Primate Murder
Member
|
After Martial Artist and Knight, I've decided to do a branching class of my own, and this one is meant to fill the only niche left untouched by the neko subrace - that of FD beastmages. Shaman's Coat Shaman class armor. FD earth with water and wind secondaries MRM average 2 hit standard attack Appearance: A garb of hides and beast pelts, decorated with feathers and skulls. Has a togglable mask resembling the head of a crow. Description: With the Ley Lines destroyed, the attention of those seeking power has turned to the realm of the spiritual. But the spirits are not limited to humans or demi-humans, and their power does not belong to paladins and necromancers alone. Draw upon the primal power of the spirits of nature, of beasts and plants and storms, and become one with the world around you! Level 0: Spiritual Guidance - Toggle Open your mind to the spirits, trusting them to guide your actions. Use Cha in place of Dex for spells. Level 1: Ancestral Knowledge - Passive Draw upon the memories of your ancestors to enhance the fortunes of your spells! You gain +15% Lucky Strike rate and +100% Lucky Strike damage on all spells. Level 2: Trusted Summoner - Passive Your knowledge of the spirits grants their strikes increased accuracy! All your guest attacks gain +7 bth. Level 3: The One Between - Passive As a shaman, you live with one foot in the realm of the spirits, leaving your soul open to renewal and rejuvenation. Lowers Heal Resistance by 10%. Level 4: Dormant Power - Passive Your companions can draw upon the endless well that is the realm of spirits to enhance their attack! Your guests have 8% chance to make an attack with increased damage. This is treated as a Lucky Strike, uses your Luck for numbers (with *.6 modifier) and applies any modifiers that affect your Lucky Strikes. Level 5: Totem - Active Summon a totem to enhance your spiritual powers! Equip a temporary Totem pet. It deals no damage, but enhances the effectiveness of your spiritual passives (shaman abilities 1-4) by *(2 + Cha/VStat)%. Shaman of the Great Serpent FD water armor with earth and wind secondaries MRM average, with a slight focus on Ranged 3 hit attack at +5 bth lean Appearance: Dark leathers with a greenish tint, and a large ghostly serpent coiling around the player. Description: Since ancient times, snakes have been symbols of poison and medicine, of death and rebirth. Follow the Path of the Great Serpent and draw upon the abilities of powerful snake spirits such as Jormungandr and Basilisk! Level 6: Summon Jormungandr - Active Summon a legendary sea serpent with venom so potent it can slay even a god! Choose one of the following options: Summon Jormungandr - summon an mp-costing guest that deals 50% damage and inflicts Poison (power 2 for 3 rounds) at a 50/50 save (Cha/Luck vs End/Luck). The guest follows the element of your weapon in Shaman armors and defaults to water outside of them. Eitr Venom - An efficient spell (75% melee mp), only usable when Jormunganrd guest is out. Does no damage, but for one round Jormungadr's attack inflicts Power 12 poison instead. Level 7: Neurotoxin - Passive Snake venoms often contain neurotoxins that attack the nervous system. If such a poison reaches vital organs, death is assured. Every time the monster takes damage from a poison status, the damage has a 2% chance of being equal to the monster's current hp. Level 8: Summon Basilisk - Active Call upon the King of Serpents himself! While its gaze is not strong enough to kill your foe, it will certainly leave them stunned! Call an sp-costing earth guest that toggles between damage and inflicting 1-turn Paralysis. Monster can resist (Cha/Luck vs Cha/Luck) at +7 bonus to save. Level 9: Medicine Man - Active Examine the paralyzing malady afflicting your foe - then use your spiritual energies to make it worse! Quickcast, requires the monster to be paralyzed. Pay 50% melee sp to consume 1 round of Paralysis and replace it with 1 round of Petrified. Level 10: Ouroboros - Active The cycle goes on. Increase the duration of all effects on the monster by 1. Costs 140% melee mp. Shaman of the Primordial Storm FD wind with water and energy secondaries Average MRM with a slight focus on Magic 2 hit attack at +3 bth lean Appearance: Loose dark-blue robes. The player is constantly surrounded by a spectral storm - strong winds, torrential downpour and the occasional flash of lightning. Description: It is only from chaos that order can arise. Follow the Path of the Primordial Storm to draw upon the abilities of powerful storm spirits like Thunderhawk and Great Roc! Level 6: Summon Thunderhawk - Active Summon a vicious bird of prey to assault your foe every time it comes near you! Choose one of the following options: Summon Thunderhawk - summon an mp-costing guest that deals 50% damage and gives you 1-turn Storm Reaction status with power=DamageDealt. Each time the monster hits you, it takes (guest element) damage equal to SR's power. Effect can be resisted (Cha/Luck vs Dex/Luck) with +0 bonus to save. The guest follows the element of your weapon in Shaman armors and defaults to energy outside of them. Thunder Clap - An efficient spell (75% melee mp), only usable when Thunderhawk guest is out. 5 hits of damage, each equal to Storm Reaction power. Level 7: Eye of the Storm - Active A moment of calm and contemplation in the middle of the raging storm. Heal mp worth 3.75x Storm Reaction power. Level 8: Summon Great Roc - Active Call upon a spirit bird so massive, it creates hurricane winds with a single beat of its wings! Call an sp-costing wind guest that toggles between damage and granting you Storm Winds status. While affected, make a save every time the monster hits you (Cha/Luck vs Str/Luck) with -7 penalty. On success, you automatically block the hit. Level 9: Spirits of the Storm - Active Assault your foe with a dozen storm spirits, leaving it raw and vulnerable to follow-up attacks! Efficient SPell (75% melee sp); deals 25% damage of a standard spell and inflicts the monster with weapon element EleVuln (+59.5% damage) for 4 turns. Monster can resist (Int/Luck vs Cha/Luck) with +20 bonus to save Level 10: Ball Lightning - Toggle Gather a sphere of elemental energy, charging it up to unleash a bolt of lightning against your foe! At the end of your turn, pay 25% melee mp to gain Charging (power 1). Monster can disrupt your concentration (Int/Luck vs Int/Luck) with +0 bonus to save. When the power reaches 3, it's consumed and you throw a lightning bolt at the monster, dealing (weapon element) damage of an efficient spell. Shaman of the World Tree FD earth with good overall resists; weak to fire and lightning Average MRM with a slight focus on Melee 2 hit attack at -3 bth lean Appearance: A green cloak, resembling moss, over brown hides. There are ghostly trees in the background and your attack leaves behind a trail of autumn leaves. Description: Rather than worshipping one of the many calamities that befall your people, you chose to pay respects to the oldest protector of all. Follow the Path of the World Tree, receiving the resilience and renewal powers of the nature itself! Level 6: Summon Blood-drinking Vines - Active Summon spiritual vines to attack your enemy! They will leave your foe bleeding, nourishing the soil - and with a little mana, you too can get some of that nourishment! Choose one of the following options: Summon Blood-drinking Vines - summon an mp-costing guest that deals 50% damage and inflicts Bleed (power 0.3) at 50/50 save (Cha/Luck vs End/Luck). The guest follows the element of your weapon in Shaman armors and defaults to earth outside of them. The Circle of Life - An efficient spell (75% melee mp), only usable when Vines guest is out. Deals no damage, but at the end of the round, when monster takes Bleed damage, you heal hp equal to 5x damage dealt. Level 7: Verdant Meditation - Active Rest in the shadow of the World Tree, trusting it to protect you from harm. You take -50% damage from monster attacks and gain +5 Status Resistance for one round. Your guest makes a 50/50 save (Cha/Luck vs Cha/Luck) to gain celerity. Level 8: Wellspring of Renewal - Active Summon a mystical spring from beneath the roots of the Great Tree to replenish your mana reserves! Call a guest with a 2x sp upkeep. The guest deals no damage, but heals your mp for 2x heal of a standard guest. Level 9: Entrapping Roots - Active Distract your foe as the strudy tree roots climb up its legs, leaving it unable to move! Quickcast, 1/turn. Monster is Trapped - paralyzed until it succeeds on a 50/50 save (Cha/Luck vs Str/Luck) to escape. While Trapped, the monster takes only 50% damage from all weapon attacks, specials, spells, pet and guest attacks. This is treated as an Entangling effect for the infliction purposes. Costs 49% melee sp. Level 10: World Totem - Toggle Your totem is carved from a branch of the World Tree, and by concentrating some of your mystical energies, you can vastly increase its effectiveness! Pay 40% melee mp and double your Totem pet's effects.
< Message edited by Primate Murder -- 4/30/2020 4:32:13 >
|