Dragon age Origins

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Thanks a bundle, that's great news! Glad you like my ideas.

 

Priest of NEMNOK VERI GUD, NEMNOK MIGHTY.. NEMNOK GODD, ALL HAIL ... NEM..NO...KK..KKK ...EH .......EH UH..

 

Kidding aside, the priest of NEMNOK should be all about getting that POWER LEVEL over 9000! :p

 

Core tenets of the NEMNOKian fate would be amassing great power, stealing, borrowing -reacquiring- lost power, outsmarting and beguiling / duping followers into getting you even more power, REVENGE on Arkemyr, CUZ NEMNOK GOD HATES ARKEMYR BETRAYER .. EH, TALKING ALL CAPS CUZ .. EH

 

Which leads me to:

 

Priest of NEMNOK

 

MIGHTY NEMNOK IS GOD OF POWER..EH. ALL FOLLOW NEMNOK, NO FOLLOW NEMNOK NO EXIST..EH. NEMNOK IS ALL, NEMNOK IS LIFE, NEMNOK IS LOVE, PRAISE NEMNOK. NEMNOK PRIEST FOLLOW NEMNOK. GOOD. NEMNOK SHOW WAY TO POWER..EH. NEMNOK SHOW, PRIEST GIVE, GOOD..EH. NOW GO FETCH MY SLIPPERS ...EH..

 

Bonus:

 

1) Slicken                                   > NEMNOK .....

2) Infuse with Vital Essence       > ...... OF NEMNOK

3) Ryngrim's Repulsive Visage  > NEMNOK PRETTY

4) Minor Grimoire Imprint           > GIVE THAT BACK!

5) Ringleader                             > ALL HAIL NEMNOK

6) Borrowed Instinct                   > YOU SO STUPID YU

7) Minor Avatar                          > TINY NEMNOK .. EH

8 ) X OF NEMNOK - X marks the spot, no seriously, same as Symbol of Magran.

9) KANGAXX, NEMNOK BEST FRIEND - renamed Concelhaut skull summon with spells.

 

Special Spells:

 

1) Spiritual Weapon: dual wield WAND OF UTTER DOOM and STICK OF TRUTH

2) Incarnate: BLESSED FORM OF MOST HOLY NEMNOK.. EH

Edited by Bloemkool1
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Guys as you can tell i like making up builds and tying disparate abilities, ideas and concepts into a whole in order to create some fun classes, that you guys, the modders, can then turn into the real deal.

 

However i don't know how much of what i make up is actually possible to be realized in game, which leaves me with a few questions.

 

1) Are all abilities we see in game freely interchangeable between classes?

2) Are all game assets able to be turned into abilities? (summoning NEMNOK would be one such example)

3) Can we give attribute points to characters at certain points / during lvling, or can we tie them to skills as passives?(mgt, dex, etc) 

4) Can we give skill points to characters at certain points / during lvling, or can we tie them to skills as passives? (alch, atle, diplo, etc)

5) I've seen a mod (bard class) implementing  a new class / abilities, so i know that its sort of possible, but can we create more classes like say the trickster rogue, but for fighters, ciphers, barbarians etc etc, or the opposite martial abilities for wizards (as in full attacks) etc etc. This would open up so much design space, but possibly take some power away from multi-classing (which is very very strong compared to single class atm)

 

This is all what comes to mind right now, i'm sure ill think of some more questions later

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Guys as you can tell i like making up builds and tying disparate abilities, ideas and concepts into a whole in order to create some fun classes, that you guys, the modders, can then turn into the real deal.

 

However i don't know how much of what i make up is actually possible to be realized in game, which leaves me with a few questions.

 

1) Are all abilities we see in game freely interchangeable between classes?

2) Are all game assets able to be turned into abilities? (summoning NEMNOK would be one such example)

3) Can we give attribute points to characters at certain points / during lvling, or can we tie them to skills as passives?(mgt, dex, etc) 

4) Can we give skill points to characters at certain points / during lvling, or can we tie them to skills as passives? (alch, atle, diplo, etc)

5) I've seen a mod (bard class) implementing  a new class / abilities, so i know that its sort of possible, but can we create more classes like say the trickster rogue, but for fighters, ciphers, barbarians etc etc, or the opposite martial abilities for wizards (as in full attacks) etc etc. This would open up so much design space, but possibly take some power away from multi-classing (which is very very strong compared to single class atm)

 

This is all what comes to mind right now, i'm sure ill think of some more questions later

 

 

1) Basically yes but require a bit of effort to works and to be compatible with other mods

2) Yes, atm you can already spam him  using console

3) You can create some sort of item/ability that add attribute points

4) same as 3

5) Yes

Edited by kilay
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Here's my take on the Twilight Druid discussed earlier in this thread;

 

Twilight Druid / Wheelbreaker / Scion of Eora

 

Whereas most Kith are contented to be churned amongst the ever turning Wheel of Berath the Wheelbreaker finds no solace in this fate. The land itself whispers of ancient betrayals, and of forgotten knowledge pertaining the natural order of things. Highly attuned to these flickers upon the shadows of leaves, Wheelbreakers try to seek out these hidden truths, oft finding themselves in dark, damp and foreboding places, an eerie forest, a dark cave or yawning chasm, an overgrown tomb or a forgotten Engwithian ruin. However as oft is the case for those who seek answers in the dark shadows seem to move at an unnatural pace, and the wind carries the sound of creaking bones drawing ever closer. Luckily you came well prepared to face down your eternal foe, and with a soft incantation your magic springs to life in your hands, ready to swiftly equalize the balance of essence in your favor. These coveted secrets will be yours, but at what price?

Bonus:

Instead of an animal form, Wheelbreakers spiritshift into a Fampyr. While in Fampyr form they have access to the Dominating Gaze ability. Killing an enemy while spiritshifted extends the duration of the shift, double if the enemy is a vessel.

Penalty:

cannot cast elemental spells

Automatically learns following spells:

1) Concelhaut's Parasitic Staff > Blackthorn's Cane

2) Concelhaut's Corrosive Siphon > Blackthorn's Succor

3) Concelhaut's Draining Touch > Blackthorn's Grasp / Fampyric Grasp

4) Concelhaut's Draining Missiles > Blackthorn's Vile Splinters

5) Barring Deaths Door

6) Triumph of the Crusaders > Death is Life

7) Concelhaut's Crushing Doom > Blackthorn's Judgement

8 ) Regenerate

9) Cloak of Death

Shouldn’t you get more power by drinking kith blood? It makes more sense that your fampyr form extended after u kill a kith instead of any enemies. And why double after killing vessels?

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Dunehunter the class is not an attempt at creating a true Fampyr / vampire class. Imho a actual Fampyr class would be a Cipher subclass in this game. 

 

It is a first attempt at a dark druid type class not focused on decay, but rather life-bonds and that which connect all. Thus in Eora a focus on the in- Between / soul essence and manipulation of both through pulling on the threads that bind us, and the world together. In a sense a Wheelbreaker is one who seeks immortality trough essence manipulation, more or less like animancy only through esoteric / soul related means.

 

The Fampyr is just sort of a placeholder, considering the class is a druid and so needs a spiritshift. If the assets would be in place in game the class could probably shift into a Were - Bat, Raven, Owl etc etc, Something both death and animal related.

 

The anti-vessel ability is sort of explained in the story of the class. Because the Wheelbreaker actively seeks to avoid the Wheel he is in direct opposition with Berath, and vessels are mostly minions of Berath and often found in ruins, which hold (could hold) the secrets this class is after, thus making them mortal enemies. (insofar as undead are not already mortal enemies of the living) And i guess there's also a form of jealousy in regard to sentient vessels, seeing as they've already archived what Wheelbreakers are after, albeit through other means (Berath).

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Dunehunter the class is not an attempt at creating a true Fampyr / vampire class. Imho a actual Fampyr class would be a Cipher subclass in this game. 

 

It is a first attempt at a dark druid type class not focused on decay, but rather life-bonds and that which connect all. Thus in Eora a focus on the in- Between / soul essence and manipulation of both through pulling on the threads that bind us, and the world together. In a sense a Wheelbreaker is one who seeks immortality trough essence manipulation, more or less like animancy only through esoteric / soul related means.

 

The Fampyr is just sort of a placeholder, considering the class is a druid and so needs a spiritshift. If the assets would be in place in game the class could probably shift into a Were - Bat, Raven, Owl etc etc, Something both death and animal related.

 

The anti-vessel ability is sort of explained in the story of the class. Because the Wheelbreaker actively seeks to avoid the Wheel he is in direct opposition with Berath, and vessels are mostly minions of Berath and often found in ruins, which hold (could hold) the secrets this class is after, thus making them mortal enemies. (insofar as undead are not already mortal enemies of the living) And i guess there's also a form of jealousy in regard to sentient vessels, seeing as they've already archived what Wheelbreakers are after, albeit through other means (Berath).

 

Okay so the wheelbreaker is of anti-vessel theme but itself can turn into a vessel...

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The concept of turning into what you are sworn to destroy is not exactly alien, see Matt Mercer’s Blood Hunter D&D class for example. As for the spiritshift of the Wheelbreaker, I think that maybe a Skuldr/ Skuldr King would be really cool, since making a werebat would be difficult.

Edited by NocturnalTrance
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"People fear, not death, but having life taken from them. Many waste the life given to them, occupying themselves with things that do not matter. When the end comes, they say they did not have time enough to spend with loved ones, to fulfill dreams, to go on adventures they only talked about... But why should you fear death if you are happy with the life you have led, if you can look back on everything and say, 'Yes, I am content. It is enough.'" ~Wynne, Dragon age Origins

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The concept of turning into what you are sworn to destroy is not exactly alien, see Matt Mercer’s Blood Hunter D&D class for example. As for the spiritshift of the Wheelbreaker, I think that maybe a Skuldr/ Skuldr King would be really cool, since making a werebat would be difficult.

 

Somebody should just straight up make a blood hunter mod considering critical role's involvement 

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As i have explained earlier the whole Fampyr thing is a placeholder, it fits the right thematic space on the class, life / essence drinker but not the correct feel / theme.

 

Also like the blood hunter "the controlled monster" and / or baelnorn "the good lich" this class has some elements that subvert its own tropes. In this case a druid trying to push the equilibrium into his own favor (balance for everything BUT me)

 

Wheelbreakers hate undead / vessels not because of their undead nature, but because they are agents of the jailer (Berath). They don't really give a crap about subversion of the natural order, they actually actively seek to undo it (especially in regard to themselves) altogether. In fact they use the knowledge and insight they have as druids in order to set themselves apart, thus attempting to "break the wheel", free themselves.

 

So while i understand that turning into a Fampyr is thematically out of flavor it is simply a choice made for the convenience of modders who might attempt to create this class, and if we had better / similar options available those would be just as valid.

 

Side Note:

 

There is a vast thematic space and potential behind this class concept that remains untapped not because I / we can not dream it up but simply because someone would eventually have to translate ideas into actual game code in order to be played. So the ideas have to be at least somewhat viable to be made within a reasonable time. This is the reason why, if you look at my other concepts, you see lots of renaming / reshuffleing of other classes existing assets, and only a small amount of actual truly new ideas / concepts. It also has some secondary benefits, using existing assets you mostly adhere to already existing game balance, keeping things in lock step and thus not leading to a situation all to common with mods where your ideas are power lvl > 9000 as compared to the rest of the game, and secondly its obviously easier to work with existing material then create something entirely new.

Edited by Bloemkool1
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Alright, it is time for another class theme write up. This class archetype is well known and much beloved, sitting right there in the space between druid / barbarian and priest, a much multi faceted class for sure, dealing with themes such as protection, healing, spirits and elements, soothsaying and providing guidance for the tribe. Often using song and dance as a means to connect to their source of power, all the while upholding rituals, honor and ancient traditions while being the fountain of wisdom for their tribes, the shaman is a natural fit for the Chanter class.


 


 


SHAMAN


 


The heart of your tribe, that's who you are. Ever since you've been selected at a young age to follow in your mentors footsteps you've been preparing for the day that the tribe will look to you for guidance. You are well groomed for such an event, you know the ancient rituals, customs and traditions of your people as well as you know yourself and can fill days upon days reciting the great deeds of the honored ancestors. While alone in meditation the spirits speak to you, the land murmurs with leaves, brooks and creeks and the sound of rolling thunder in the distance. You know it's almost time, time for you to venture out and fulfill your vision quest, beyond the warm embrace of your tribe, but you know you are ready, and never alone...


 


Bonus:


 


Empowering an Invocation returns 3 chanter phrases.


 


Learns select spells/abilities at new Power Levels and may cast them as Invocations.


 


1) New: Stormstrike - Full Attack, Lightning Lash, return 3 phrases on crit. - cost 3 phrases


2) Bulwark against Elements


3) New: Feral Spirits - summons 3 spirit animals to aid the caster


4) Moonwell


5) Relentless Storm


6) New: Call Elements - summons 2 greater blights to aid the caster


7) Avenging Wrath


8 ) New: Lightning Charge - like charge, but full attacking all on the path and with lightning lash, returns all phrases on crit


9) Great Maelstrom


 


Transcribed into Chanter Phrases:


 


1) Thunderous Fists Struck Hard And Fast


2) Tangaloa Kissed Her On The Brow


3) Echoing Howls Rolled Over The Plains


4) The Soothing Mists Soft Was Their Touch


5) The Skies Started Crying And Lightning Poured Forth


6) The Land Groaned And Roared For Vengeance 


7) Amira Struck Him But Hurt He Was Not


8 ) Crashing Came He Down Like Thunder


9) Furious Elements Tore Earth From Limb


 


Penalty:


 


Lose access to all other Summon Invocations.


 


 


Side-note to modders:


I don't know how accessible the whole structure for Tekehu's Stormspeaker is but that seems like a good starting point for implementation.


Edited by Bloemkool1
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Slightly off topic for this thread but still relevant I've been wondering how to make wizard "subclasses" more interesting and relevant. After getting some answers as to what is possible in regards to modding (sincere thanks Kilay) i decided to settle for using the old trickster template to beef up the wizard schools. Here's what i came up with:

 

note: All penalties and such stay just the way they are. Subclasses keep their extra's unless noted otherwise. 

 

Conjurer

 

Conjurers know that the best way to win a fight is by letting others do the dirty work for you, thus they specialize in summoning magical reinforcements to the battlefield. Having no qualms about using some of the more darker arts, they prefer to summon vessels, as most of them are considerably easier to control then sentient creatures (and hey it seems slightly more moral too)

 

Learns select spells at the following power level:

 

1) Conjure Familiar ~ Duration to 90 seconds, can be cast outside of combat

3) Kalakoth's Minor Blights

5) Animate Dead ~ Summons 3 vessels to fight for the caster (skeletons?)

7) Greater Animate Dead ~ Summons 2 random vessels to fight for the caster (Fampyr, Animat)

9) Gate ~ Summons 1 random incarnate to fight for the caster

 

Evoker

 

Evokers solve all problems by throwing enough magical force at it until nothing more remains then burned out husks.

They can always cast Minoletta's Minor Missiles (even in their sleep) and have earlier access to more powerful evocation magic.

Because of this they have more casts available for these signature spells, provided they use a grimoire which holds these spells, or select them at the appropriate time when leveling up. Burn baby burn, disco ... INFERNO..

 

Learns select spells at the following power level:

 

0) Minoletta's Minor Missiles ~ baseline, unlimited casts

2) Fireball

4) Hail Storm

6) Chain Lightning

8 ) Meteor Shower

 

Enchanter

 

Control, that's where its at. Whether its using the finest magical implements or tugging at someone's, some creatures hapless strings Enchanters seek to be the one true deciding force on the battlefield. In order to live up to this claim they clad themselves in spellbound arms and armor of the highest quality, all the while bedazzling their (former) opponents into fighting for them. After all, wouldn't you want to fight for someone so pretty?

 

Learns select spells at the following power level:

 

1) Sleep ~ Small aoe sleep

3) Charm ~ Charm a target for duration

5) Call to Slumber

7) Dominate ~ Dominate a target for duration

9) Enthrall ~ Dominate a target until end of combat, can be cast outside of combat

 

Illusionist 

 

Now you see me, now you don't. Illusionists know that you can not fight that which you can not see, and use many types of mind altering magics in order to force their opponents into taking actions that might not be as beneficial as they are inclined to believe. Whether its futility trying to hit air or running from imaginary monsters, seeing a skilled illusionist at work is sure to bolster party morale with the comedy that will follow suit, that is if all comedy where to end in a grim, dark tales of misery and loss.

 

Learns select spells at the following power level:

 

1) Fear ~ Target is <terrified> for duration.

3) Invisibility ~ Self, Invisible, Untargetable for duration, break on damage dealt / received, can be cast outside of combat

5) Ryngrim's Enervating Terror

7) Greater Invisibility ~ Target, Invisible, Untargetable for duration, does not break on damage dealt / received

9) Weird ~ When target aoe = <terrified>, save Will or Die, else <terrified>

 

Transmuter

 

So what do you do when your opponent is bigger, stronger and faster then you? Well if you're a transmuter your opponent might be in for a huge surprise. Having mastered the magical art of changing shape, the transmuter alters his form to suit the occasion. So that puny wizard you're facing? Now an Ogre, a Troll, a Werewolf, a Dragon riding a Duo of Oozes, its cRAzY!

 

Learns select spells at the following power level:

 

1) Form of the Fearsome Brute

3) Form of the Savage Beast ~ Self, transform into werewolf, has knockdown, for duration

5) Form of the Frigid Monster ~ Self, transform into ice troll, has constant recovery, for duration

7) Form of the Slimy Puddle ~ Self, transform into ooze, has % on being hit  <Split>  summon two other oozes to aid caster, for duration.

9) Form of the Fiery Wyrm ~ Self, transform into adult dragon, has flame breath, for duration

Edited by Bloemkool1
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-Nugual (Ranger subclass): The ranger has absorbed the sould of his animal companion. Get bonuses related to his animal companion and its abilities. Losses the animal companion.

 

-Hater (Barbarian sublass): Deals great damage to a single target (the one that hits first), but recives important penalty to any other target until the marked target is death and the barbarian can mark other target. Losses Carnage.

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-God (Priest subclass): The priest think he is God

Dispositions: Everything fovoured. e does is what his belives dictate, because are his actions that dictate it... Because he is God.

Abilities:

-Minor/Avatar: The priest becomes a portion of what he think he is

-The priest revives everytime until he gets enough injuries and die.

 

I was joking, but i actually like it, feel free to add stuff, i may continue. xD

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More of a sneak peak (I have already created the items and some of the abilities), I will start of with this concept, I aim to complete with the trilogy of Paladins. First Umbral mystic (Shadow manipulating knight), second Luna Mystic (Anti-Mage), last Sol Mystic (Light manipulating knight)

 

Umbral Mystics:

The Umbral Mystics are paladins that specialize in the manipulation of shadows and conjured weaponry. They don’t have access to many paladin abilities but have their own spell list that corresponds to their order and mission.

 

(+Deceptive and rational, -Aggressive and Honest)

 

DESCRIPTION:

The Umbral Mystics are a branch of the Mystics paladin order that rose to prominence in tandem with Animancy in the Aedyr empire. The Umbral Mystics wear black clothing and armor. They are involved in covert operations against rogue animancers and dark creatures that result from their art. Shadows rise in servitude to their willpower and zeal, they coalesce to form their shrouded weaponry and armors.

 

The Umbral Paladins gain a spell list of abilities that correspond to their order:

 

1: Escape

2: Summon Sword of Umbra

3: Ryngrim’s repulsive visage

4: Shadowing beyond

5: Ryngrim’s Enervating Terror

6: Smoke Cloud

7: Wall of Draining

8: Flurry of Blades

9: Shadow Reaver Form (Black smoky armor with two Swords of Umbra at hand)

 

Umbral Mystics lose access to Beacon, light of Pure zeal and burn abilities of the paladins

(Same style of progression as Trickster rogue)

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"People fear, not death, but having life taken from them. Many waste the life given to them, occupying themselves with things that do not matter. When the end comes, they say they did not have time enough to spend with loved ones, to fulfill dreams, to go on adventures they only talked about... But why should you fear death if you are happy with the life you have led, if you can look back on everything and say, 'Yes, I am content. It is enough.'" ~Wynne, Dragon age Origins

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Cool idea Nocturnal Trance, but i fear that it will be way to powerful.

 

Paladins, who are arguably the second best class in the game don't need very much to put them over the edge, this is the reason why pala multi is usually horrendously op and why pala subs more or less suck (read add very little and are not very focused).

 

Your idea would add all the mobility of a rogue, hands down the best cc in the game and some core priest moves like "divine weapon" to the best defensive class in the game, its to much. Even with a condensed tree (5 abilities) it would still be to much.

 

I see two options for an at least somewhat balanced implementation:

 

1) Make it a fighter or monk sub

2) Add considerable penalties, no lay on hands, no auras (effectively turning a pala into a defensive fighter)

(Nobody who knows anything about the game uses more then pala passives, flames, auras, loh and brand, the rest just sucks and is way to circumstantial, you would not miss not having access to it, one of Obsidians gems of design...)

 

Now please understand that i'm just trying to be helpful, if the goal is to add unbalanced and fun gameplay to the game despite existing game balance then by all means please go ahead, but if you want it to be at least somewhat in line with the options already available you need to take some action in order to make it fit.

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You are right that paladin multiclasses are great, the auras and the continuous healing from abilities is great. Paladin subclasses in my opinion are just not as exciting and specialized as I have come to expect.

The drawbacks I listed are quite severe to begin with:

Losing flames of devotion for a starting ability is a great hinder to overall early game effectiveness. Spiritual weapons are in general effective till the late game but fall short after. The light abilities, beacon and light of pure zeal are in general not that useful and make sense for the concept of the class not to be available. The paladin also loses access to sacred immolation.

I could add more drawbacks, making it even more specialized. Might end up looking like a whole new class. One of the ways to make it balanced would be for me to make the zeal cost for those granted abilities a little higher than normal, maybe even shorten the spell list. Thanks for the feedback, adding a paladin subclass with heavy penalties but cool positives is hard. Will see how it works more in game before any release, currently doesn’t feel too out of place since it is similar to a paladin Shaen priest multiclass.

Edited by NocturnalTrance
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"People fear, not death, but having life taken from them. Many waste the life given to them, occupying themselves with things that do not matter. When the end comes, they say they did not have time enough to spend with loved ones, to fulfill dreams, to go on adventures they only talked about... But why should you fear death if you are happy with the life you have led, if you can look back on everything and say, 'Yes, I am content. It is enough.'" ~Wynne, Dragon age Origins

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After reading your post and agreeing with you about the current (poor) state of paladin subclasses NocturnalTrance i will try to flesh them out.


I decided to settle for using the old trickster template (again) to beef up the paladin orders. Here's what i came up with:


 


Bleak Walkers


 


Learns select spells at the following power level:


 


1) Black Blade ~ Replaces Flames of Devotion, Corrode damage and life-drain


3) Death Coil ~ Minor Ninagauth's Killing Bolt


5) Animate Dead ~ Summons 3 vessels to fight for the caster (skeletons?)


7) Hatred ~ Minor Avatar and self damage buff.


9) Death and Decay ~ Big aoe renamed poisonbloom, life drain


 


Penalty:


 


No lay on hands


 


Darcozzi Paladini


 


1) Sworn Vengeance ~ Sworn Enemy with both upgrades.


3) Berzerker Frenzy


5) Citzal's Spirit Lance


7) Avenging Wrath ~ Avenging Storm, but fire.


9) Citzal's Martial Power ~ deaths heal for 200.


 


Penalty:


 


No auras


 


Kind Wayfayers


 


Learns select spells at the following power level:


 


1) Greater Lay on Hands ~ Direct heal + more healing over time


3) Withdraw


5) Consecration ~ Like moonwell


7) Barring Deaths Door


9) Salvation of Time ~ longer <duration>, heal aoe for <duration>


 


Penalty:


 


No Sworn Enemy


 


The Shieldbearers of St. Elega


 


Learns select spells at the following power level:


 


1) Holy Shield ~ "Attack with Shield", cone aoe, fire / crush split damage, stun chance - 1 zeal


3) Holy Avenger ~ Sword and Shield summon, +1 engagement, sword has a fire lash


5) Pull of Eora ~ self immune to pull effect


7) Shield Charge ~ Charge with stun chance


9) Light of Pure Zeal


 


Penalty:


 


No Flames of Devotion


 


Goldpact Knights


 


Learns select spells at the following power level:


 


1) Suppress Affliction


3) Golden Flame ~ Flame Shield + Spirit Shield


5) Abjuration


7) Weather the Storm


9) Arcane Cleanse


 


Penalty:


 


-


 


The Voidsworn / Umbral Knights / The Dark Knights ( :p)


 


All Fire abilities do Frost damage instead.


 


Learns select spells at the following power level:


 


1) Horns of Rymrgand ~ Summon two stilettos with frost lash and save vs will or <blind>


3) Mistwalk ~ Escape


5) Mask of the Unseen ~ Ryngrim's Repulsive Visage


7) Rime Cloud ~ Smokescreen + Foe aoe Chill Fog


9) Shards of Conviction ~ Flurry of Blades, if killed summon shadow


 


Penalty:


 


- No fire spells and abilities (they do frost instead)


- No commands / exhortations (work alone)


Edited by Bloemkool1
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The paladins I plan on making are focused around summoned weapons, based on some cool yugioh cards, so Umbral Mystics will be able to summon a black blade and gain access to some sneak abilities (Swords of Concealing Light). Sol Mystics will have a light blade that deals more damage to Vessels (Swords of Revealing Light) and Luna Mystics will have a blade made of blue fire (Swords of Burning Light).

I have made progress in developing the classes and will post a sneak pic of the summoned weapons and armor soon!

Also I found your point about potentially making them overpowered correct, so I have removed many of the abilities and some will only be granted at Power Lvl 1,3,5,7,9. At least for Umbral Mystic.

I actually got the request for such subclass on the nexus and really liked the concept presented.

Edited by NocturnalTrance
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"People fear, not death, but having life taken from them. Many waste the life given to them, occupying themselves with things that do not matter. When the end comes, they say they did not have time enough to spend with loved ones, to fulfill dreams, to go on adventures they only talked about... But why should you fear death if you are happy with the life you have led, if you can look back on everything and say, 'Yes, I am content. It is enough.'" ~Wynne, Dragon age Origins

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For Rogues, I recently uploaded the Quickblade subclass (which will be renamed Swiftblade). It gives up Sneak Attack and gains Quick Switch and Surprise Attack (which is basically a weaker version of Backstab that doesn't require stealth and last 3 secs). Alongside the throwing weapons mod that I'm working on, the Quickblade feels more mobile and roguish, and far less dependent upon other characters for bonus damage or distraction to maintain stealth.

 

I also have an idea for a Shadowy rogue of some type that (1) can only activate abilities while stealthed/invisible and/or (2) must use summoned shadows/specters to do damage and/or (3) gains mobility abilities to help maintain stealth or more access to invisibility.

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