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   Author  Topic: Shaman  (Read 971 times)
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Shaman
« on: 10/11/03 at 22:24:23 »
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Hmmm, today when I was going to get my check, I came up with the odd isea of a shaman class. shaman's would be like weaker mages, with some new and differen't abilities.
 
Races: Human, Dwarf, Gnome, Elf, Half-Elf
 
Hp gains:
starting hp= con-1
17- con= 6-8
18 con= 7-8
19/20 con= 7-9
21 con= 8-10
 
mp gains:
17- wis= 9-11
18-20 wis= 9-12
21 wis= 10-13
 
stamina:
1;7;14;20;28
 
armor: same as Mages
 
useable weapons: blunt weapons (staff's), magical funelers (wands), and magical enhancers (rods).
 
spells:
 
Insight, lvl 3, 15 mana, 1 stamina, 1 minute duration: May be casted on Shaman only, whenever shaman is attacked, an ammount of damage is subracted from the total damage. formula would be con/7 rounded down. example: you cast on yourself in  an arena. a thief attacks you for 6 damage, but you had forseen the attack and was able to block 3 damage (21 con).
 
Shock, lvl 5: same as mages spell
 
Bolt, lvl 10, 9 mana, 1 stamina: Deals damage to target equal to intel. You Summon the elements to your aid shooting a Bolt at a tattered thief for 19 damage.
 
Meditation, lvl 13, 35 mana, all stamina, lasts as long as you dont take an action (means no moving, attacking, changing spells or inventory around, talking, being attacked; this spell takes the uttmost concentration): You gain life back every round that you are meditating equal to Con/2.
 
Levitate, lvl 16, 15 mana, 1 stamina, 2 minute duration: instead of having to use ropes, climbing gear, or being blocked by certain walls, the shaman can just levitate his body up and over the obsticle (sp?). i.e. you can go up the mountains of sentent without climbing gear.
NOTE: You cannot be in a party and use this spell.
 
Furious Winds, lvl 19, 15 mana, 1 stamina: deals damage to target equal to int*2-5. You summon the elements to aid you, and furious winds engulf your opponent for 35 points of damage.
 
Foresight, lvl 21, 35 mana, 1 stamina, 5 minute duration: May be casted on Shaman only, whenever shaman is attacked, an ammount of damage is subracted from the total damage. formula would be con/3 rounded down. example: you cast on yourself, and you get attacked by someone, Blah attacked you for 57 points of damage from thier halberd, but you had seen the attack a split second early and was able to block 7 points.
 
Icicle Shards, lvl 24, 75 mana, all stamina: The shaman clicks on a target and 6 icicle shards are thrown at the opponent (that means 180 damage is the max ammount that can be delt with this attack). Damage is equal to the shamans level. Would act like a rapid fire.
 
Tornado, lvl 26, 28 mana, 1 stamina: Deals damage to target equal to (int*1.5)+(wis*1.5). You ask for aid from the elements, summoning a giant Tornado for 60 points of damage.
 
Spiratual Journey, lvl 27, 100 mana, all stamina needed, last until you recast: this is different from everything in nightmnist currently. When casted, you would be taken away from your current position, and places somewhere else where no other class can go. you cant be in a party to cast, but when there, you can party with other shamans you might meet up with.
 
examples:
 
Barracks: You cast in the barracks and you appear in the barracks before everything was undead. Soldiers walk around with pride, and are ready for battle in an instant. This is not an area you can actually train in. Boundries are barrakcs entrance, must stay inside barracks.
 
Dessert: Same as barracks, you are returned to how Jahanna use to be. nopk area, boundries are jahanna entrances, cant leave the city.
 
Nightmist: you are summoned to a mirror universe, inside the city guards are attacking everyone and everything, priests are undead and casting death spells on people, and bartenders are poisoning their customers. pkable area where monsters can be killed. boundries are meadow and nightmists southern gatehouse.
 
the possiblilities with Spiritual Journey could be endless, and beneficial to them.
 
these are my ideas of what could be a new class :")
« Last Edit: 10/12/03 at 04:22:38 by Human » IP Logged
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Re: Shaman
« Reply #1 on: 10/12/03 at 04:11:45 »
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Sounds awesome!! Smiley
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Re: Shaman
« Reply #2 on: 10/12/03 at 04:53:22 »
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WOW!! Very nice idea.
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Re: Shaman
« Reply #3 on: 10/12/03 at 07:32:36 »
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nice! i just think they could get some other different armors then mages, just so it isnt the same Grin
 
EDIT: Stiupid smiley...  
EDIT2: Also why not to have half orc shamans? Would at least bring some life to half orcs race and when i watch any fantasy film there are orcish shamans, so why not? Cheesy
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Re: Shaman
« Reply #4 on: 10/12/03 at 07:43:04 »
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i was thinking about it, but pretty much thought that they were 'too' stupid to be shamans in this kinda of game. what would be the point anyays, no one would use them.... but also, i dont know why they would have more armor then mages, at any point, they would have less. all shamans really wear is robes.
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Re: Shaman
« Reply #5 on: 10/12/03 at 09:25:34 »
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i didnt say they should have more, but different names or something anyways.. let half orcs be shamans too the fact noone will use em doesnt matter, maybe someone who wanna play a hard hitting (in normal combat) spellcaster would take him?
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Re: Shaman
« Reply #6 on: 10/12/03 at 15:32:26 »
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sounds really good hope they get in could be really fun with the whole spiritual journey
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Re: Shaman
« Reply #7 on: 10/12/03 at 17:15:59 »
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on 10/12/03 at 09:25:34, Snowy wrote:
i didnt say they should have more, but different names or something anyways.. let half orcs be shamans too the fact noone will use em doesnt matter, maybe someone who wanna play a hard hitting (in normal combat) spellcaster would take him?

 
just because they have high str doesnt mean they would hit hard.
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Re: Shaman
« Reply #8 on: 10/12/03 at 20:34:55 »
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but it MEANS that they would hit the hardest then all other races
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Re: Shaman
« Reply #9 on: 10/12/03 at 22:22:34 »
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but 14 wis would suk...fizzle aot Roll Eyes
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Re: Shaman
« Reply #10 on: 10/13/03 at 14:58:02 »
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yup, thats why u got a choice when deciding what race u should take.....
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Re: Shaman
« Reply #11 on: 10/13/03 at 20:50:57 »
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Very nice.
 
I doubt JLH or Pandilex would impilment a new class though.  Undecided
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Re: Shaman
« Reply #12 on: 10/17/03 at 21:44:47 »
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blah. ive been away on vacation. i personally think half-orc shamans would be a waste of time, i highly doubt that anyone would ever even consider making one a shaman
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Re: Shaman
« Reply #13 on: 10/18/03 at 12:05:45 »
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shaman blaah i dont like. Tongue
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Re: Shaman
« Reply #14 on: 10/18/03 at 16:50:59 »
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You dont like anything, because your a fool who thinks he knows what hes talking about...
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Re: Shaman
« Reply #15 on: 10/18/03 at 19:36:49 »
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Awesome idea.  Smiley
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Re: Shaman
« Reply #16 on: 10/19/03 at 06:33:38 »
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yay, more praise, i feel special
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Re: Shaman
« Reply #17 on: 10/20/03 at 01:22:38 »
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I can only imagine a Shaman as being a primitive spellcaster, so I feel as though their equipment should differ from that of a mage. For example, armours could be the pelts of differing beasts, and due to the wild nature of the shaman, perhaps make all of his armour drops from varying wildlife. Perhaps even have a spell that you must use to kill the beast in order to retrive it's pelt. As for weapons, once again, it would seem more appropriate for them to use something such as an 'Ornate Club', or 'Bear Fibula', or the somewhat useless 'Hydra Thorn' for weapons.
 
Makes it a little different and fun, that they should have to acquire all their equipment frrom beasts, rather than the old 'run-o-the mill' shopping, and can be viewed as a 'proving' process for the young shaman.
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Re: Shaman
« Reply #18 on: 10/20/03 at 05:47:32 »
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Keep in mind that the kind of shamans that nightmist would need are the essential 'support' shamans.
 
They imbue the body with animal spirits releasing the primal rage or amazing instincts of the animal the person is being imbued with. They can also to a certain extent call forth an animal spirit in a fairly corporeal form, to fight on their behalf. They would also be able to imbue the spirit with some of the special enhancement spells they have to increase its strength.
 
Basically It would have a moderate amount of health, a very poor hitrate/damage, equaling that of mages or being slightly stronger, seeing as their true power would be in their spirit animal that they summon, they would have armor as deval explained it, and they would use wisdom in the casting of most of their spells. A lot of their spells could also have quests attached to them, seeing as this would be a fairly roleplay oriented class.
 
Keep in mind that the above mentioned shaman is a NIGHTMIST shaman, seeing as it best fits into the nightmist world being somewhere between a cleric *with the enhancement spells* and a summoner *which nightmist doesnt have, but if it did this class would be inbetween the two*
 
Thanks.
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Re: Shaman
« Reply #19 on: 10/20/03 at 06:16:26 »
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on 10/20/03 at 01:22:38, Deval wrote:
I can only imagine a Shaman as being a primitive spellcaster, so I feel as though their equipment should differ from that of a mage. For example, armours could be the pelts of differing beasts, and due to the wild nature of the shaman, perhaps make all of his armour drops from varying wildlife. Perhaps even have a spell that you must use to kill the beast in order to retrive it's pelt. As for weapons, once again, it would seem more appropriate for them to use something such as an 'Ornate Club', or 'Bear Fibula', or the somewhat useless 'Hydra Thorn' for weapons.
 
Makes it a little different and fun, that they should have to acquire all their equipment frrom beasts, rather than the old 'run-o-the mill' shopping, and can be viewed as a 'proving' process for the young shaman.

 
on 10/20/03 at 05:47:32, Bean wrote:
Keep in mind that the kind of shamans that nightmist would need are the essential 'support' shamans.
 
They imbue the body with animal spirits releasing the primal rage or amazing instincts of the animal the person is being imbued with. They can also to a certain extent call forth an animal spirit in a fairly corporeal form, to fight on their behalf. They would also be able to imbue the spirit with some of the special enhancement spells they have to increase its strength.
 
Basically It would have a moderate amount of health, a very poor hitrate/damage, equaling that of mages or being slightly stronger, seeing as their true power would be in their spirit animal that they summon, they would have armor as deval explained it, and they would use wisdom in the casting of most of their spells. A lot of their spells could also have quests attached to them, seeing as this would be a fairly roleplay oriented class.
 
Keep in mind that the above mentioned shaman is a NIGHTMIST shaman, seeing as it best fits into the nightmist world being somewhere between a cleric *with the enhancement spells* and a summoner *which nightmist doesnt have, but if it did this class would be inbetween the two*
 
Thanks.

 
I don't really know what kind of shaman's you guys are thinking about, but 'TRUE' shamans are kinda like priests/monks who don't heal andlead people or themselves on spiratual journey's.
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