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4 New Speciality Classes for Rogues...


SpellAndShield

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Rogue Specialty Classes

 

Death Adder

 

It is well known that most rogues dabble in poison from time to time, some more proficient in its use than others but a select few go beyond the limits of the sane and do more than just use poison. The death adder is a rogue who has consumed poison, whether by drink or food, intentionally and constantly in order to attain mastery of the deadliest of poisons. In the process he becomes something more than just human and his very blood becomes poisonous.

 

Effects: +2 Constitution, +10 Health

 

Venomous

 

Passive

 

+1 Attack, +1 Damage, +3 Constitution, +3 Dexterity, + 25% Nature Resistance

 

Toxic Blade

 

Sustained

 

Requires Level 9

 

As long as this ability is active the death adder’s weapons are surrounded by a nimbus of eerie green death and inflict additional nature damage.

 

Viper Spit

 

Activated

 

Requires Level 11

 

The death adder spits forth a cone of his own poisonous blood; all those caught in the cone suffer nature damage and are paralysed.

 

Toxic Revelation

 

Passive

 

Requires Level 13

 

Now at the pinnacle of his craft, the death adder becomes still more powerful and gains additional benefits when using toxic blade and viper spit.

 

+ 2 Attack, +2 Damage, +5 Constitution, +5 Dexterity; +50% Nature Resistance

 

In addition Toxic Blade now has a chance to both stun and slow opponents who are hit by it.

 

Viper Spit inflicts penalties to attack and defence in addition to paralysing opponents.

 

Marksman

 

Not every rogue kills with poison coated blades and backstabs; some prefer to strike from a distance, far removed from the victim. Enter the marksman. The marksman is a rogue who has dedicated all his attention to additional mastery of the bow. Years of dedicated training have allowed him to become just as deadly as any assassin wielding a poisoned dagger.

 

Effects: +1 Attack, +1 Damage, +2 Dexterity

 

Sniper

 

Passive

 

+3 Dexterity, +5% ranged critical chance, +5% backstab/critical damage

 

Paralysing Arrow

 

Activated

 

Requires Level 8

 

The marksman fires an arrow that paralyses the target for an extended period of time in addition to inflicting normal damage.

Deadly Marksmanship further enhances this ability.

 

Explosive Arrow

 

Activated

 

Requires Level 10

 

The marksman fires an arrow that explodes on impact as if it were a fireball in addition to inflicting normal arrow damage on the target.

 

Deadly Marksmanship

 

Passive

 

Requires Level 12

 

Now amongst the true elite of those who wield the bow, the marksman’s arrows become virtually unerring in their accuracy.

 

+5 Dexterity, +10% ranged critical chance, +10% backstab/critical damage

 

Paralysing Arrow is now an automatic critical hit in addition to its other effects.

 

Explosive Arrow now inflicts penalties to attack and defence and slows all those caught in the blast for a considerable time in addition to its other effects.

 

Spectre

 

Many rogues can blend into the shadows; spectres become virtual shadows themselves. The spectre has devoted his efforts to completely vanishing from sight and becoming a deadly force whilst cloaked in shadow.

 

Effects: +2 Cunning, +2 Dexterity

 

Stealthy Cunning

 

+20% backstab/critical damage when in stealth mode; in addition the spectre can now move at normal speed when in stealth mode.

 

Shadowmeld

 

Passive

 

Requires Level 10

 

When in stealth, the spectre is hasted and gains bonuses to damage based on his cunning score.

 

Shadowshroud

 

Activated

 

Requires Level 12

 

The spectre draws upon the shadows, projecting a cloud of inky darkness.

 

Enemies caught in the cloud receive massive penalties to attack and defence as they are virtually blind. Spellcasting is made impossible.

 

Shadow Mastery

 

Passive

 

Requires Level 14

 

The spectre is a virtual ghost now and gains new benefits.

 

+3 Cunning, +3 Dexterity, +30% backstab/critical damage when in stealth mode

 

The spectre can now enter stealth mode regardless of a creature’s rank, no matter how high it is.

 

There is a 50% chance that any attack dealt by the spectre whilst in stealth mode will not break his stealth, allowing him to remain hidden and attack again or flee.

 

Illusionist

 

Illusionists combine slight of hand with actual magical study. Though they are not mages they study particular theories of magic which allow them to bend light and shadow to their command, manipulating perception and even creating deadly

doppelgangers of themselves or others

 

Effects: +2 Cunning, +2 Magic

 

Blur

 

Passive

 

The illusionists form loses some of its solidity making him more difficult to hit and damage.

 

+5 Armour Bonus, +10 defence, +10% chance to dodge an attack

 

Doppelganger

 

Sustained

 

Requires Level 10

 

The illusionist creates a duplicate of himself that is half his current level and abilities but with all his equipment and weapons.

 

Mimicry

Passive

 

Requires Level 14

 

The illusionist can now create a duplicate of an ally at half the ally’s level but with all the ally’s equipment and weapons.

 

Grand Deception

 

Passive

 

Requires Level 16

 

The illusionist can now create identical duplicates of either himself or an ally. They have the same level as the illusionist or the ally and all the respective equipment.

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One more rogue speciality...

 

Dirgesinger

 

Bards are well known for their songs of inspiration and courage; they lighten the hearts of those around them and strengthen their companions. The dirgesinger, though a crafter of song, is something else. His music is melancholic, depressive and serves not to bolster allies but to hinder enemies. Enemies caught in the song of the dirgesinger cannot resist his soul crushing music. Like the bard, only one song can be active at a time.

 

Effects: +2 Cunning, +2 Willpower

 

Song of Sorrow

 

Sustained

 

The Song of Sorrow imposes penalties to the enemies ability to regenerate health and mana/stamina.

 

Horrifying Music

 

Activated

 

Requires Level 8

 

When the dirgesinger composes horrifying music, the target must pass a mental resistance check or succumb to the nightmare spell.

 

Song of the Lost

 

Sustained

 

Requires Level 10

 

The Song of the Lost inflicts penalties to the enemies attack, damage and critical chance.

 

Sorrow of the Fallen

 

Passive

 

Requires Level 12

 

Sorrow of the Fallen enhances the dirgesinger’s other songs.

 

Song of Sorrow now affects enemies as if they were under the effects of Curse of Mortality, slowly inflicting spirit damage over time and making healing impossible.

 

Song of the Lost now causes all those affected by it to be slowed and their attack speed is reduced in addition to its other effects.

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