Posted by Grallon on April 19, 2000 at 11:47:57:
In Reply to: contorts your idea into a new Paladin class posted by wheeljack on April 19, 2000 at 11:35:06:
> That's right rome, lets take these good ideas, remove the flaws, improvise a bit, and we have a reasonable modification for paladins. minus the damned xp penalty.
>
> Down with being productive at work!!!
>
> The Resilience Chain (Advances through defeat):
>
> >[11] Resilience: This skill is automatic. When the crusader is slain, this skill is checked,
> >and depending on his skill in it he will start off with a greater amount of health (at 75% he
> >may begin at 25%, at 100% resilience, he will start at 50% health). This skill will go up
> >each time the crusader is slain by anything.
>
> A very reasonable and nice idea
>
> >[20] Avenging Angel (Gained when resilience is mastered [minimum 25 deaths]): This skill
> >is also automatic. When the crusader is slain, and angel is sent by his deity to slay the
> >one who would dare fell the holy warrior. The angel’s strength is based on his skill in
> >avenging angel (at 75%, perhaps an angel of similar rank to the crusader will hunt the
> >murderer, when you reach 100%, the angel is down right wicked). Like resilience, this skill
> >goes up each time the crusader is slain by an evil player.
>
> Craziness. Lets take the idea of an avenging angel and weaken it -- how about after you get pk'd the little angel follows the killer for a while and can tell you what they see. i.e., a chance to find your killer or see where he's sorting your eq. Though your killer can't see the angel, the angel can be killed. An area spell will draw it out. Not so sure about fog, lets make it fog proof. If you get killed by a mob, might not be bad to have that angel attack the mob.
>
> >[35] Phoenix (Gained when Avenging Angel is mastered [minimum 50 deaths]): The phoenix
> >skill raises the crusader from his ashes right then and there… on the spot. He does not
> >become a ghost, but rather becomes immune to damage for a few hours depending on his
> >skill in phoenix (at 75% perhaps 1 hour, at 100%, ). The crusader will only regain his health
> >to 50% per resilience, but will also gain a healthy boost to his hit and dam roll. This skill
> >can be toggled (phoenix on/phoenix off). Again like avenging angel, this skill also goes up
> >each time the crusader is slain by an evil player.
>
> Again a little too much. Just rising at your corpse would be enough. And 50 deaths??? screw that, just give it to them. With rising right at your corpse and resilience they'll be fine. Yes, ghostly. all this is is a little bonus for getting your eq back. big deal. if your stupid and rise in a no recall room, then it backfires, fair enough I think.
>
> >[40] Martyr (Gained when Phoenix is mastered [minimum 75 deaths]): The martyr skill,
> >upon the death of the crusader, grants a full heal, and a Martyr affect (+15 hit/dam,
> >protection from evil) to all those grouped with the crusader. This skill improves 1% with each
> >death to an evil player.
>
> You want these guys to die a lot eh? Martyr is a cool idea. Your details seem fair.
>
> >[51] Blaze of Glory (Gained when Martyr reaches 80% [minimum 80 deaths]): The blaze of
> >glory is a one shot skill. The crusader enters the comand ‘blaze’, then confirms it. The
> >crusader then transforms into a fiery being of pure holy wrath. The crusader is surrounded
> >by a pulsating white aura of this holy energy, and gains the following abilities for the next 48
> >hrs: Fly skill (per air forms), flyto (similar to the falcon), holy might (+50/+50 hit/dam, 50%
> >damage reduction), swimto (per water forms), water breathing, auto-healing (once a round
> >the crusader is healed by his holy wrath equivalent to a cure serious). Upon the expiration
> >of the blaze of glory, the crusader’s life force is extinguished, and his constitution expires
> >(con-death .. 48 game hrs. to live, make it count).
>
> Hell, if your gonna be dead afterward, make it more even more powerful. Cool idea.
>
> >The Purity chain (Advances through contact with negative energy, and time):
>
> >[11] Purity : The purity skill automatically defends the crusader against negative based
> >attacks. Each time a negative spell is cast upon the crusader, this spell is checked first to
> >see if it is able to go through (a perfected purity skill will allow the spells to go through an
> >average of 50% of the time). Spells such as vampiric touch, poison, plague, curse, crimson
> >scourge, demon fire, and other similar spells are affected.
>
> Seems reasonable.
>
> >[15] Peaceful dreams (Gained when Purity is perfected): The peaceful dreaming skill will
> >automatically protect the crusader from harmful affects when he is sleeping. If an evil player
> >attempts to attack the crusader in any way while he is sleep, a minor angel may come to
> >his rescue and deflect the attack, wake the crusader, attack the assailant itself, or a
> >combination of the three (Perfected, about a 20% chance of each).
>
> Alright, you don't need no angel. We'll call harmful affects spells. He can be stolen from, bs'd, and bound.
>
> >[23] Intervention (Gained when Peaceful dreams is perfected): The intervention skill allows
> >the crusader protection from ill intended communes by calling upon his own immortal for
> >protection. So long as the affect lasts (5-15 hrs, depending on proficiency) the crusader will
> >enjoy a 25% chance of countering any offensive commune. (Skill improvement would have
> >to be balanced so that it would take about 50 hrs of constant use to perfect).
>
> Seems kind of like spellbane? 25% seems fair. How about instead of bouncing it, you "absorb" it and get a small heal or opposite affect, cuz your so pure and all. Plus, its just different.
>
> >[31] Blessedness (Gained when Intervention is perfected): Through extended contact with
> >their diety, crusaders enjoy a vastly improved healing rate (perfected, will more than double
> >the healing rate vs. simply having fast healing perfected). This skill is automatic (and will
> >take on average another 100 hrs to perfect).
>
> Not so sure about doubling fast healing. How about 125% fast healing, and a greater resistance to diseases, because your just so pure.
>
> >[38] Aura of Sanctity (Gained when Blessedness is perfected): This skill provides an affect
> >which reduces the damage dealt to the crusader from evil sources (In a similar fashion to
> >protection from evil, but to a much greater extent [on par with sanc], and takes on average
> >200 hrs to perfect).
>
> Lets just make this sanc, since these are paladins and all now.
>
> >[45] Truesight (Gained after aura of sanctity is perfected): This skill gives the crusader the
> >ability to see good/evil, hidden, camo, invis, duo, dopple, and anything else they come up
> >with (Takes an average of 300 hrs to perfect, unless helped along by an immortal).
>
> you disappoint me. Be more creative here. How about... PUREsight. there we go. But only allows you to see all, in that room. i.e., you have to be in the room to see them, won't see them on where, etc. Oh hush, its still better than faerie fog.
>
> >[51] Chosen (Gained after truesight is perfected): Gives the crusader immunity to positive
> >and negative attacks (divine, defilement, wrath, energy drain.. and so on). The crusader’s
> >moves are fully refreshed every game hour.
>
> Immunity? Fully refreshed? ah hell, sure.
>
> >The Pride Chain (Advances through victory):
>
> >[11] Pride: The pride of a crusader gives him an edge in combat, making him take extra
> >care in placing his blows properly. This skill provides an affect that grants the crusader
> >additional accuracy in combat (+hit) depending on his rank and ability in the skill (+2 @
> >75% and rank 11, up to +20 @ 100% and hero rank). Each time the crusader slays an evil
> >player with his pride activated, it will improve 3%.
>
> Again, you start out reasonable at the early ranks
>
> >[25] Flair (Gained after pride is perfected): A different type of defense, flair uses the ‘about
> >body’ armor to distract an opponent in much the same way as a matador does a bull.
> >‘About body’ wear must have the word ‘cloak’, ‘cape’, or ‘robe’ in the name to work with this
> >skill.
>
> Seems cool.
>
> >Eg. Bob’s freezing bite passes harmlessly through your long black cloak.
>
> >[33] Poise (Gained after flair is perfected): Poise in battle often means the difference
> >between a solid hit and a glancing blow. The poise skill provides the crusader with an affect
> >similar to pride, except it improves damage rather than hit roll (+2 @ 75% and rank 31, up
> >to +20 @ 100% and hero rank). Each time the crusader slays and evil player, the poise
> >skill improves.
>
> doesn't make much sense to me. but ok. how about this, after round with a successful blow, your dam roll goes up 1 (or more powerful, goes up exponentially, since combat can be short), as you learn about your opponents weaknesses. Could do something similar for the Resilience chain, except when they get hit their dam roll goes up, since they like to get beat up.
>
> >[34] Truestrike (Gained after poise is perfected): If a blow is parried, the deity of the
> >crusader will sometimes lend a hand and allow the strike to pass harmlessly through the
> >parry. The continued strike may still be dodged, but will otherwise strike home. As with all
> >previous skills in this group, it improves with victories.
>
> I like to rationalize it that their tremendous faith and pride in battle allows them to overpower a parried blow, rather than mysteriously pass thru. Hell, maybe make a "pass weapon" spell to cast on your weapon, heh.
>
> >[37] Soulstrike (Gained after truestrike is perfected): Working in a similar fashion to
> >deathblow, this skill will allow the crusader’s blade to strike at the heart of his foe, ignoring
> >any magical or holy defenses (but not natural resistances). Each time the crusader slays
> >an evildoer there is a 50% chance of this skill improving.
>
> Ok, this isn't really similar to deathblow, its just a blow not protected by magic, etc.
>
> >[41] Inspiration (Gained after soulstrike is perfected): Battle worn crusaders occasionally
> >are able to anticipate the moves of their foes, and avoid them. Whether this is from divine
> >inspiration, or just veteran savy is unknown, but the end result is the occasional avoidance
> >of a wayward trip, bash, or throw. Each time the crusader slays an evildoer there is a 30%
> >chance of this skill improving.
>
> Lets make this so you can hop trips, sidestep bashes, roll out of throws, and even dodge specs and things like lash, etc. Not that often of course.
>
> >[49] Indomitable Spirit (Gained after inspiration is perfected): Crusaders who have advanced
> >to this point in their abilities have built up confidence in themselves beyond that of mortal
> >men. This skill allows the crusader to continue fighting even when other men would fall
> >unconscious. If their opponent flees, or the fight is otherwise stopped, the crusader will then
> >realize their own mortality and pass on. Excessive damage may also cause the crusader to
> >fall (-50% max hp’s).
>
> So someone has to flee to kill them? ah, i guess. -50% is insane though.