Basically, I've had the idea of an antimagic-only character for a long time. The idea of the Wood Sentinel is a combination of an antimagic character and a pure tank. I'm not sure how this will balance out yet (and criticism there is extremely welcome) but I'm imagining resource management should be a problem, along with high accuracy/high armor penetration characters (particularly drakes and archers, I'm thinking). Any ideas on switches to trees/talents are also very welcome.
Wood Sentinel - Wilder Sub-Class
As the Spellblaze wound on, the world let out a desperate cry. It would soon give up on the mortal races of the planet. This plea was answered by a group of Bulwarks intent on the destruction of spellcasters. These Bulwarks channeled their energy together with the world to gain perfect balance with mother earth. Their guardian, their god, their savior is her. The Order of the Wood Sentinel, a society that will stop at nothing to save Mother Earth, was formed.
Stat Modifier
Strength +2
Dexterity +2
Constitution 0
Magic 0
Willpower +4
Cunning 0
Starting Life 120
Life per Level +3
Starting Equipment/Talents
Iron Longsword
Iron Shield
Iron Mail Armor
Shield Wall
Combat Accuracy
Armor Training (3)
Talent Trees
Techniques
Shield Defence (1.3 mastery)
Combat Veteran (1.3 mastery)
Superiority (1.1 mastery)
Combat Training (1.3 mastery)
Wild Gift
Call of the Wild (1.2 mastery)
Harmony (1.2 mastery)
Antimagic (1.3 mastery)
Grace (1.3 mastery)
Vengeance (1.3 mastery)
Balance (1.3 mastery, locked)
Earthbond (1.2, locked)
Cunning
Survival (1.0 mastery, locked)
New Trees:
Wild Gift: Grace
1) Leafblade (activation, 3 equilibrium).
You hit a single target with a nature infused slash. This attack does 110/115/125/140/155/170/190% weapon damage, and inflicts x poison damage over 3/3/4/4/5/5/6 turns.
At talent level 4, this becomes insidious poison.
x increases with Mindpower.
2) Bloom (activation, 2 equilibirum, cooldown 20).
Life springs up around you in a radius of 1/2/2/3/3/4/4 for 3/4/5/6/7/8/9
turns. Your connection with nature grants you power inside this radius.
Weapon damage is increased by x%, Healing Mod is increased by y%, and any
kills inside the Bloom restore 1/2/2/3/3/4/4 equilibrium.
x% increases with Physical Power.
y% increases with Mindpower.
3) Nature's Beauty (Passive).
While inside bloom, your appreciation and admiration of beauty increases.
You are inspired to save it from destruction. In addition to Bloom's
bonus, you recieve a (talent level*1)% resistance to elemental damage
(excluding arcane), and a (talent level*3)% resistance to arcane damage.
At talent level 3, 5, and 7, your Bloom has its duration increased by a respective 1, 2, and 3 turns.
4) Roots (Passive).
Nature does not share its love for you with your adverseries. Trees will send their roots through the ground to protect your Bloom, inflicting pain from beauty they do not appreciate. There is a x% chance that enemies in your Bloom will be pinned and recieve y% damage.
x% increases with mindpower.
y% increases with physical power.
Wild Gift: Vengeance
1) Sting (Sustained, 40 equilibrium, 30 cooldown).
The wrath of nature is present in all creatures, particularly the swift, deadly, and poisonous hornet swarms. You channel their wrath, decreasing your weapon speed by (talent level*3), increasing your movespeed while in bloom by (talent level*5), and increasing your affinity for finding weak spots, increasing critical chance by (talent level*.5) and critical damage multiplier by (talent level*2). This talent may not be active at the same time as Pure Wrath.
2) Sticky Sap (Activated, 5 equilibrium, 5 cooldown)
This skill requires Sting to be sustained. Any enemy attacking you while you're channeling your nature spirit will recieve x slime damage and be slowed by 5/5/5/10/10/10/15%.
x increases with mindpower
3) Impale (Activated, 10 equilibrium, 20 cooldown).
You send a wave of natural pain throughout your enemies. You lash out at a nearby foe, doing (talent level*10) extra weapon damage and 10% of that as bleed damage over 5 over turns. Your wrath exceeds your grace however, putting Sting on cooldown.
4) Pure Wrath (Activated, 20 equilibrium, 30 cooldown).
The anger of a treant flows through your blood. Your wrath increases physical power by 10/20/30/40/50/60/70 and sends 10% of the damage you deal in a radius of 1 around the target, even hitting yourself if you are in range. Your wrath blinds your true goal though, reducing armor and defense by (talent level*5) and reducing your vision range to 1.
Wild Gift: Balance
1) Ponder (Activation, 5 equilibrium, 10 cooldown).
You question the nature of the world for a few moments. You are incapable of acting for 3 turns, but your peace with the world increases your regeneration by (talent level*5).
2) Enlightenment (Passive).
You add insight to your life. You gain (talent level*2) mindpower.
3) True Meaning (Passive).
Your search for the ultimate purpose in life leaves you more resistance
to deterrants. Gain (talent level*5) Confusion Resistance.
4) Restore Balance (Passive)
You attempt to return a semblance of perfect balance to the world. While sacrificing 10 armor and defense, you return (talent level*.5)% of the damage you recieve in a radius of 1.
Wild Gift: Earthbond
1) Universal Peace (Passive).
Above all your goals is the achievement of perfect equilibrium, or Universal Peace. This desire makes you resistant to many dangers.
Decrease all damage by (.1*Willpower). Additionally, your weapon damage is decreased by (30/talent level)%.
2) Fracture (Activation, 10 equilbrium, 20 cooldown)
Earth splits in front of your command. A fracture in the earth is sent out in a 1/1/1/2/2/2/3 radius ball around you, having a 50% chance to daze enemies for 2/2/3/3/4/4/5 turns.
3) Slateshield (Sustain, 10 equilibrium, 20 cooldown)
Your shield becomes heavy with the additional force nature infuses into it. Your global speed is reduced by 40/35/30/25/20/15/10%, while you recieve a (talent level*2+willpower)% to your armor total.
4) Atlas (Activation, 10 equilibrium, 50 cooldown)
You ready yourself to protect planet earth; becoming an extremely powerful protector in the process. While becoming immobile for 10 turns, your Armor and Defense receive a (talent level*2) increase, your resistance to all physical damage is increased by (talent level*3), and
all enemies are drawn to you. Additionally, your physical and mind power recieve a 5/5/10/10/15/15/20 bonus.
Let me know what this angry hippy has going on.