Plagues, Curses, and Corruptions. Oh my!! (Class Idea)
Posted: Thu Aug 12, 2010 5:03 am
Concept
A few days ago I had considered a class called the Cursespewer for the Corrupter Metaclass that Darkgod is planning to put together. I pictured a warrior clad in heavy armor, wading into battle with a wicked looking two-handed weapon, weakening his foes with hexes and curses as he closed.
That idea has evolved a bit. Now I'm imagining that same warrior, his body covered in puss filled sores, his face teeming with maggots, oily black liquid dripping from his forked tongue. A body not riddled by disease but one that lives in a symbiotic relationship with every plague normal men fear. A man so corrupted he hardly looks like a man at all.
He still has his hexes and curses. He still has a wicked looking two-handed weapon. But now he spreads death and disease by his mere presence. His enemies don't merely fear him, they fear what he brings with him. This is the...
Pestilent Defiler
Alright so flowery text aside, this is what I've come up with so far.
Talent Trees
Corruptions (generic)
- Carrier (passive): You no longer suffer damage from being diseased and even begin to develop a symbiotic relationship with the diseases you carry. You gain 10% disease damage absorption per talent point and spread any diseases infecting you on a successful melee attack. At rank 5 you double the duration of all diseases personally affecting you. (In other words when you get diseased it lasts twice as long as it normally would).
- ??
- Vampiric Blood (passive): You no longer heal through natural means (e.g. resting) but gain 20% of all damage you inflict as health per talent point invested.
- Forked Tongue (passive): Casting speed increase.
Curses (class)
Overview: Bigger and Badder hexes. Range of 10 instead of 5 and still go aoe at three talent points. Definitely should cost Vim.
- Curse of Pacification: Pacifies the target for X turns (Basically a stun but read on...). Any damage caused will break the effect (okay a one round stun). (So basically pacification should last longer then a stun generally would since this deals no damage. It's a crowd control spell primarily or a buy yourself some time spell). At level three it effects a radius of 3.
- ??
- ??
- ??
Hexes (generic)
Overview: I'm picturing Hexes as very short range spells like 5 tiles. Short enough range that you're practically in melee but not quite. I'm also looking at this as a possible generic corrupter meta-class tree with heavy synergies for the other talent trees but some general use for everyone. Maybe do all of these as 0 Vim effects since they're basically minor curses.
- Energy Doll (active; 0 Vim): You pull Vim from the Hexed target at the rate of X per turn over the next X turns. At level three it effects a radius of 3.
- Restless Slumber (active; 0 Vim): Hexed target will rise from the grave if it's killed within the next X turns. It's undead form will serve you for only X turns before crumbling to dust. At level three it effects a radius of 3. Does not effect undead.
- Thinned Blood (active; 0 Vim): You thin the hexed targets blood causing it to bleed more when it's injured for the next X turns. Any physical damage it suffers it takes X% of again the following turn At level three it effects a radius of 3. Does not effect undead.
- Brittle Bones (active; 0 Vim): The hexed targets bones become brittle, causing it to suffer X% more damage from physical attacks (double effect on undead) during the next X turns. At level three it effects a radius of 3.
Plague (class)
- Virulent Disease (active): Infects the target with a disease (save applies). More talent points invested increases the disease damage per round and the duration of the effect.
- ??
- Swarm of Rats (active): You conjure a swarm of plague carrying rats in a radius of 4. The rats ravenously attack everything in the area of effect except the caster, inflicting 1 damage per attack (ignoring armor) and spreading the disease they carry (save applies). Additional talent points increase the number of times the swarm attack each target per round (and thus the more times everything in the area of effect must resist the disease) and the strength of the disease the rats carry (higher disease damage).
- Epidemic (active): Infects the target with a highly contagious disease. Every time the target suffers physical damage it spreads (save applies) the Epidemic to adjacent tiles along with any other diseases infecting it. Talent points increase disease duration and damage.
I have some more stuff I want to add to this but my wife wants to watch a movie. I'll get back to it when I can. In the meantime I'd love to hear feedback and any additional talent ideas people have.
A few days ago I had considered a class called the Cursespewer for the Corrupter Metaclass that Darkgod is planning to put together. I pictured a warrior clad in heavy armor, wading into battle with a wicked looking two-handed weapon, weakening his foes with hexes and curses as he closed.
That idea has evolved a bit. Now I'm imagining that same warrior, his body covered in puss filled sores, his face teeming with maggots, oily black liquid dripping from his forked tongue. A body not riddled by disease but one that lives in a symbiotic relationship with every plague normal men fear. A man so corrupted he hardly looks like a man at all.
He still has his hexes and curses. He still has a wicked looking two-handed weapon. But now he spreads death and disease by his mere presence. His enemies don't merely fear him, they fear what he brings with him. This is the...
Pestilent Defiler
Alright so flowery text aside, this is what I've come up with so far.
Talent Trees
Corruptions (generic)
- Carrier (passive): You no longer suffer damage from being diseased and even begin to develop a symbiotic relationship with the diseases you carry. You gain 10% disease damage absorption per talent point and spread any diseases infecting you on a successful melee attack. At rank 5 you double the duration of all diseases personally affecting you. (In other words when you get diseased it lasts twice as long as it normally would).
- ??
- Vampiric Blood (passive): You no longer heal through natural means (e.g. resting) but gain 20% of all damage you inflict as health per talent point invested.
- Forked Tongue (passive): Casting speed increase.
Curses (class)
Overview: Bigger and Badder hexes. Range of 10 instead of 5 and still go aoe at three talent points. Definitely should cost Vim.
- Curse of Pacification: Pacifies the target for X turns (Basically a stun but read on...). Any damage caused will break the effect (okay a one round stun). (So basically pacification should last longer then a stun generally would since this deals no damage. It's a crowd control spell primarily or a buy yourself some time spell). At level three it effects a radius of 3.
- ??
- ??
- ??
Hexes (generic)
Overview: I'm picturing Hexes as very short range spells like 5 tiles. Short enough range that you're practically in melee but not quite. I'm also looking at this as a possible generic corrupter meta-class tree with heavy synergies for the other talent trees but some general use for everyone. Maybe do all of these as 0 Vim effects since they're basically minor curses.
- Energy Doll (active; 0 Vim): You pull Vim from the Hexed target at the rate of X per turn over the next X turns. At level three it effects a radius of 3.
- Restless Slumber (active; 0 Vim): Hexed target will rise from the grave if it's killed within the next X turns. It's undead form will serve you for only X turns before crumbling to dust. At level three it effects a radius of 3. Does not effect undead.
- Thinned Blood (active; 0 Vim): You thin the hexed targets blood causing it to bleed more when it's injured for the next X turns. Any physical damage it suffers it takes X% of again the following turn At level three it effects a radius of 3. Does not effect undead.
- Brittle Bones (active; 0 Vim): The hexed targets bones become brittle, causing it to suffer X% more damage from physical attacks (double effect on undead) during the next X turns. At level three it effects a radius of 3.
Plague (class)
- Virulent Disease (active): Infects the target with a disease (save applies). More talent points invested increases the disease damage per round and the duration of the effect.
- ??
- Swarm of Rats (active): You conjure a swarm of plague carrying rats in a radius of 4. The rats ravenously attack everything in the area of effect except the caster, inflicting 1 damage per attack (ignoring armor) and spreading the disease they carry (save applies). Additional talent points increase the number of times the swarm attack each target per round (and thus the more times everything in the area of effect must resist the disease) and the strength of the disease the rats carry (higher disease damage).
- Epidemic (active): Infects the target with a highly contagious disease. Every time the target suffers physical damage it spreads (save applies) the Epidemic to adjacent tiles along with any other diseases infecting it. Talent points increase disease duration and damage.
I have some more stuff I want to add to this but my wife wants to watch a movie. I'll get back to it when I can. In the meantime I'd love to hear feedback and any additional talent ideas people have.