Basically, I wanted to have a Wilder class that reminded me of the Shamans of WoW: They can have vastly different roles depending on how you build them. So, in that sense, I wanted to make a class where you pick two out of three things you want to excel in and go from there: Melee, totems (basically summons), or direct spells.
Let me know what you think! If I'm not the only one that likes this I'll start coding it in my free time. I don't think the talents are anything particularly new or mindblowing to code, but I think the varied builds could make this one attractive to people.
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Shaman
The shaman connects to nature in their own unique way, utilizing infused totems, staves, or otherwise to harness the elements rather than a draconic or animalistic method. This is by no means easy; each shaman must find their own way to commune with nature through these tools and hone their own unique wild-gifts.
Strength +3
Constitution +2
Willpower +4
CLASS TALENTS
Wild-gift / Waterweave 1.2x (Mindpower-based cold gifts. WIL)
- Geyser Burst: Single target cold damage and small fireburn. Causes Wet.
- Splash: Multi-hit melee AoE cold damage. Causes Wet.
- Osmosis: Fire/cold resistance sustain that can be toggled off for an instant heal.
- Icy Rain: AoE cold damage. Causes Wet and Slow.
Wild-gift / Stormcall 1.2x (Mindpower-based lightning and cold gifts. WIL)
- Gust: Cold and lightning damage in a cone with knockback. Freezes Wet enemies.
- Fog Ring: Defense sustain that can be toggled off for a burst of AoE lightning damage and daze. When sustained, also allows you to breathe underwater.
- Static Discharge: Melee-range massive lightning damage with knockback and daze.
- Chain Lightning: Iconic! Single-target lightning damage that jumps between X targets. Small damage reduction with each jump. Any Wet targets take extra damage and are dazed.
Wild-gift / Earthraise 1.2x (Mindpower-based physical and nature gifts. WIL)
- Boulder Crack: Physical projectile that stuns.
- Stranglevine: Single-target pin that deals nature DoT. Wet targets take extra damage.
- Fertile Soil: Life regen sustain that can be toggled off for a burst of AoE nature damage. Wet targets are slowed.
- Split Earth: AoE spell that deals large physical damage.
NOTE ABOUT TOTEMS: You are allowed one totem of each type at once. Works similarly to Moss.
Wild-gift / Grace totems 1.2x (Mindpower-based "summons" that deal damage over time and buff or heal allies in an area. WIL)
- Clinging Moss Totem: Deals nature damage each turn to enemies and provides armor and healing factor to allies in the area for seven turns.
- Cleansing Pool Totem: Deals cold damage to enemies and heals and relieves poison for allies each turn for seven turns.
- Fresh Air Totem: Deals lightning damage to enemies and relieves status effects for allies each turn for seven turns.
- War Torch Totem: Deals fire damage to enemies each turn and provides a bonus to all damage and Accuracy for allies in the area for seven turns.
Wild-gift / Shamanistic rage 1.3x (Dual-wield melee techniques. Requires conventional weapons. STR)
- Shaman's Wrath: Passively allows the user to dual-wield any one-handed weapons. A sustain that deals random fire, cold, lightning, or nature damage on each melee attack.
- Hammer Blow: Physical damage and stun for X turns with your mainhand weapon, random fire/cold/lightning/nature damage with your offhand. Mainhand damage scales with physical power while offhand damage scales with mindpower.
- Planetary Invocation: Slam your weapons into the ground and deal physical damage in an area as well as fire, cold, lightning, or nature randomly. Reduces your equilibrium for each target hit.
- Force of Nature: Charge into an enemy up to four spaces away, dealing large damage with your mainhand weapon and increasing all damage resistance based on your mindpower for X turns.
Technique / Combat techniques 1.0x (Existing category. STR)
LOCKED CLASS TALENTS
Wild-gift / Wrath totems 1.2x (Mindpower-based "summons" that deal damage on arrival and debuff enemies in an area. WIL)
- Totemcraft: Your totems become more potent, increasing their radius and duration passively.
- Rushing Waters Totem: Cold damage on arrival, then cold damage and Wet every turn for seven turns.
- Sudden Storm Totem: Lightning damage on arrival, then cold damage and slow every turn for seven turns.
- Volcanic Burst Totem: Flameshock (short stun) damage on arrival, then fire damage every turn for seven turns.
Wild-gift / Flamedance 1.2x (Mindpower-based fire gifts. WIL)
- Magma Lash: Deal fire damage in a beam, hardening on impact with Wet enemies and pinning them.
- Evaporation: Passively, any time you dispel Wet on an enemy, deal an extra instance of fire damage. Also passively increases your mental critical chance.
- Living Lantern: Small AoE fire damage and light radius sustain that can be toggled off for a flash of blinding light damage.
- Primal Fire: The fires that originally forged the earth return! Deal massive AoE fire damage around you, leaving a burning field in its wake. You also are tempered by the flames, healing from any fire damage you take for six turns. However, the destruction is so great you are momentarily disconnected from nature, putting all your Wild-gifts on cooldown for four turns.
Wild-gift / Stormhammer 1.3x (Dual-wield melee techniques. Requires conventional weapons. STR)
- War Drum: Hit a melee target twice with each of your weapons. The rhythmic thunderclap of your weapons inspires you, reducing the cooldowns of your totems by X.
- Distant Thunder: Throw your mainhand and offhand weapon at a single target. Each impact deals lightning damage and reduces the cooldown of a random Stormhammer talent by 1.
- Storm Brewing: After a physical critical, your next Icy Rain, Chain Lightning, or Split Earth take no time to cast and deal 25% extra damage. This can only happen once every ten turns.
- Natural Disaster: Become a walking maelstrom, threatening all in your path. Move 25% faster and deal 25% weapon damage around you every time you attack. Sustained talent.
GENERIC TALENTS
Wild-gift / Shaman discipline 1.2x (Passives that aid shaman talents. WIL)
- Stone Soul: Increases spell save, mental save, and physical resistance passively.
- Honed by Earth: Increases strength, constitution, and willpower. At talent level 5, increases your size category by 1.
- Second Nature: Any time you are in the area of a totem's effects, your equilibrium is reduced by X each turn.
- Elemental Bond: Increases fire, cold, lightning, and nature resistances passively. Additionally, mental criticals reduce your equilibrium by X.
Technique / Combat training 1.0x (Existing category. STR)
Wild-gift / Call of the wild 1.3x (Existing category. WIL)
Wild-gift / Harmony 1.2x (Existing category. WIL)
LOCKED GENERIC TALENTS
Wild-gift / Mindstar mastery 1.0x (Existing category. WIL)
Wild-gift / Antimagic 1.0x (Existing category. WIL)
Technique / Thuggery 1.0x (Existing category. STR)
If Darkgod wants it, I guess it'll come to pass eventually! I'll keep everyone updated.
