Shaman Combat-3 Druid-2 New Class Suggestion

Started by Thergin, May 03, 2009, 03:05:16 AM

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SHAMAN                                                          EXP: 225%

Shaman are nomadic and usually part of a small tribe. They hail from no-
where in particular yet from everywhere. They are so spread out that it   
is impossible to know how and where the first tribe formed. However a     
common theme amongst Shaman is their respect for an entity known as "The 
Great Chieftan." All tribes live by an interpretation of a certain code of
conduct apparently first laid down by this Great Chieftan. This code of   
conduct is mostly a set of moral and ethical principles on a variety of   
subjects from how to treat the lands and its creatures to social structure
to the use of magic and much more. Tribes are mostly only differentiated 
by how much emphasis is placed on different rules which has sometimes led
to disagreements between tribes. On the whole though Shaman are mostly   
peaceful yet only tend to socialise with members of their own tribe. Their
code forbids sharp weapons and Shaman will not use heavy armour to allow 
them to direct their powerful nature spells. An angry shaman is dangerous.

HP/Level: 4-8
Magic: Druid-2
Combat: Average (3)
Weapons: Blunt
Armour: Chain

Shaman get smash same level as cleric
Shaman get meditate same level as cleric
Shaman hut was located south of main road in darkwood forest just before green dragon area, where there is a trainer and a shop with totems

Shaman lvl 10 quest item


Weapon:   witchwood truncheon
       Type 1H Blunt, Level 10, Dmg 9-20, Speed 1700, Str 70, Enc 70, AC 2/0, Acc 6. BS -10, Limit 1


Totems:   Shaman Only off-hand items (See below)
   Totem:   wooden totem
       Enc 100, AC/DR 3/0.1, Acc -1, Dmg +1, S.C +1, MaxMana +2
   Totem:   bear totem
       Enc 110, AC/DR 2/0.2, Acc -4, Dmg +3, HPRegen +10, Rcol +5, MinLevel +10
   Totem:   crow totem
       Enc 90, AC/DR 2/0, Acc 5, Percep +15, ManaRgn +10, Dodge +4, MinLevel +10
   Totem:   turtle totem
       Enc 200, AC/DR 6.1/1.1, Acc -3, HPRegen +10, Dodge -2, Stealth -5, MinLevel +10
   Totem:   troll totem
       Enc 90, AC/DR 1/0, HPRegen +80, ManaRgn -10, MinLevel +10
   Totem:   yeti totem
       Enc 90, AC/DR 2/0.2, Acc -2, Rcol +25, Dmg +1, MinLevel +10
   Totem:   fish totem
       Enc 80, AC/DR 1.2/0, ResistWater +25, Dodge +7, MinLevel +10
   Totem:   lizard totem
       Enc 85, AC/DR 1.4/0, Rlit +25, Dodge +6, MinLevel +10
   Totem:   puma totem
       Enc 80, AC/DR 1/0, Acc +5, Stealth +10, BSAccu +10, BSMax +5, BSMin +2, Illu +25, Minlevel +10
   Totem:   owl totem
       Enc 80, AC/DR 2/0, M.R. +20, Percep +5, Illu +75, MinLevel +10
   Totem:   swan totem
       Enc 80, AC/DR 1/0, ManaRgn +30, MaxMana +10, Dodge +2, HPRegen -10, MinLevel +10
   Totem:   tiger totem
       Enc 80, AC/DR 1.5/0, Acc -1, Crits +5, Stealth +5, MinLevel +10
   Totem:   feathered totem
       Enc 90, AC/DR 1/0, Acc -2, ManaRgn +10, S.C. +10, M.R +5, Dodge +1, MaxMana +5, Percep +5, Rcol +5, Illu +15, MinLevel +10
   Totem:   elephant totem
       Enc 150, AC/DR 2.5/0.6, Acc -3, Dmg +1, Stealth -10, Encumberance +20, MinLevel +10
   Totem:   dragon totem
       Enc 120, AC/DR 3/0.5, Rfir +25, M.R. +5, HPRegen +20, S.C +5, MaxDamage +1, HP +10, MinLevel +10

Titles

Apprentice
Shaman Novice
Shaman Novice
Shaman Novice
Practitioner
Practitioner
Practitioner
Practitioner
Practitioner
Medicine Man|Medicine Woman
Medicine Man|Medicine Woman
Medicine Man|Medicine Woman
Medicine Man|Medicine Woman
Medicine Man|Medicine Woman
Priest Doctor
Priest Doctor
Priest Doctor
Priest Doctor
Priest Doctor
Voodoo Warrior
Voodoo Warrior
Voodoo Warrior
Voodoo Warrior
Voodoo Warrior
Wangateur
Wangateur
Wangateur
Wangateur
Wangateur
Witch Doctor
Witch Doctor
Witch Doctor
Witch Doctor
Witch Doctor
Witchdoctor Elder
Witchdoctor Elder
Witchdoctor Elder
Witchdoctor Elder
Witchdoctor Elder
Augurer
Augurer
Augurer
Augurer
Augurer
Obeah Doctor
Obeah Doctor
Obeah Doctor
Obeah Doctor
Obeah Doctor
Soothsayer
Soothsayer
Soothsayer
Soothsayer
Soothsayer
Shamanist
Shamanist
Shamanist
Shamanist
Shamanist
Sangoma
Sangoma
Sangoma
Sangoma
Sangoma
Elder
Elder
Elder
Elder
Elder
Chieftain
Chieftain
Chieftain
Chieftain
Chieftain
Chieftain

Hey, nice work here.  It needs level 40 cloaks, and level 50 weapons.  Its possble that the cleric items might work well for that.  The class does seem to be a little weaker than it needs to be.  I'd say that it could possibly use some sort of a buff. 

Up the armor to scale, or even better, let them wear natural armors:   leather+chitins, and perhaps make a chitin set at lvl 55 to go with the ones on lvl 15 and 35.

The totems need some upgrades, as they are rather weak.  (Why make them all lvl 10?)  need some at lvl 0, lvl 10, lvl 20, lvl 30, lvl 40, lvl 50, perhaps even 1-2 at lvl 60.

Having totems as off-hand doesn't really work unless you limit them to 1-handed weapons. Would be better if they were in the worn slot.

Instead of just giving them blunt weapons, how about:

Can use- axes, maces, daggers, staves
Can't use - swords, spears, ranged weapons

I think chain armour is fine, what sort of AC/DR are we looking at with chain + stoneskin?



Quote from: kalus on October 12, 2009, 03:43:04 PM
Having totems as off-hand doesn't really work unless you limit them to 1-handed weapons. Would be better if they were in the worn slot.

Instead of just giving them blunt weapons, how about:

Can use- axes, maces, daggers, staves
Can't use - swords, spears, ranged weapons

I think chain armour is fine, what sort of AC/DR are we looking at with chain + stoneskin?




Chainmail doesnt go with the shaman character.  Natural armours make more sense, and chitin is definately a natural armor.  But I like the idea about axes/maces/daggers/staffs. 

If it is a druid class, it should have natural/leather armours. But having said that, if they became druid-2 magic and combat-3, better armour would be a good idea. Chainmail would be a great idea but scale could work as well. You have to think of it like this: Druids get +ac/dr spells so you woudln't want a druid running around with 90/15 AC now would you? I think scale could work but chainmail seems to be more fair. I like this idea as druids should have a combat 3 class. Ranger is the closest but let's face it.... rangers suck ;-)

Quote from: SG on October 13, 2009, 03:37:00 AM
If it is a druid class, it should have natural/leather armours. But having said that, if they became druid-2 magic and combat-3, better armour would be a good idea. Chainmail would be a great idea but scale could work as well. You have to think of it like this: Druids get +ac/dr spells so you woudln't want a druid running around with 90/15 AC now would you? I think scale could work but chainmail seems to be more fair. I like this idea as druids should have a combat 3 class. Ranger is the closest but let's face it.... rangers suck ;-)

chitin armour would work well, because they would not be able to get the super high ac low enc lunar chainmail.  A full chitin suite requires alot of str, and so if the shaman decided to go that route, they would be a scale wearing combat 3 fighter with druid-2 spells.  Since there are really only 2 combat druid spells:  zeal/skin,  they would not be too overpowered as compared to say paladins, who wear plate, and have better healing/blesses.

Druids do not get zeal. You may be thinking of natural powess. Zeal is a priest spell. But yeah, you're right, chitin armour would work without overloading a druid with ac. Lunar chainmail would make them way to powerful.

Quote from: SG on October 13, 2009, 06:06:51 AM
Druids do not get zeal. You may be thinking of natural powess. Zeal is a priest spell. But yeah, you're right, chitin armour would work without overloading a druid with ac. Lunar chainmail would make them way to powerful.

I always confuse prow and zeal.  But I think you got the idea.  Paly's get prev,gbls,zeal,mahe,   druid 2 gets prow/ston, and then some resist elements spells.  So I dont think letting shamans wear chitins is over powered.

I like it but 225% seems high for chain. This class also risks, at first blush, falling into the dreaded warlock/cleric trap: good at many things but not good enough at anything.

Ok, so scale/blunt combat 3, unique off hand items(which need some work)  Some other issues with usefulness could be addressed by adding 2-3 druid-2 spells.

Some thoughts are AOE defensive spells such as light ac/dr, and heavy elemental resistances.

Also spells like spider climb(no rope needed), or wind walking(no boat needed)<--these could be real easy to code, ability FauxItem-Value, value is equal to an item number in the database.  These are ot big deals but nice non the less.

Additional Spells like Cat's Grace..adds 10 agility(party) or eagle eye(see hidden/extra perception party)



Totem:   dragon totem
        Enc 120, AC/DR 3/0.5, Rfir +25, M.R. +5, HPRegen +20, S.C +5, MaxDamage +1, HP +10, MinLevel +10

                                   !=

Totem:   bear totem
        Enc 110, AC/DR 2/0.2, Acc -4, Dmg +3, HPRegen +10, Rcol +5, MinLevel +10

You could divide the resistance spells into minor, major, and greater forms similar to the priests and give 1 version of each spell to each magic rating. Taking it further you could do the same for most of the druid spells and which in some manner would help balance out the magical power expressed by each class in the overall druid character complex and create the basis for the needed magic 2 spells.

I'd suggest using some other name for them though as shamans are just another name for druids. Maybe Totem-guardians. I like the general concept though.