Post by T10 on Jul 22, 2008 17:33:13 GMT -5
There is a scheme of a new, peace-oriented class.
Please forgive me for the laxity of my words - I barely bear the beautiful language of the Kingdom.
BASE CLASS: MINSTREL
----------------------------------
Minstrel - wanderer of roads and hearts.
She was everywhere; she knows a fiddle-faddle about everything and always has some news and a good story. People gladly listen to her far-from tales and songs. Master of songs and words. No one knows the love and the needs of the soul better as like as her.
She can find the proper voice with anybody. Anyone else fight for death - she makes friends and changes whole lives. Wither she roams monsters leave off raiding villages and bandits change their swords to plowshares.
charisma: +25 %
leadership: +15%
stealth: +10%
Immune to paralysis.
Improved chance to find hidden things (doors, traps and the like) depends on class level.
Gets class kills counter and experience for every befriended monster as like as they were killed. Gets nothing for once-friendly monsters!
CLASS ABILITIES
------------------------
1. Appealing face (Passive, level 1)
Effect: Increases your charisma by 5%
Extra points: +5% additional charisma bonus
Minstrel's most important stat is charisma. This ability gives you some of it.
2. Pet of wights/beyaches (Passive, level 1)
Effect: Humanoid monsters of the opposite sex don't attack you - similar as like as you are become invisible.
Effect strength: charisma
Extra points: +20% to effect's strength
Men/women are crazy for you. Not become friendly but don't attack you - don't want to make flat your charming face. The effect is similar to invisibility. Everyone who falls under influence of your charismatic power will not attack you.
3. Ever-lasting friendship (Active, level 1)
Effect: Targeted friendly monster becomes your follower.
Extra points: You can lead one more follower for every point.
Your friends are waiting for your call to follow you either to the hell and back. By this ability, you can lead followers to battle and merriment. Followers never leave you, but you can lead only one for every point in this ability - over this limit, you must release one to call another.
(In all other ways ability works like the old hire/befriend command)
4. A little bit about everything - monsters (Passive, level 1)
Effect: You can gain all about a monster you meet, and can act more effective against well-known monsters. Bonus to opposite rolls against perfectly-known monsters: +10
Can be resisted: Yes
Extra points: Greater chance to gain all about a monster, +10 bonus to opposite rolls.
Knowledge is power. You heard a bit about nearly everything and have a chance to recognize the truth in the rumors. Every time you discover a new thing about a monster you have a chance to learn everything about it. To do it you must win an opposite roll with the level of this ability against the monster's original level. Every time you make an opposite roll against a monster perfectly known you gain a bonus to your roll 10*ability level.
5. Master of debauchery (Active, level 1)
Effect: Targeted monster becomes friendly toward you
Can be resisted: Yes (Except monster's hp under 5%)
Extra points: Improved chance to befriend, +2% to hp limit (Up to the maximum at 45%)
You are master of words and souls. By this ability you can persuade a monster to fight on your side. Monsters resist with their level + mind, but you gain your charisma to your roll against humanoid monsters from opposite sex.
Another way you can offer mercy to the defeated ones, and they will serve you for their lives. When a monster's hp gone below 5%+2%*ability level up to 45%, there is no saving throw.
6. Attentive friend (Passive, level 1)
Effect: Area-effect spells and abilities of you and your friends don't hurt friendly creatures.
Radius: 6
Extra points: +2 to radius
You are always show attention to your friends and demanded the same to them. Area-effect spells and effects launched by you or your friends - as like as balls, auras and chains - don't hurt friendly creatures around you.
7. Heartening song (Active level 6)
Effect: Friendly creatures' level increased by 5% of your charisma. (Only once per creature)
Radius: 6
Extra points: +5% to level bonus, +1 radius for every 3 points
Your fierce war-march encourages your friends around you. They gain a bonus to their level equal (5%*ability level) of your charisma. Every creature could gain this bonus only once.
8. A little bit about everything - places (Active, level 6)
Effect: You can cover a great distance within a short time.
Extra points: +2 to distance.
As a skilled wanderer you able to take a short cut almost everywhere. By the use of this ability you must give a coordinate of a place in a distance up to 2/ability level. Next time you will change place you will be arrived there. You can't use this ability for 500 turns after it. Ability works only outdoors.
9. Business acumen (Active, level 6)
Effect: You can argue for items with friendly monsters, with a 50% bonus to your charisma.
Extra points: +20% to charisma modifier
You can make correct barters with friendly creatures. Targeted monster will tell you an item he has (if any) and a price for it. If you say yes and have the money the bargain will be made.
Your charisma counted 50%+20%/extra points higher to determine the price.
10. Words of peace (Active, level 10)
Effect: Found a small village from a dungeon.
Extra points: Greater rewards for the transformation, stronger monsters in the village, stronger ingredients in the shop.
You can bring peace into the wilderness. Every time you defeat a dungeon master, you could choose to let him live and show him the benefits of peaceful life. After it, there will be a small village in this place instead of a dungeon. A village full of friendly monsters, and a single central house, owned by the once-were dungeon master. This house is a small shop, buy and sell only ingredients. Maximum level of them depends on the level of this ability - ability level * 20. You will gain xp and class kill counter for the foundation of the village depends on the level of this ability.
(Technically: The village is a standard small, village-type one-level dungeon. Dungeon level is equal of character level + ability level*2. All of the monsters are friendly. In the middle is a small shop, full of ingredients as written above. Shopkeeper is the defeated dungeon master.
Minstrel gains ability level*1 class kill counter and ability level*10 xp for the foundation, and instantly teleports to the surface.)
Please forgive me for the laxity of my words - I barely bear the beautiful language of the Kingdom.
BASE CLASS: MINSTREL
----------------------------------
Minstrel - wanderer of roads and hearts.
She was everywhere; she knows a fiddle-faddle about everything and always has some news and a good story. People gladly listen to her far-from tales and songs. Master of songs and words. No one knows the love and the needs of the soul better as like as her.
She can find the proper voice with anybody. Anyone else fight for death - she makes friends and changes whole lives. Wither she roams monsters leave off raiding villages and bandits change their swords to plowshares.
charisma: +25 %
leadership: +15%
stealth: +10%
Immune to paralysis.
Improved chance to find hidden things (doors, traps and the like) depends on class level.
Gets class kills counter and experience for every befriended monster as like as they were killed. Gets nothing for once-friendly monsters!
CLASS ABILITIES
------------------------
1. Appealing face (Passive, level 1)
Effect: Increases your charisma by 5%
Extra points: +5% additional charisma bonus
Minstrel's most important stat is charisma. This ability gives you some of it.
2. Pet of wights/beyaches (Passive, level 1)
Effect: Humanoid monsters of the opposite sex don't attack you - similar as like as you are become invisible.
Effect strength: charisma
Extra points: +20% to effect's strength
Men/women are crazy for you. Not become friendly but don't attack you - don't want to make flat your charming face. The effect is similar to invisibility. Everyone who falls under influence of your charismatic power will not attack you.
3. Ever-lasting friendship (Active, level 1)
Effect: Targeted friendly monster becomes your follower.
Extra points: You can lead one more follower for every point.
Your friends are waiting for your call to follow you either to the hell and back. By this ability, you can lead followers to battle and merriment. Followers never leave you, but you can lead only one for every point in this ability - over this limit, you must release one to call another.
(In all other ways ability works like the old hire/befriend command)
4. A little bit about everything - monsters (Passive, level 1)
Effect: You can gain all about a monster you meet, and can act more effective against well-known monsters. Bonus to opposite rolls against perfectly-known monsters: +10
Can be resisted: Yes
Extra points: Greater chance to gain all about a monster, +10 bonus to opposite rolls.
Knowledge is power. You heard a bit about nearly everything and have a chance to recognize the truth in the rumors. Every time you discover a new thing about a monster you have a chance to learn everything about it. To do it you must win an opposite roll with the level of this ability against the monster's original level. Every time you make an opposite roll against a monster perfectly known you gain a bonus to your roll 10*ability level.
5. Master of debauchery (Active, level 1)
Effect: Targeted monster becomes friendly toward you
Can be resisted: Yes (Except monster's hp under 5%)
Extra points: Improved chance to befriend, +2% to hp limit (Up to the maximum at 45%)
You are master of words and souls. By this ability you can persuade a monster to fight on your side. Monsters resist with their level + mind, but you gain your charisma to your roll against humanoid monsters from opposite sex.
Another way you can offer mercy to the defeated ones, and they will serve you for their lives. When a monster's hp gone below 5%+2%*ability level up to 45%, there is no saving throw.
6. Attentive friend (Passive, level 1)
Effect: Area-effect spells and abilities of you and your friends don't hurt friendly creatures.
Radius: 6
Extra points: +2 to radius
You are always show attention to your friends and demanded the same to them. Area-effect spells and effects launched by you or your friends - as like as balls, auras and chains - don't hurt friendly creatures around you.
7. Heartening song (Active level 6)
Effect: Friendly creatures' level increased by 5% of your charisma. (Only once per creature)
Radius: 6
Extra points: +5% to level bonus, +1 radius for every 3 points
Your fierce war-march encourages your friends around you. They gain a bonus to their level equal (5%*ability level) of your charisma. Every creature could gain this bonus only once.
8. A little bit about everything - places (Active, level 6)
Effect: You can cover a great distance within a short time.
Extra points: +2 to distance.
As a skilled wanderer you able to take a short cut almost everywhere. By the use of this ability you must give a coordinate of a place in a distance up to 2/ability level. Next time you will change place you will be arrived there. You can't use this ability for 500 turns after it. Ability works only outdoors.
9. Business acumen (Active, level 6)
Effect: You can argue for items with friendly monsters, with a 50% bonus to your charisma.
Extra points: +20% to charisma modifier
You can make correct barters with friendly creatures. Targeted monster will tell you an item he has (if any) and a price for it. If you say yes and have the money the bargain will be made.
Your charisma counted 50%+20%/extra points higher to determine the price.
10. Words of peace (Active, level 10)
Effect: Found a small village from a dungeon.
Extra points: Greater rewards for the transformation, stronger monsters in the village, stronger ingredients in the shop.
You can bring peace into the wilderness. Every time you defeat a dungeon master, you could choose to let him live and show him the benefits of peaceful life. After it, there will be a small village in this place instead of a dungeon. A village full of friendly monsters, and a single central house, owned by the once-were dungeon master. This house is a small shop, buy and sell only ingredients. Maximum level of them depends on the level of this ability - ability level * 20. You will gain xp and class kill counter for the foundation of the village depends on the level of this ability.
(Technically: The village is a standard small, village-type one-level dungeon. Dungeon level is equal of character level + ability level*2. All of the monsters are friendly. In the middle is a small shop, full of ingredients as written above. Shopkeeper is the defeated dungeon master.
Minstrel gains ability level*1 class kill counter and ability level*10 xp for the foundation, and instantly teleports to the surface.)