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4 New Speciality Classes for Warriors...


SpellAndShield

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New Warrior Speciality Classes

 

Ravager

 

The ravager is a warrior who has devoted himself to the wielding of massive, two-handed weapons, to the exclusion of all else; the great sword, the battle axe, the maul, these are the province of the ravager. Due to the fanatical devotion to his craft he possesses greater skill with these sorts of weapons than any other warrior.

 

Effects: +2 Strength, +1 Armour Penetration

 

Master of Arms

 

Passive

 

The ravager can do things with massive weapons that other warriors can only dream of.

 

+2 Armour Penetration, +5% Melee Critical Chance, +5% Melee Critical damage

 

Thunderstrike

 

Activated

 

Requires Level 12

 

Swinging his weapon downward in a massive arc, the ravager strikes down a target and blasts surrounding enemies off their feet. The target suffers critical damage; all others in range of the blow suffer normal damage; all are knocked off their feet and stunned. Riddle of Steel enhances this power.

 

Steel Ravager

 

Sustained

 

Requires Level 14

 

When this mode is active, the ravager gains larges bonuses to armour penetration as well as attack and damage: weapon speed increases as well. Riddle of Steel enhances this mode.

 

Riddle of Steel

 

Passive

 

Requires Level 16

 

The ravager has answered the Riddle of Steel and has become one with his weapon.

 

+5 Armour Penetration, +10% Melee Critical Chance, +10% Melee Critical Damage

 

Thunderstrike now inflicts additional electrical damage to all hit by it, generated by the tremendous impact and friction of the blow.

 

Steel Ravager now grants even greater bonuses to armour penetration, attack and damage; weapon speed is further increased.

 

Paladin

 

Paladins are righteous warriors serving no other than the Maker himself. They have no affiliation with the Chantry or the Templars and often dislike them for their sense of self-righteousness. The paladin serves the cause of law and good, defends the weak and destroys the villainous. It is said that the Maker himself graces the paladin, granting him his powers.

 

Effects: +2 Strength, +2 Willpower

 

Blessings of the Maker

 

Passive

 

+ 3 Strength, +3 Willpower, +10 damage to darkspawn, undead and demons

 

Holy Touch

 

Activated

 

Requires Level 10

 

The Paladin touches an ally with holy power healing the ally’s health, restoring the ally’s mana and dispelling hostile magical effects. Sainthood enhances this power further.

 

Holy Aura

 

Sustained

 

Requires Level 14

 

The paladin is surrounded by a holy aura that grants bonuses to armour, defence as well as spell resistance of himself and allies.

 

Sainthood

 

Passive

 

Requires Level 16

 

Upon attaining Sainthood the paladin becomes the ultimate vessel of righteousness; he becomes stronger, more determined and his other abilities are enhanced as well.

 

+5 Strength, +5 Willpower

 

Holy Touch now inflicts spirit damage on darkspawn, undead and demons proportionate to its healing effects.

 

Holy Aura now heals allies within it in addition to its other effects.

 

Ogre Warrior

 

Some Grey Wardens have combined the darkspawn taint within themselves with blood magic and the conjoining of ogre blood becoming the mightiest of warriors and perhaps the most savage and bloodthirsty of the Grey Wardens as well; they are the ogre warriors. Volatile and savage, most Grey Wardens avoid contact with ogre warriors as it is said that the ogre taint corrupts them.

 

Effects: +2 Strength, +2 Constitution

 

Savage Blood

 

Passive

 

The first step in their mastery of their ogre nature, taking this grants permanent bonuses to the ogre warrior.

 

+3 Strength, +3 Constitution, +2 Armour Bonus

 

Rage

 

Sustained

 

Requires Level 10

 

When an ogre warrior rages, he gains large bonuses to attack, damage, as well as bonuses to critical damage.

 

+10 Attack, +10 damage bonus, +10% backstab/critical damage

 

Savage Mastery

 

Passive

 

Requires Level 14

 

Nearing the pinnacle of his chosen calling, the ogre warrior becomes even more powerful.

 

+5 Strength, +5 Constitution, +3 armour bonus

 

Ogre Form

 

Activated

 

Requires Level 16

 

Combining his own taint with that of the ogres, as well as dark blood magic, the ogre warrior’s body twists and mutates as he becomes a savage and mighty ogre.

 

+10 Strength, +10 Constitution, +5 armour bonus

 

Additionally the ogre warrior gains all the abilities of an ogre; foot stomp, grab, smash, etc.

 

Death Knight

 

It is well known that the Tevinter Imperium dabbled in the forbidden arts and blood magic but it is less well known that the warriors serving the sinister mages of yore also dabbled in forbidden arts. It is not known how exactly these warriors, then known as death knights came to acquire their dark skills but recently uncovered ancient lore has revealed the process by which a warrior can become a servant of death and destruction.

 

Effects: +1 Constitution, +1 Strength, +10 Health

 

Unholy Might

 

Passive

 

Upon taking this ability, the death knight gains greater understanding of the twilight realm of undeath, and thus grows closer to it. He gains enhancements similar to those of the undead.

 

+3 Constitution, +3 Strength, + 2 Armour bonus, +25% Cold Resistance

 

Soul Reaver

 

Sustained

 

Requires Level 12

 

When this mode is activated, each blow the death knight deals drains the life of the opponent, inflicting spirit damage and healing the death knight.

 

Unholy Aura

 

Sustained

 

Requires Level 14

 

When this mode is activated, the death knight is surrounded by an aura of weakness and cold, slowing opponents, and inflicting penalties to attack and defence to all enemies who enter the field. Servant of Darkness enhances this ability.

 

Servant of Darkness

 

Passive

 

Requires Level 16

 

Having attained mastery of dark forces no mortal was ever meant to; the death knight overcomes the limitations set upon him by his mortality and leaves a part of his humanity behind forever. He is now neither living nor dead, nor undead but something much more.

 

+5 Constitution, +5 Strength, +3 Armour Bonus, +50% Cold Resistance

 

Soul Reaver now drains mana/stamina from the death knight’s enemy in addition to health, replenishing both the health and stamina of the death knight.

 

Unholy Aura now inflicts cold damage to all who enter its field in addition to its other benefits.

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I love your idea but please as a personal favor include a blood mage in this for i am a fanatical magic user not so much hack and slash ,something new and something MEAN

 

Thanks mate :)

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I love your idea but please as a personal favor include a blood mage in this for i am a fanatical magic user not so much hack and slash ,something new and something MEAN

 

Thanks mate :)

 

I am not sure what you mean. You want a blood mage warrior? I already have made 4 new and powerful mage specialties. What exactly did you have in mind?

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Another One...

 

Tactician

 

The tactician is a warrior who has spent a great deal of time learning how to best optimise his weapons and equipment. A tactician can utilise armour and weapons more efficiently than other warriors and thus can often be a more effective combatant on the battlefield.

 

Effects: +2 Cunning, +2 Armour Bonus

 

Tactics

 

Passive

 

The tactician begins to grasp the minute details of combat.

 

+5 Attack, +5 Defence, +5% Melee Critical Chance

 

Armour Optimisation

 

Passive

 

Requires Level 10

 

The tactician can now use armour more effectively, gaining large armour bonuses and reduction to fatigue as well as an ability to dodge attacks.

 

-15% Fatigue for all armour, +3 Armour Bonus, +5% chance to dodge attacks

 

Weapon Optimisation

 

Passive

 

Requires Level 12

 

The weapons of the tactician are now more deadly than ever as he has learnt to implement new techniques in battle.

 

+3 Armour Penetration, +5% melee critical chance, +5% backstab/critical damage

 

Strategist

 

The tactician now knows how to make the best use of his weapons and armour.

 

+10% melee critical chance, +5% backstab/critical damage, +10% chance to dodge attack, +5 armour bonus

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