Vampire Class!

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HamTheBacon
Wayist
Posts: 19
Joined: Wed Oct 31, 2012 4:27 am

Vampire Class!

#1 Post by HamTheBacon »

So i have seen pretty much everything but i have yet to see a Vampire class, so i thought i would give my idea on how to put that in there!.

So Vampires are the most powerful of the powerful imo so i thought you would have to be as powerful for them to accept you, so here is the criteria for becoing a vampire:

Minimum Level 30
At least 2 Stats at 40 or higher.

So after doing so much of the game fighting many different things, one of the most powerful are the vampires, some classes can fight them better some have more troubles. Well i want to play one, And you may be wondering why the vampire is a class instead of a race? because any race can be a vampire, so ill suggest them to be a race!

Vampires are powerful, so they start the game with +Dex and +Str and +Cunning, The vampire would prefer using their claws and teeth that using a sword imo so they gain a bonus to hand to hand combat like the brawler but dont like gloves, So the vampire uses abilites that go with their claws and teeth so some of their ability trees can go something like this:

They can bite to steal health and stuff, they can use their vampire powers to go stealth and such, they can control people and make them your thralls, they can use their claws in melee, they can also summon some animals and such to fight for them, so they would get abilities that do stuff like that, im to tired right now to think of specifics but i thought i would throw the idea out there for people to discuss, i would like to hear your thoughts, like what would make this idea better and such, thanks for reading!

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Vampire Class!

#2 Post by bricks »

It's generally better to post a more fleshed-out idea, as well as one that fits more closely into the game's mechanics and lore. Suggested classes that have been implemented were very detailed (see the Marauder or Necromancer suggestions), and in some cases independently developed.

Also, there have been many vampire suggestions, check those out for more ideas. I think they make more sense as an undead race but an unarmed defiler would be interesting, too.
Sorry about all the parentheses (sometimes I like to clarify things).

TheRani
Archmage
Posts: 321
Joined: Sun Jan 16, 2011 7:25 pm

Re: Vampire Class!

#3 Post by TheRani »

I would argue that any race can be a ghoul or a skeleton, too. But why are they races instead of classes?

HamTheBacon
Wayist
Posts: 19
Joined: Wed Oct 31, 2012 4:27 am

Re: Vampire Class!

#4 Post by HamTheBacon »

Thats the thing, the reason its a class imo instead of a race is because the vampire isnt the same as every other vampire, different races can be vampires as long as they were bitten, so it makes sense that they would be a class, the idea of the vampire was as follows:

Vampirism / Claws:

Blight Claws - As you increase this skill your claws will do more damage per attack as long as you are not wearing any gloves, at level 3 they do bonus blight damage and at level 5 that blight damage will pass to enemies side by side with the infected.

Savage Swipes - You claw wildly at your enemy hitting them for (60/80/100/120/140) % damage (2/2/3/3/4) times.

Hardened Claws - As you use them your claws get stronger increasing your armor penetration by (6/10/14/18/22) per attack, stacks up to 3 times per creature lasts 2 turns.

Claw Lunge - You lunge forward up to (2/3/4/5/6) spaces (if it is occupied it cannot be completed) dealing damage and stunning all you pass through for (3/3/4/4/5) turns.

I wanted this tree to increase your melee potential, as traditional vampires dont have any magics other than their mind tricks and such this seemed appropriate, also damage and such will increase based on strength.

Vampirism / Teeth:

Savage Bite - You bite down hard on your enemy, dealing (insert amount of physical damage here) draining blood and healing you for (45,67,91,112,125) % of the damage done, at level 3 is has a chance to cause a bleed, at level 5 bleed is garenteed.

Diseased Fang - (Sustained) Your bite causes bonus blight damage and confuses enemies.

Chomp and Drain - You bite down hard on your enemy stunning them and you drain blood from them every turn healing you for the damage dealt (both you and your target cannot move while you are draining until the action is up or you take damage a physical save will fight you off canceling the action)

Throat Rip - you attempt to rip the throat out of your target, if they are under (14,18,22,26,30) % of their total life, it has a chance of instantly killing the target, or it does damaged based on strength.

I was going for the teeth version of claws, being able to drain your opponents while in melee, should you choose melee instead of pets/magic.

Vampirism / Summons:

Summon Plague Rat - You summon a plague rat that does bonus blight damage on attack that has a chance of spreading to a new target, At level 3 it also has a disease aura that diseases nearby enemies, at level 5 the Rat will explode in a shower of disease dealing large amounts of blight damage in an area.

Summon Fang - You summon your bat Fang, At level 3 it can use Savage Bite, at level 5 it heals for the damage done from savage bite.

Summon Swarm - Summons a swarm of bats to confuse enemies, enemies hit are confused, increases with willpower.

Summon Shadowclaw - Summon your fierce Wolf companion Shadowclaw, at level 3 he has a chance to bleed on attack, at level 5 he can use claw lunge.

I wanted his main stats to be strength and willpower, so his summons and spells will use willpower and his claw and teeth attacks will use strength.

Vampirism / Magics:

Mind Control - Attempt to make target humanoid your thrall, a will save will cancle this, amount of turns will increase with willpower.

Mist form - Turns yourself into mist, increasing speed and lowering physical damage dealt to you, but magic does bonus damage.

Shadow Illusion - Creates an illusion of yourself that enemies will attempt to attack, allowing you to escape, amount of turns is based on willpower.

Vampric Domination - Causes thralls to turn into lesser vampires, completely under your control, but after (amount of turns based on willpower) they will turn to dust.

This is about all i can come up with off the top of my head, but im sure with some tweaking and help from both staff and fellow players it could turn into something pretty damn awesome, please tell me what you think, i even have an idea for how to unlock the vampire class.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Vampire Class!

#5 Post by Frumple »

Have some of the in-game vampire lore.
#{bold}#4. Vampires#{normal}#

Vampires are so far removed from other varieties of undead it seems almost unreal. What grants them their longevity? How do they retain such great intelligence? Beyond their sallow complexion and drawn features, why do they not decay and decompose as their ghoulish siblings do? The study of vampiric nature is one long list of unanswered questions, each new study adding yet more to the ever-growing pile.

As said before, a vampire's greatest strength is its resemblance to a living man, both in mind and body. Thanks to this, vampires are known for residing comparatively close to normal towns and villages far more than other undead. Some have even been known to keep their lairs within these communities themselves! Despite their resemblance however, there are many telltale signs of vampirism: Unnaturally pale skin, long and distinctive fangs, an aversion to sunlight, and much more besides. In an effort to avoid close inspection, some vampires are known to masquerade as men of wealth, often cloistering themselves in remote locations to discourage prying eyes.

But perhaps the most astonishing thing regarding vampires is their propensity for alliance and familial relationships. No other undead being even approaches matching the incomprehensible tangle of clans, broods, families and bloodkin that vampires create for themselves. It is for this reason that vampires often end up becoming rulers of lesser undead themselves, commanding them as a normal necromancer would. So, in turn, treat them as you would a necromancer - with cold steel.
Beyond that, there's the in-game vampires and their talents... they seem to be more magic inclined (more zappy less bitey) than your standard (ish, it's not like there's not fifty bazillion different kinds of vampires these days) vampire critter, and a bit distanced from the "normal" lore. Doing something off the cuff (Chronomancy ties? Some sort of connection with arcane powers? Who knows...) with them might be interesting.

In regards to the talents, they'd probably be more likely to summon or call on other undead than the sterotypical vermin stuff or transformations (Well, the npc file mentions transformation into a bat, but nothing beyond that and it's got no in-game representation, so far.), ferex, and they've manifested their potential illusion inclination via archmage and necromancer talents, so far. As a race (and/or class, I suppose), their stats would likely be more magic and cunning than strength and willpower.

In any case, vampires (along with wights, not considering the addon, iirc) are (or were, at one point) intended by DG to be implemented as races, similar to skeletons and ghouls (They're listed in the undead race file, anyway :P). A class based around the general concept (especially regarding modern lore, perhaps) of a vampire would fit pretty well, though. Possibly a warrior/necromancer in the manner that arcane blades are warrior/archmagi, or a rogue necromancy equivalent to shadow blades.

HamTheBacon
Wayist
Posts: 19
Joined: Wed Oct 31, 2012 4:27 am

Re: Vampire Class!

#6 Post by HamTheBacon »

I was actually thinking something like that, if you dont agree with the traditional vampire i had a vampire hybrid in mind which could in fact pose as a vampire like class, what the concept was, is a vampire ambomination, very large and slow, one arm is huge the other is smaller, and the claw of the large arm is very large acting as a weapon, the Ambominoid as it is, can naturally use two handed weapons in the non claw arm as if it was a one handed weapon, the claw itself gets its own abilities and also counts as a two handed weapon so it can do very well in dual wield classes, again strength based but thats just me, if it gets enough recognition, the vampire and the Vampire Abominoid could be its own race section, who knows.

So it would be able to use its claw and also an offhand weapon which can be one or two handed, and if it uses an off hand weapon, or a shield for that matter, it can use shield and dual wield talents, the claw would have its own skill tree, as well as some other addons to make it a little more balanced.

Other than that its all i got, so who knows what will happen.

King Gainer
Halfling
Posts: 88
Joined: Thu Jul 12, 2012 8:37 pm

Re: Vampire Class!

#7 Post by King Gainer »

If vampire was made as a class, it would really need a no undead restriction on race choice(no skeleton vampires).
Other than that having it as a class could work well, considering all the powers a vampire would have: a bloodlust tree, charms, shape shifting.

HamTheBacon
Wayist
Posts: 19
Joined: Wed Oct 31, 2012 4:27 am

Re: Vampire Class!

#8 Post by HamTheBacon »

Thats what i was going for!

Laerte
Halfling
Posts: 88
Joined: Sat Sep 11, 2010 12:23 pm

Re: Vampire Class!

#9 Post by Laerte »

I have it unlocked already (for some years now). I manually edited the allow_build.profile (that was before the online profile ever exists) and when the online profile was created this unlock was uploaded too and I cannot remove it anymore.

Code: Select all

$ cat .t-engine/4.0/profiles/online/modules/tome/allow_build.profile 
tutorial_done = true
undead_ghoul = true
afflicted_doomed = true
undead = true
mage_pyromancer = true
warrior_brawler = true
mage_cryomancer = true
undead_vampire = true
wilder_summoner = true
psionic_solipsist = true
afflicted = true
divine_anorithil = true
rogue_poisons = true
divine_sun_paladin = true
mage_necromancer = true
corrupter_reaver = true
wilder_wyrmic = true
chronomancer = true
rogue_marauder = true
corrupter = true
corrupter_corruptor = true
yeek = true
mage_tempest = true
afflicted_cursed = true
mage_geomancer = true
divine = true
psionic = true
campaign_infinite_dungeon = true
campaign_arena = true
mage = true
chronomancer_temporal_warden = true
birth_transmo_chest = true
undead_skeleton = true
psionic_mindslayer = true
__uuid = true

NEHZ
Halfling
Posts: 118
Joined: Sat Oct 01, 2011 9:29 pm

Re: Vampire Class!

#10 Post by NEHZ »

I'd say Vampire would sooner replace race specifications than class. Especially considering that race abilities are mostly inherited physical traits, while class is more of a career. Ghouls and skeletons can also be based on any race, but their undead being replaces their original racial skills. Though it's a bit of a grey area.

If I may add a suggestion:
Split it up into an undead race Vampire* (with 4 racial skills that suit it) and a class such as Bloodhunter/Specter/Leech, which uses claws and mystical skills that you might associate with vampires/banshees and syncs best with (or is exclusive to) undead races. Make it work especially well with the vampire's stat bonusses.

This way you can go full on vampire, or become a vampiric thief, or a bloodhunting skeleton.

*with for example a passive "I'm a vampire with accompenying weaknesses strenghts" skill that you can't take points out of and a take control of undead skill.

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