[b41] Skirmisher class
Posted: Sun Jul 29, 2012 12:36 am
There's Warrior/Archer, and now there's Mage/Magebow, so I'd like to add a member of the Rogue metaclass: the Skirmisher. This class is more intended to be a sling specialist, although the option is there to use a bow instead if preferred. They're basically the Rogue with ranged instead of dual weapons, with mastery level for the bow/sling specialties nerfed a bit compared to Archer. Poison is also available (locked at start) and also nerfed a bit compared to Rogue's version. I'm also adding a new talent tree to replace Trapping, called Grenades (see below).
I'm pretty sure I can code the new effects, looking at how things like Doomed's Darkness talent to calculate lingering area effects. I'll come back in a while when I have it ready to play with, but if anyone has any feedback in advance or seens anything blatantly broken, please feel free.
Skirmisher custom class, Rogue meta-class
+4 Dex
+5 Cun
Starting Life: 100
+0 life per level
Starting equipment:
Rough leather sling
Iron bullets
Elm long bow
Quiver of elm arrows
Iron dagger
Rough leather armour
Starting talents:
Sling Mastery (this can be unassigned at start and reassigned to Bow Mastery if desired)
Stealth
Grenade Mastery
Flare
Steady Shot
Shoot generic talent
Talents:
Generic:
Technique/Field Control (1.1)
Technique/Combat Training (1.2)
Cunning/Survival (1.2)
Class:
Technique/Archery - bows (1.2)
Technique/Archery - slings (1.2)
Technique/Archery training (1.2)
Technique/Archery prowess (1.2)
Technique/Combat techniques (0.9, locked)
Technique/Combat veteran (1.0)
Cunning/Lethality (1.2, locked)
Cunning/Stealth (1.3)
Cunning/Poisons (1.2, locked)
New talent tree:
Cunning/Grenades (1.3):
1: Grenade Mastery:
r1: Glue grenade
- Active, Single target physical pin for 1 + (Talent) turns, radius 1 at rank 4
Lingering puddle of glue also pins for 1 + (Talent) turns
r2: Grease grenade
- Active, Radius 1 slow movement, radius 2 at rank 4
Lingering puddle of grease lasts for 1 + (Talent) turns
Reduces movement by 1 + (Cun * 0.15)% per talent level while in puddle, wears off shortly after leaving puddle
Flying/levitating are unaffected
r3: Stink grenade
- Active, Radius 1 physical daze, radius 2 at rank 4
Lingering cloud of stink lasts for Talent turns
Daze lasts for Talent turns, reset (save/resist check) each new turn still in cloud
unbreathing, poison immune are not affected
r4 Concussion grenade
- Active, Radius 1 physical stun for (Talent) turns, radius 2 at rank 5
Physical disarm (targets drop their weapons)
r5: Flash grenade
- Active, Radius 3 physical blind for Talent turns
Lingering smoke reduces vision radius by (X) for duration of the cloud
Reduces accuracy by 1 + (Cun * 0.1) per level while inside cloud
(would have preferred something a little more subtle but oh well, as lukep says all monsters have 10 infravision)
2: Lure: (as rogue)
3: Secret Ingredient
- Passive, improve the strength of all grenade recipes by 5% per adjusted talent level (up to 32.5%), and duration of effects by 1 per talent level
4: Recycler
- Passive, reduce the cooldown of all grenades by 1 per talent level
edit: reduced base durations, instead allowing Secret Ingredient to increase durations.
Note: getTalentLevelRaw() will be used for durations for individual grenades, because increasing the mastery by spending category point or by amulet will increase everything anyway due to Secret Ingredient's effect. Otherwise I guess durations would get fairly crazy.
update: taking Mobility away again, after all Rogues only have 3 generic talents themselves and they're okay as they are. If you want generics you can get them from escort awards.
Update: I realized Cunning wasn't actually being used for anything, so the strength of the effects (e.g., the number the target has to save against) comes from Cunning - makes sense to me, you're smarter and produce more effective recipes. This also makes the Secret Ingredient skill nicer than it would have been otherwise, because usually this is done with Accuracy, which tends to be extremely high for melee types anyway.
I'm pretty sure I can code the new effects, looking at how things like Doomed's Darkness talent to calculate lingering area effects. I'll come back in a while when I have it ready to play with, but if anyone has any feedback in advance or seens anything blatantly broken, please feel free.
Skirmisher custom class, Rogue meta-class
+4 Dex
+5 Cun
Starting Life: 100
+0 life per level
Starting equipment:
Rough leather sling
Iron bullets
Elm long bow
Quiver of elm arrows
Iron dagger
Rough leather armour
Starting talents:
Sling Mastery (this can be unassigned at start and reassigned to Bow Mastery if desired)
Stealth
Grenade Mastery
Flare
Steady Shot
Shoot generic talent
Talents:
Generic:
Technique/Field Control (1.1)
Technique/Combat Training (1.2)
Cunning/Survival (1.2)
Class:
Technique/Archery - bows (1.2)
Technique/Archery - slings (1.2)
Technique/Archery training (1.2)
Technique/Archery prowess (1.2)
Technique/Combat techniques (0.9, locked)
Technique/Combat veteran (1.0)
Cunning/Lethality (1.2, locked)
Cunning/Stealth (1.3)
Cunning/Poisons (1.2, locked)
New talent tree:
Cunning/Grenades (1.3):
1: Grenade Mastery:
r1: Glue grenade
- Active, Single target physical pin for 1 + (Talent) turns, radius 1 at rank 4
Lingering puddle of glue also pins for 1 + (Talent) turns
r2: Grease grenade
- Active, Radius 1 slow movement, radius 2 at rank 4
Lingering puddle of grease lasts for 1 + (Talent) turns
Reduces movement by 1 + (Cun * 0.15)% per talent level while in puddle, wears off shortly after leaving puddle
Flying/levitating are unaffected
r3: Stink grenade
- Active, Radius 1 physical daze, radius 2 at rank 4
Lingering cloud of stink lasts for Talent turns
Daze lasts for Talent turns, reset (save/resist check) each new turn still in cloud
unbreathing, poison immune are not affected
r4 Concussion grenade
- Active, Radius 1 physical stun for (Talent) turns, radius 2 at rank 5
Physical disarm (targets drop their weapons)
r5: Flash grenade
- Active, Radius 3 physical blind for Talent turns
Lingering smoke reduces vision radius by (X) for duration of the cloud
Reduces accuracy by 1 + (Cun * 0.1) per level while inside cloud
(would have preferred something a little more subtle but oh well, as lukep says all monsters have 10 infravision)
2: Lure: (as rogue)
3: Secret Ingredient
- Passive, improve the strength of all grenade recipes by 5% per adjusted talent level (up to 32.5%), and duration of effects by 1 per talent level
4: Recycler
- Passive, reduce the cooldown of all grenades by 1 per talent level
edit: reduced base durations, instead allowing Secret Ingredient to increase durations.
Note: getTalentLevelRaw() will be used for durations for individual grenades, because increasing the mastery by spending category point or by amulet will increase everything anyway due to Secret Ingredient's effect. Otherwise I guess durations would get fairly crazy.
update: taking Mobility away again, after all Rogues only have 3 generic talents themselves and they're okay as they are. If you want generics you can get them from escort awards.
Update: I realized Cunning wasn't actually being used for anything, so the strength of the effects (e.g., the number the target has to save against) comes from Cunning - makes sense to me, you're smarter and produce more effective recipes. This also makes the Secret Ingredient skill nicer than it would have been otherwise, because usually this is done with Accuracy, which tends to be extremely high for melee types anyway.