Blighted Bowmaster

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aztec
Cornac
Posts: 36
Joined: Thu May 20, 2010 2:57 am

Blighted Bowmaster

#1 Post by aztec »

Basically I would like to have a Necromancer class in the game, but I figured I'd cross-class it with an archer to see how it would fair. I was going to post this in the Archer/Mage class idea thread, but figured with so much information that it would warrant its own thread.

How about a Blighted Bowmaster that uses necromancy spells combined with archery. Additionally he has an undead hawk as a pet. He wouldn't have mana, but instead some kind of Death meter. The Death Meter starts starts at 10 maximum and gets refilled by 1 for each enemy that you kill. Basically all spells or sustains cost 1/2/3 Death to use or sustain. The Death Meter also doubles as a limit on how many creatures you can have under your control. For each creature you have under your control you sustain 1 Death to keep that creature under your control until the creature ceases to be under your control. That way this will force you to balance skills / sustains with being able to control the dead. Adding points into Willpower would not increase your maximum Death Meter, but instead your Stamina. Dex and Magic would be his main stats. Admittedly I'd rather have Stamina done away with for this class, but I wanted to keep Bow mastery, which requires stamina-based skills for its tree.

Note: When creatures are under your control, you cannot take direct control of them and they will not be shown next to your image as in your party. Mainly because later in the game you could have like 20 undead/dead creatures under your control potentially and the space couldn't accommodate that.

Also Note: You cannot raise undead creature that have been killed. This means that you can't re-raise a creature and you can't raise a creature thats class was Undead.

Another Note: Undead can not select Blighted Bowmaster as an option.

Fourth Note: When you cease to control your raised dead or undead that creature dies.

Technique / Archery-Bows (1.3 mastery) (Class)
-Bow Mastery 1/10
-Piercing Arrow 0/5
-Dual Arrows 0/5
-Volley of Arrows 0/5



Technique / Archery Training (1.3 mastery) (Class)
-Steady Shot 0/5
-Aim 0/5
-Rapid Shot 0/5
-Relaxed Shot 0/5



Technique / Archery-Blight (1.3 mastery) (Class)
-Blighted Arrows 0/5
Sustained: 1 Death | Adds +2 Blight Damage to each arrow fired.
-Soul-seeking Arrow 0/5
Activated: 1 Death | Arrow has a 100% chance to hit the target and follows the target even if it moves / teleports for 115% damage.
It can go through enemies and walls to reach the target, but the target must be in your line of sight. However the arrows travels at
15% speed. Speed and Damage increases by +5% for each point (after the initial point) for a maximum 35% speed at level 5.
-Corrupted Arrow 0/5
Passive: Your arrows have a 0.75% chance to turn an enemy that has been hit into an Undead. +0.75% per point. Elites, Unusuals and
Bosses are immune. (the only outcome from the skill would be a very small chance that you would turn a creature into an undead, thus
allowing you to use necromancy to have them serve you. Turning the creature into an Undead gives no benefits or drawbacks to the
creature for the sake of not having to deal with messing up any coding for the creatures)
-Channeling Arrow 0/5
Activated: 1 Death | You channel the spell Raise through your bow to launch an enchanted arrow at a a spot. Wherever the arrow
lands it casts Raise on the spot. This ability can't be used if Raise is on cooldown and will put the spell on cooldown. The arrow does 0
damage if it hits a target. (Essentially this is a way to have a long ranged Raise.)


Technique / Pet - Hawk (mastery 1.00) (Class)
-Phoenix 1/5
Passive: When Hawk dies it will resurrect after 60 turns. Additionally, Raise can be cast on Hawk to have him immediately come back to
life. Resurrection decreases by 10 turns per point after the first point.
-Iron Grip 0/5
Activated: Hawk can now equip two daggers, one for each claw. Each dagger deals 40% damage. Damage for each dagger increases
by 5% for each additional point. (Hawk can not hold any items, so equipping Hawk would be done through the player, much the same
way as the mindslayer would use telekinetic grasp.)
-Fortification: 0/5
Passive: Hawk gains +4 defense and ranged defense. +4 per additional point.
-Roost 0/5
Sustained: While Roost is sustained Hawk will return to and stay with the player. The player receives 1 maximum Death while Hawk is
roosting and Hawk can not attack, defend and can not be the target of any spells or abilities. 1 additional maximum Death per point.


Technique / Combat Veteran (0.80 mastery) unknown (Class)
Technique / Field Control (1.00 mastery) unknown (Generic)


Technique / Necromancy - Control (1.00 mastery ) (Generic)
-Raise 1/5
Activated: 3 Death | Raise 1 slain enemy within 1 radius. That enemies level is reduced or raised to your level -5. All of its mastery's
are reduced by 0.30. It remains under your control until it dies or until x turns have passed. Spell radius and time under your control
are increased with points. Time under your control also increases with Magic. Elites, Unusuals, and Bosses can not be raised.
-Control Undead 0/5
Activated: 2 Death | Gain control of 1 undead creature. 20% chance. % chance is increased by 20% with each point besides the first
point.
-Extended Control 0/5
Passive: Increase the duration of your control over the dead and undead creatures. +x turns per point
-Enhanced Raise 0/5
Passive: Increases the number of creatures you can raise from the Raise spell by 1. At level 3 it becomes 2. At level 5 it becomes 3.
Also decreases Raises cooldown.


Technique / Necromancy - Corruption (1.00 mastery) (Generic)
-Death Pool 0/5
Passive: Increases you maximum Death by 1. At level 3 1 additional maximum death. At level 5 1 additional maximum death.
-Death Shout 0/5
Activated: Shout in a cone in front of you. Creatures caught within the cone have a 5% chance to be turned into an undead. percentage increases by 5% per additional point
-Blighted Wake 0/5
Activated: For x turns whenever you step on a tile that tile then becomes corrupted when you leave it. Deals 15 blight damage to any creature that steps on it. tile returns to normal after x turns. Damage scales with Magic and additional points
-Unholy Pact 0/5
Passive: Gives +5 mental save. additional +2 per point spent. At level 5, If you die for your final time, you will be revived as a
Skeleton Undead. Your racial abilities tree will be replaced with the Skeleton Talent Tree. As well your racial stat bonuses will be
replaced with Skeleton stat bonuses and abilities. (Essentially, this allows to to live after your last life and to top it off make your
class an Undead Skeleton which has drawbacks and benefits.)

Drawbacks of this skill:
Costs 5 skill points
Your experience penalty is raised to 40%
Your stat modifiers are changed from whatever they were to +3 Str, +4 Dex. (can be both a benefit and/or drawback)
You get 12 life per level (can be a benefit and/or drawback)
Your racial tree abilities are replaced by the Skeleton Talent tree (can be both a benefit and/or drawback)

Benefit:
You gain poison, bleeding, and fear immunity.
You no longer have to breath
You can get the re-assemble skill to gain yet another life

Bottomline:
I can see people shying away from this skill purely for the 5 generic points that could better be spent elsewhere, however if you've got 5 generic points laying around or after leveling up to the point where you could only put them into this skill there is essentially no drawback to use them in it even though I made a list of drawbacks. But those drawbacks are easily negated by the fact that your character would be dead instead of hindered in someway if you hadn't put points into it.


I haven't bothered with cooldown times on any skills because I think actually making the class and play-testing it would be the best way to evaluate cooldown times. Aswell Death costs would probably need to be tweek, but I estimated those to the best of my abilities to show how the Death system would work.

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