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New Class: Demon Hunter


ShadowDragyn

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I'm working on a new mage-like class right now, which I'm currently calling a Demon Hunter.

I wanted to make something dark that focuses on the relationship between mages and demons, as well as the references in lore that many more kinds of maleficar and forbidden magics exist than just Blood Mages/Magic (which is all the game actually touches on).

 

The concept of the class is that of a mage who uses their abilities and connection to the fade to deliberately seek out demons existing in the mortal realm, and send them back. This seemed very workable because you encounter a very large number of demons in the game, as well as being a Grey Warden whose entire purpose is to hunt down Darkspawn (which unless I'm mistaken, have a connection to demons. I haven't actually gotten real far in the game).

 

The class is mostly intended to fix all of the issues I see in the normal mage class, such as being unable to use weapons, having far too many active talents, and having a lot of terribly boring or unbalanced spells. I also intend to give them a very active and involved play style.

 

It will be similar to a caster rogue, and will be given lower base stats with faster skill gains just like them. I will very likely add new skills as well which complement them, similar to how Rogues have poisons/stealing/trapping.

 

The primary weapon used by the class will be a single longsword. The main stat focuses will be Magic and Dexterity with some Willpower and Constitution. To make Longswords easily usable, they'll be given some minor Strength boosts as either skills or talents so that a very minor investment in Strength will be enough to equip them.

 

Here are the talent branches for the class:

Single Blade

Mastery of a single blade style of fighting which leaves one hand free for casting.

 

Some examples of talents found here would be the toggleable mode required to use it's attacks, which increases attack speed and allows Dexterity to grant a minor contribution to Spellpower.

A four-hit attack with an effect I haven't determined yet.

A kick that knocks the target to the ground.

And a cone attack in which you slash with the sword and hit multiple enemies over a short distance.

 

Diablerie

A vast knowledge of demons comes with the knowledge of how to perform powerful demonic magic.

 

Some examples of talents found here would be a passive talent that heals you whenever you kill a target.

A magic stealth-like ability (think invisibility).

A short-range teleport type ability.

And very likely a revenant-style pull.

 

Exorcism

Spells focused primarily upon the binding of and protection against demons and their ilk.

 

Some examples of talents found here would be a glyph that binds any demon, undead or darkspawn in place that step on it, or slowing anyone else.

Or a spell that strips all magic effects from the target, as well as physically weakening any demon, undead or darkspawn target.

 

Sorcery (Possibly a placeholder name)

Spells of a more traditional nature intended to complement the single blade fighting style.

 

Some examples of talents found here would be a toggleable defense which prevents you from doing anything but blocks all damage while active.

Or possibly another toggle which also prevents you from taking any actions, but quickly regenerates your mana.

 

I also intend to add a couple hexes, but I don't know which branch they'll be found under.

 

I would really like to hear opinions and suggestions on anything, especially ideas for new talents.

Creating a brand new class requires a huge amount of creativity and thought, so any extra suggestions are a big help.

 

-------------------------------------------------

 

Thanks for the comments so far.

The way I'm doing the teleport, I think it should be all right lore-wise.

It's supposed to be a very rare and forbidden spell learned from demons (it's a 4th tier diablerie spell in the same line as the invisibility). It's also more like Flicker than a legitimate teleport.

The idea behind the invisibility is kind of like a stronger version of the Arcane Warrior's Fade Shroud, in that you draw yourself closer to the veil to distort other's perception of you to become harder to detect. The teleport is like a more powerful version used only a moment. You draw yourself so close to the veil for a tiny moment that you become nearly imperceptible and out of sync with mortal perception of time, moving a short distance in what appears to be an instant.

 

I feel like explaining the Maleficar thing too, since it might not be that apparent.

Demon Hunters are doing a good thing by ridding the world of demons. The problem though is two things.

First, because they have such a close association with demons, they're at a greater risk of possession than any other mage.

Second is that, because demons are such an incredibly powerful foe (there are stories in the game of Abominations wiping out entire units of Templar), they do almost anything they can to become as powerful as possible, including using forbidden demonic magics, and it is extremely common for Demon Hunters to be Blood Mages as well for that same reason.

Incidentally, that's also my reasoning behind the extra skills; they use any tools at their disposal.

 

Also, since it really seems like someone who has to constantly deal with demons should be extremely cunning, I'll likely add value to that stat as well for them. Besides, I like the idea of a class that actually benefits completely from every stat.

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First off I think it's a great idea, so props from me. I think the idea of a Lyrium Bomb would be awesome for this character. Since mages use raw lyrium to enter the fade it would make sense to have a kind of lyrium smokebomb to distract, weaken, and generally confound demons. Think Marty McFly on stage in Back to the Future- is he there? Is he disappearing? Whatever he is, he's pretty *banned* up, am I right?

 

On the same token a ninja-style Lyrium Haze move where you basically throw lyrium sand in a 180 degree arc in front of you would be a great tool.

 

I initially thought it'd be cool to summon or utilize spirits a la Tome of Mortal Vessel would be a good idea but this character would be inherently distrustful of anything coming from the Fade. I'd steer clear of spirit companions or wisps.

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I like everything that I've heard so far. However, if you're trying to keep in with the Lore in the game, you should think twice about putting in the teleporting ability, as I believe it says in the Cardinal Rules of Magic that it isn't possible. But if you're just going for fun, crack on! I have the teleport mod spell in my file ;)
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I like everything that I've heard so far. However, if you're trying to keep in with the Lore in the game, you should think twice about putting in the teleporting ability, as I believe it says in the Cardinal Rules of Magic that it isn't possible. But if you're just going for fun, crack on! I have the teleport mod spell in my file ;)

 

Thanks for the comments so far.

The way I'm doing the teleport, I think it should be all right lore-wise.

It's supposed to be a very rare and forbidden spell learned from demons (it's a 4th tier diablerie spell in the same line as the invisibility). It's also more like Flicker than a legitimate teleport.

The idea behind the invisibility is kind of like a stronger version of the Arcane Warrior's Fade Shroud, in that you draw yourself closer to the veil to distort other's perception of you to become harder to detect. The teleport is like a more powerful version used only a moment. You draw yourself so close to the veil for a tiny moment that you become nearly imperceptible and out of sync with mortal perception of time, moving a short distance in what appears to be an instant.

 

I feel like explaining the Maleficar thing too, since it might not be that apparent.

Demon Hunters are doing a good thing by ridding the world of demons. The problem though is two things.

First, because they have such a close association with demons, they're at a greater risk of possession than any other mage.

Second is that, because demons are such an incredibly powerful foe (there are stories in the game of Abominations wiping out entire units of Templar), they do almost anything they can to become as powerful as possible, including using forbidden demonic magics, and it is extremely common for Demon Hunters to be Blood Mages as well for that same reason.

Incidentally, that's also my reasoning behind the extra skills; they use any tools at their disposal.

 

Also, since it really seems like someone who has to constantly deal with demons should be extremely cunning, I'll likely add value to that stat as well for them. Besides, I like the idea of a class that actually benefits completely from every stat.

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