Class idea: Death Paladin

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Class idea: Death Paladin

#1 Post by AlexMdle »

I got the idea randomly today. The idea is basically a physical-combat oriented version of Necromancer. Weaving through states of life and death, he passively enlists aid of long-dead warriors, instills fear in his enemies and eventually becomes one of the dead himself.

Belongs to the Warrior class type.

Posesses a necrotic aura with a radius of 3. Up to 10 units of necrotic can be stored.

Posesses following class trees:
Technique/Combat Training
Technique/Conditioning
Technique/Combat Veteran
Technique/Combat Techniques
Cunning/Survival
Class trees:
Death/Servitude (Class)
Vassals(Passive)
Effect: The dead are your servants, they beck to your every call. You are constantly followed by 1/1/2/2/3 skeletal servants which do their best to protect you. They possess 44% of your stats and +10 accuracy.

Death is not permament for your servants. For every amount of damage equal to a servant's max hp dealt, 1 servant will rise anew and you will gain 1 soul.
Strength of Legion(Active)
Range: 1
Cost: 2 necrotic
Cooldown: 9
Effect: Strike down the enemy with your main weapon, inflicting 40/65/90/115/140 physical damage. Your vassals follow suit, using the same skill at 44% power on the nearest available enemy (prioritizing your target), dealing shadow damage.

Damage increases with strength.
Sworn Oath(Sustained)
Cost: 1 necrotic
Effect: Radiates lordly might upon your vassals, increasing their movement speed by 50%. For every (5% of max hp) damage you take their attack speed increases by 2% for 3 turns. Max 5/9/13/17/20 stacks.

Damage increases with strength.
Deathlord(Sustained)
Cost: 2 necrotic
Effect: Your heart no longer beats. As long as the ability is active you are, for all intents and purposes undead, gaining all the associated immunities.

If you die while this ability is active, you have the option to come back to unlife as permamently undead (Disables Blood of Life is it was used prior! "You feel all lifeblood leave your body.").

You come back as one of the three different beings of your choice:

Skeletal Warlord (+10 ranged defense)
Ghast Templar (+3 hp regen)
Wraithguard (+10% movement speed)


Your vassals become, respectively:

Skeletal Vanguard (Always comes back to life once, can rush enemies)
Rotcarl (Attacks have a chance to cause a random disease, can spit acid)
Oathbound Specter (Passes through walls, can blind enemies)

You also gain the associated class tree and can level talent levels up to level 1/2/3/4/5.
Death/Desolation (Class)
Deathfist(Active)
Cost: 1 necrotic
Cooldown: 5
Effect: A powerfull smash that hits all targets in a cone of range 3 in front of you, dealing 100/115/130/145/160% weapon damage. This damage increases by 1% of every 1% of max hp missing.

Damage increases with strength.
Extinguish(Active)
Range: 3
Cost: 2 necrotic
Effect: Deals 50/65/80/95/110 darkness damage to all enemies in range of 2. Removes all healing and regenerative effects from affected enemies and deals the same amount of damage again for every effect removed that way.

Damage increases with strength.
Mortal Power(Passive)
Effect: Death and suffering power your being. All enemies in range of 3, above 60/55/50/45/40% max hp must pass a physical check every turn, or suffer 1/2/2/3/4% of their max hp as darkness damage.

Your physical power increases by 2/2/3/3/4 for every enemy under 40% max hp in range of 3. Max 5 stacks.
Arcadian Reaper(Active)
Range: 1
Cost: 3 necrotic
Cooldown: 25
Effect: Kill one, kill many, kill them all. Deals 140/170/200/230/260 physical damage to the target enemy, amplified by 1% for every 2% of their max hp missing (Darkness damage). If this kills the target the spell jumps over to another target in the range of 3 with a maximum of 3/3/4/4/5 jumps. Every jump keeps the "1% for every 2%..." bonus damage of all previous targets to a cap of 140/170/200/230/260 darkness damage.

*Advanced skills WIP*
Last edited by AlexMdle on Sat May 12, 2012 8:00 pm, edited 1 time in total.

Goblinz
Module Developer
Posts: 163
Joined: Tue Dec 14, 2010 3:23 am
Location: Where I need to be

Re: Class idea: Death Paladin

#2 Post by Goblinz »

Beside the fact that this is very much an basic idea I do like the idea. I particularly like the death lord talent and how it changes you minions. The desolation tree seems a bit overpowered and very easy to outlast enemies and just skirt around.
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Class idea: Death Paladin

#3 Post by AlexMdle »

Death/Skeletal Warlord (Class)
Pale mastery(Passive)
Effect: Your bones are imbued with powerful necrotic energies. Grants 4/7/10/13/17 stacks of the effect, each stack increasing armor by 1, physical and arcane resistance by 1%.

If struck by an enemy, transfer 1 stack of the effect on it - each stack reducing it's armor by 2, physical and arcane resistance by 2%. Max 6 stacks per enemy.
Affected enemies transfer the stacks back onto you upon death, also healing 1/1/2/2/3 hp per stack transfered.
Kurgan(Active)
Range: 3
Cost: 2 necrotic
Cooldown: 20
Effect: Calls spirits of long-dead warriors from the ground itself, haunting an area of 3 around the Skeletal Warlord for 5 turns. All enemies caught in the area lose 1/1/2/2/3 of their highest physical stat per turn for 2 turns.

Increases physical stats of your vassals by the amount of all currently stolen stats. Max stat raise cap: 3/5/5/7/7.
Forge of Bones(Sustained)
Cost: 4 necrotic
Cooldown: 120
Effect: Transform one of your vassals into a Heavy Sentinel to rally your troops to victory! Lasts for 4/5/6/7/8 turns. You and your allies are not harmed by it's fire.
Death's Mandate(Sustained)
Cooldown: 40
Range: 1
Effect: Dominate the target non-elite enemy, bringing it under your control. Your deadly influence drains 10% of it's max hp each turn (Capped at: 60/75/90/105/120), restoring 50% of the drained health (Capped at: 30/37.5/45/52.5/60) between you and your vassals. Each turn the target may do a mental check to escape your grasp, ending the talent.

Can be deactivated manually.

Caps increase with strength.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Class idea: Death Paladin

#4 Post by AlexMdle »

Death/Wraithguard (Class)
Draining touch(Passive)
Effect: Your presence withers body, mind and soul reducing the effective talent level of all enemies in range of 1/1/2/2/3 by 0.4 per turn for 2 turns. Stacks up to minus 0.8/0.8/1.6/1.6/2.4 talent levels.

Talent levels that go under 1 become unavailable until the effect expires.
Spiritual Invasion(Active)
Range: 5
Cost: 2 necrotic
Cooldown: 20
Effect: Order one of your vassals to possess the target enemy for the next 10 turns. There it begins to violently warp the target's mind, dealing 100/120/140/160/180 mind damage over the first 3 turns, confusing it for 1 turn on each of the next 2 turns, driving it berserk (Views everyone as an enemy) for next 2 turns and bringing it under your control for the last 3 turns.
The servant continues attacking normally from the target's tile.

After the effect ends, the spirit leaves the target's body, dealing 120/145/170/195/220 darkness damage to it.

Target can perform a mental check after turns 5 and 7, ending the effect immediately (still deals damage) if it succeeds.
Frozen Heart(Sustained)
Cost: 4 necrotic
Cooldown: 120
Effect: Transform one of your vassals into a Glacial Legion to rally your troops to victory! Lasts for 4/5/6/7/8 turns. You and your allies are not harmed by it's frost.
Pulse(Active)
Cost: 3 necrotic
Cooldown: 65
Effect: Attempt to instantly snuff out all life around you:

All enemies under 20% hp in range of 2 receive 200 darkness damage.
All non-elite enemies over 20% hp have their hp reduced to 20/18/16/14/12% hp, recovering all health lost over 5/5/6/6/7 turns.
Elite enemies are immune to the second effect, instead have the darkness, mind and cold resistances lowered to -25%(If a resistance is already at/under -25%, it gets lowered by further 25%), recovering back to their normal over 3/3/4/4/5 turns.

Damage and recovery duration increase with willpower.
Last edited by AlexMdle on Sat May 12, 2012 10:15 pm, edited 1 time in total.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Class idea: Death Paladin

#5 Post by AlexMdle »

Death/Ghast templar (Class)
Deathly odem(Active)
Cost: 25 vim
Cooldown: 12
Effect: Breathes a cone of putrid gases in a range of 3. All affected enemies receive 5/7/9/11/13 stacks of the ability's effect. Attacking an affected enemy deals 2/2/3/3/4 blight damage per stack to it. Enemy loses 1 stack per turn.

Blight damage stacks with magic.
Bloat(Passive)
Effect: Your servants now explode in a puff of highly infectious filth, dealing 120 nature damage in range of 2 and leaving behind a noxious cloud. The cloud's range is 2 and it lasts for 3 turns, dealing 25/35/45/55/65 blight damage per turn and inflicting a random disease.

Damage increases with magic.
Wall of flesh(Sustained)
Cost: 45 vim
Cooldown: 120
Effect: Transform one of your vassals into a Rotting Titan to rally your troops to victory! Lasts for 4/5/6/7/8 turns. You and your allies are not harmed by it's tremors.
Infected Swath(Active)
Cost: 65 vim
Cooldown: 65
Effect: Fires a 3x3 wide beam in the target direction with a range of 12, dealing 200/240/280/320/360 blight damage to all enemies encountered and leaving behind a pestilent residue for next 7 turns on every tile affected. While on the affected tiles, your vassals are driven mad with insatiable lust for sweet flesh, gaining 12/14/16/18/20 armor penetration.

Damage and armor penetration increase with magic.

Post Reply