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Prestige Classes...


macmert

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Binoculars, you say... Well, I've damned myself to OBSE (The newest version, in fact. :sweat:) anyways for this one, so will definitely take a look. Many thanks.

 

As opposed to actually connecting them to classes, (which, incidentally, D&D doesn't do either) the plan is for three paths per skill specialization. Placing an object at a certain distance is easy; the problem is placing it directly in front of the player at a certain distance. The Scout (I just realized there's already a Vanilla class called Scout, so I'll need to change the name...) path's powers are all but finished aside from Farsight.

 

-High Jump: Passive. The player can jump significantly higher when in a crouching position.

-Sprint: Togglable. The player runs significantly faster, but loses fatigue (how much depends on Endurance and Athletics) when running.

-Track: Target Power. The player selects a specific target to track. A Map Marker will remain at that target's location at all times. The player can only track one target at a time.

 

I've also got a couple for the Assassin (looking for a more unique name) finished.

-Vital Strike: Touch Power. If the target is helpless or doesn't have Line of Sight to the player, nasty effects await. If the player is wielding a blade they suffer steady "bleeding" damage and a drained endurance, if it's a blunt weapon they become mentally crippled for a while, if the player doesn't have a weapon equipped they're afflicted with Paralysis, and if the player has either variety of two-handed weapon they're knocked down.

-Concealment: Passive. If the player hides, remaining perfectly still for ten seconds, they become effectively invsible. Taking any action or moving will reveal the player.

 

EDIT: Oh, the Binocular people just use a much more simple and effective method I didn't know existed... Nevermind. :P

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hmm... can something be done, like the dwarven defender prestige class skills, when you stand still and take a stance, you gain bonus to your melee hits or str and armor...

 

oh and favored enemy for ranger type classes, well I dont know that can be done, but it might be interesting...

 

and can something be done such that...

 

The skills are based on your fame/infamy points, for example if you are an assassin and got an assassin based prestige skill, but when your fame exceeds your infamy, you cant use that skill, since you are not "evil" enough :D very much like D&D' s paladin, if you ever do evil deeds, you cant get new lvls from paladin...

 

If this could be done people would be forced to roleplay too :D

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Ignoring the inherent problems with using fame/infamy to determine alignment, since there are only three paths per specialization anyways, I want to keep as many options available as possible. So no alignment-based paths for now.

 

In theory, giving the player a favoured enemy would be easy, and creating abilities that can check said favoured enemy would also be easy, (And the Scout does seem rather underpowered as is) but I have no idea how to check it whenever the player hits someone... There will be a Guardian path, however, ("Combat" specialists get Gladiator, Duelist, and Guardian) and a defensive bonus for standing still sounds like a great ability for it. :)

 

Also, Farsight is finished, and working great. I'm going to have a huge Special Thanks list for this one... :D

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Why wouldn't you like OBSE? Don't you like counter-attack bonuses? :P

 

Weird Problem of the Day: Draining someone's speed too much through an activator-cast spell (Not just any effect, not just any hostile effect, not just any Drain Attribute effect, but Drain Speed) causes them to stop combat. Wonder if it has a workaround of some kind...

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