Post by whodat1 on Jul 22, 2006 17:21:17 GMT
I am posting this now so people who are interested in the concept can give advice or suggested builds, because this one has a lot to think about.
Hulking Curse
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Your past. A shadow that haunts your every breath. You have long forgotten where you came from or what your magical talent was. No, your old self is dead. All that is left is the ambition. The same ambition that led to this punishment, by a god too fearful of your growing power. Left for a millennia as this heap of crumbling, jagged ore. But to underestimate a mind such as yours was a foolish thing. You now walk again, and your living prison has been shaped to serve your unending quest for revenge.
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Basically, you were some sort of caster (probably a cleric), and you offended your god. As punishment, she turned you into a sentient rock, and stripped you of your superior healing and summoning powers. When you finally regain some composure and learn how to function as a rock, you have long since forgotten your cleric abilities (not to mention you are no longer divinely blessed by any god), so you turn to the arcane. Now you adventure to increase your power and learn of a way to exact revenge, using your curse to an advantage.
Wizard, Must focus in transmutation, other class(es) melee – shadowdancer? Monk? Weaponmaster? (not sure).
When you finally meet reqs/crossclass you change into a large form, rock (like the cold kickback guys in ssithy).
The most interesting part by far is the forced transmutation focus. (I think bandages /potions might have to be changed, and a req for this character is no healing skill either). No conjuration school means you can't rez, you can't heal yourself in any way. Instead, you rely on regeneration items and your party members to heal you.
With no heals, you have to adapt a new fighting style, where you go in, fight for a while, and when things are looking bad you back off (either through sanctuary or possibly hips) and let your hp regen. There would be high regen items (that are class limited in some way) that you would be wearing, so getting +40-50 regen is a possibility at high levels with this quasi.
I would give it the ability to cast the most powerful gmw (since its in transmutation), which would make the class welcome in most parties.
HP/AC bonuses, along with an enhanced tensers makes you almost immune to conventional damage at higher levels.
Would make the movement rate slow. Along with the large size, it makes backing off even tougher.
The advantages:
Good damage output with buffs
Lots of HP or AC – great tank when things are going right.
Large size
The disadvantages:
No heals/rez
Slow
Very challenging at low levels.
Low sr, need lots of imm gear.
----
I am trying to make a quasiclass to give the pw/nwn veteran something new to do. Here’s a way to play that you have not played before. You need to have the experience and familiarity on the pw to use this character, because charging in like a normal melee is not the right answer for you. Obviously needs a lot of polishing, Your thoughts are welcome.
Hulking Curse
-----
Your past. A shadow that haunts your every breath. You have long forgotten where you came from or what your magical talent was. No, your old self is dead. All that is left is the ambition. The same ambition that led to this punishment, by a god too fearful of your growing power. Left for a millennia as this heap of crumbling, jagged ore. But to underestimate a mind such as yours was a foolish thing. You now walk again, and your living prison has been shaped to serve your unending quest for revenge.
-----
Basically, you were some sort of caster (probably a cleric), and you offended your god. As punishment, she turned you into a sentient rock, and stripped you of your superior healing and summoning powers. When you finally regain some composure and learn how to function as a rock, you have long since forgotten your cleric abilities (not to mention you are no longer divinely blessed by any god), so you turn to the arcane. Now you adventure to increase your power and learn of a way to exact revenge, using your curse to an advantage.
Wizard, Must focus in transmutation, other class(es) melee – shadowdancer? Monk? Weaponmaster? (not sure).
When you finally meet reqs/crossclass you change into a large form, rock (like the cold kickback guys in ssithy).
The most interesting part by far is the forced transmutation focus. (I think bandages /potions might have to be changed, and a req for this character is no healing skill either). No conjuration school means you can't rez, you can't heal yourself in any way. Instead, you rely on regeneration items and your party members to heal you.
With no heals, you have to adapt a new fighting style, where you go in, fight for a while, and when things are looking bad you back off (either through sanctuary or possibly hips) and let your hp regen. There would be high regen items (that are class limited in some way) that you would be wearing, so getting +40-50 regen is a possibility at high levels with this quasi.
I would give it the ability to cast the most powerful gmw (since its in transmutation), which would make the class welcome in most parties.
HP/AC bonuses, along with an enhanced tensers makes you almost immune to conventional damage at higher levels.
Would make the movement rate slow. Along with the large size, it makes backing off even tougher.
The advantages:
Good damage output with buffs
Lots of HP or AC – great tank when things are going right.
Large size
The disadvantages:
No heals/rez
Slow
Very challenging at low levels.
Low sr, need lots of imm gear.
----
I am trying to make a quasiclass to give the pw/nwn veteran something new to do. Here’s a way to play that you have not played before. You need to have the experience and familiarity on the pw to use this character, because charging in like a normal melee is not the right answer for you. Obviously needs a lot of polishing, Your thoughts are welcome.