New Class: Psionic/Mage-archer class
Posted: Fri Jun 29, 2012 9:14 pm
Psionic mage/archer:
The Mindslayer class makes a great melee warrior, but both the psy-archery tree and the ranged magic potential are less than fulfilled in that class. At the same time, while most magic types don't mesh too well with archery because they would just add special damages or an alternative form of attack, the telepathy/telekenesis element of psionics could mesh quite well. Here's what I'm thinking:
Class name: There are so many options I don't even know where to start. Psy-archer, Zen Archer, Psionist, Esper*, Mindhunter, and I'm sure there are more. *Before FFVI stole the term Esper referred to people with ESP abilities, such a precognition, telepathy, remote viewing, etc.
Critical stats: Will (mindpower), Cunning (mindpower, slings, and critical), Dex (bows, defense, accuracy)
Talents:
Bow Mastery
Sling Mastery
Survival
Maybe the Mindslayer's shielding abilities
Psy-augmentation:
Kinetic focus (sustained): The character uses telekinesis to nudge shots into greater accuracy as they fly. Attack accuracy is increased by X. At higher levels, critical hit chance is increased by Y.
Kinetic power (passive): Kinetic focus now drives the shot home, as well. Armor penetration is increased by X. At higher levels critical hit power is increased by Y.
Kinetic force (passive): Kinetic focus now adds extra energy to each shot. Damage is increased by X, while projectile speed (or attack speed at higher levels?) is increased by Y.
Kinetic reload (active/sustained): The character can now use telekinesis to aid in reloading their ammo supply. If activated, there is a free reload every few turns (5/4/3/2/1*) for X turns. If sustained, it is much longer between turns, but constant.
*if there is a telekinetically wielded ranged weapon attacking as well, 2 ammo is normally used every turn, so 1 reload per turn is still only 1/2 off ammo costs. Alternatively, this could be no ammo cost used at all for a fewer number of turns.
Psy-shot:
Fear bringer (active): The character uses the shock of a shot hitting the enemy to instill fear in the target for X turns and making it run from the character in terror. If another enemy is in the target's way, it will attack that enemy.
Chaos shot (active): The character uses the shock of a shot hitting the enemy to confuse the enemy as well. High chance to confuse the target for X turns.
Mind killer (active): The character uses the shock of a shot hitting the enemy to drive home a telepathic attack as well, dealing an additional X mind damage.
Forced persuasion (active): The character uses the shock of a shot hitting the enemy to infiltrate the enemy's mind and forcefully take it over. Has a chance to charm the enemy for X turns, making them fight for the caster.
Mindbending (locked?):
Terrifying Sight (active): The character manipulates the minds of all enemies in a radius of X to make them see a terrifying monster where the character stands. All affected enemies flee for Y turns. If an enemy is in their way, they will attack it in their panic to get away.
See No Evil (bad name?) (active/sustained but draining): The character manipulates the minds of all targets in sight to make their minds shy away from registering the character. For X turns (or while in effect) the character gains Y invisibility (or stealth, or both?). Because this targets the mind, this effect influences targets that cannot see, as well. The effect is lifted if the caster attacks any target.
Still thoughts (active): The character uses telepathic suggestion to calm all the thoughts of characters within X radius of the target for Y turns. Stilled targets will take no actions and will not move, but being attacked (or taking damage) will break the stillness.
Mindrage (active): The character uses telepathic suggestion to drive the target into a killing rage for X turns, increasing it's combat stats by Y, but making it automatically attack the nearest target in a melee frenzy (even if not a melee attacker).
Psy-draining:
Lethargy (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, causing it's mind to go blank. Instills stillness for Y turns.
Blindness (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, energy that once drove their primary sense. Instills blindness for Y turns, even on creatures that cannot see.
Mind eating (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, and ripps out a substantial piece of the target's mind with it, doing X mind damage.
Psy-hunger (passive): All psy-draining attacks' cooldowns are reduced by X.
ESP (locked?):
Remote Viewing (active): The character uses their psychic abilities to scout out a remote area (radius around caster? radius around target? cone forward of caster?). Only other psionists can detect this action.
Telepathy (passive): The character uses their telepathic abilities to 'listen' for the presence of other creatures. Allows the character to detect targets outside of light radius or line-of-sight within a radius of X. Because this ability penetrates LoS, targets may be behind walls without the character knowing it (i.e. targeting them with ranged attacks may not work).
Precognition (name already taken, change one name or the other) (active/sustained): The character uses their precognitive abilities to see future attacks a moment before they happen. Gains an X% chance to outright dodge any melee, ranged, or direct spell attacks (not AoE) targeting the caster.
Astral Projection* (active/sustained, high cost/drains constantly, high cooldown): The character projects their spirit to a remote location. While there, the spirit can perceive and move perfectly, but can only act with psionic abilities (no weapons, no runes, no infusions). The spirit can only be perceived by other psionists and spirits (maybe just has very high invisibility and immune to all traps?). While active, the spirit can take damage, and the body remains motionless and still and will not respond even if attacked.
*The idea here is high cost, high risk, and high potential
The Mindslayer class makes a great melee warrior, but both the psy-archery tree and the ranged magic potential are less than fulfilled in that class. At the same time, while most magic types don't mesh too well with archery because they would just add special damages or an alternative form of attack, the telepathy/telekenesis element of psionics could mesh quite well. Here's what I'm thinking:
Class name: There are so many options I don't even know where to start. Psy-archer, Zen Archer, Psionist, Esper*, Mindhunter, and I'm sure there are more. *Before FFVI stole the term Esper referred to people with ESP abilities, such a precognition, telepathy, remote viewing, etc.
Critical stats: Will (mindpower), Cunning (mindpower, slings, and critical), Dex (bows, defense, accuracy)
Talents:
Bow Mastery
Sling Mastery
Survival
Maybe the Mindslayer's shielding abilities
Psy-augmentation:
Kinetic focus (sustained): The character uses telekinesis to nudge shots into greater accuracy as they fly. Attack accuracy is increased by X. At higher levels, critical hit chance is increased by Y.
Kinetic power (passive): Kinetic focus now drives the shot home, as well. Armor penetration is increased by X. At higher levels critical hit power is increased by Y.
Kinetic force (passive): Kinetic focus now adds extra energy to each shot. Damage is increased by X, while projectile speed (or attack speed at higher levels?) is increased by Y.
Kinetic reload (active/sustained): The character can now use telekinesis to aid in reloading their ammo supply. If activated, there is a free reload every few turns (5/4/3/2/1*) for X turns. If sustained, it is much longer between turns, but constant.
*if there is a telekinetically wielded ranged weapon attacking as well, 2 ammo is normally used every turn, so 1 reload per turn is still only 1/2 off ammo costs. Alternatively, this could be no ammo cost used at all for a fewer number of turns.
Psy-shot:
Fear bringer (active): The character uses the shock of a shot hitting the enemy to instill fear in the target for X turns and making it run from the character in terror. If another enemy is in the target's way, it will attack that enemy.
Chaos shot (active): The character uses the shock of a shot hitting the enemy to confuse the enemy as well. High chance to confuse the target for X turns.
Mind killer (active): The character uses the shock of a shot hitting the enemy to drive home a telepathic attack as well, dealing an additional X mind damage.
Forced persuasion (active): The character uses the shock of a shot hitting the enemy to infiltrate the enemy's mind and forcefully take it over. Has a chance to charm the enemy for X turns, making them fight for the caster.
Mindbending (locked?):
Terrifying Sight (active): The character manipulates the minds of all enemies in a radius of X to make them see a terrifying monster where the character stands. All affected enemies flee for Y turns. If an enemy is in their way, they will attack it in their panic to get away.
See No Evil (bad name?) (active/sustained but draining): The character manipulates the minds of all targets in sight to make their minds shy away from registering the character. For X turns (or while in effect) the character gains Y invisibility (or stealth, or both?). Because this targets the mind, this effect influences targets that cannot see, as well. The effect is lifted if the caster attacks any target.
Still thoughts (active): The character uses telepathic suggestion to calm all the thoughts of characters within X radius of the target for Y turns. Stilled targets will take no actions and will not move, but being attacked (or taking damage) will break the stillness.
Mindrage (active): The character uses telepathic suggestion to drive the target into a killing rage for X turns, increasing it's combat stats by Y, but making it automatically attack the nearest target in a melee frenzy (even if not a melee attacker).
Psy-draining:
Lethargy (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, causing it's mind to go blank. Instills stillness for Y turns.
Blindness (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, energy that once drove their primary sense. Instills blindness for Y turns, even on creatures that cannot see.
Mind eating (ranged active, ranged active AOE, or sustained chance addition to ranged attacks): The character drains X mental energy from the target, and ripps out a substantial piece of the target's mind with it, doing X mind damage.
Psy-hunger (passive): All psy-draining attacks' cooldowns are reduced by X.
ESP (locked?):
Remote Viewing (active): The character uses their psychic abilities to scout out a remote area (radius around caster? radius around target? cone forward of caster?). Only other psionists can detect this action.
Telepathy (passive): The character uses their telepathic abilities to 'listen' for the presence of other creatures. Allows the character to detect targets outside of light radius or line-of-sight within a radius of X. Because this ability penetrates LoS, targets may be behind walls without the character knowing it (i.e. targeting them with ranged attacks may not work).
Precognition (name already taken, change one name or the other) (active/sustained): The character uses their precognitive abilities to see future attacks a moment before they happen. Gains an X% chance to outright dodge any melee, ranged, or direct spell attacks (not AoE) targeting the caster.
Astral Projection* (active/sustained, high cost/drains constantly, high cooldown): The character projects their spirit to a remote location. While there, the spirit can perceive and move perfectly, but can only act with psionic abilities (no weapons, no runes, no infusions). The spirit can only be perceived by other psionists and spirits (maybe just has very high invisibility and immune to all traps?). While active, the spirit can take damage, and the body remains motionless and still and will not respond even if attacked.
*The idea here is high cost, high risk, and high potential