So Minotaurs ( a sentient bovine in humanoid form) are easier to visualize than a race of humanoid form sentient "rockmen"? Or the almost demihuman Titans? An earth/rock based race is not as common but they do exist elsewhere. Every race on sentience was originally thought of somewhere else. Again the magic/fantasy basis of the game would be enough to allow for these "exotic" races. They could be made more "original" by changing the name and some stats but they would still be based on something else. And again, the elemental earth component of this race would give them at least average human intelligence and dex. Would they suffer trying to hit a small (ie dwarf etc) target sure, but no more or at least not much more than a Titan. Your "average" human, elf, vampire, lich or what ever race would not survive in the adventuring world, the player character of any race is Above average hence the stats.
posted in Suggestions Archive
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Posts made by RedRaven
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RE: 4th neutral race
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RE: 4th neutral raceOk, those would be maximum stats, and are 1) sub human maxes and 2) just initial guidelines. You have to remember that any player character in any game is above average for their race, hence why they get such "super natural" powers. So put the starting stats lower, but the max stats I stated would be very much in line with max stats for the other races. Like I said the idea was from a rpg I play and this race is by far not unbalanced with the world or other races. As for drowning, they breathe, they are rock-like and have some rock abilities/qualities, but they are a sentient race. The vuln to drowning would be because they would be less likely to be able to swim/float because of their bulk. As far as lightning- their rock-like qualities would make them the grounding agent there is some amount of metallic component in most rock. Anyways, just because some or even all of the initial outline rubs one person the wrong way doesn't mean you should scrap the whole idea. Immunity to heat and cold?? when was last time you froze a rock? or burnt its skin? Yes lava would be a problem just do to the drowning side of it. Most sources of that extreme heat or cold are not gonna affect anyone any differently, whether immune, resistant or vulnerable,,, Drop 50 gallons of burning hot lava on a titan or elf he will be just as dead as if you dropped it on a vampire or minotaur. And Wisdom has nothing to do with being dumb or not, that is Intelligence, Wisdom comes from experience and should be a little higher for longer lived races, hence why elves and dwarves have such high wisdom.posted in Suggestions Archive
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RE: VocalizeWanted to bring this to top again.. also would work something like… syntax.... vocalize "heal" moonstone goes *poof* A warm feeling....... and you are healed.posted in Suggestions Archive
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New Skill Ideasposted in Suggestions Archive
Ninja- Acrobatic Strike- a skill that lets the ninja get in a first strike, by a graceful leaping spinning attack. Automatic, happens at start of round then regular combat begins for the round.
Elf/Seraph- Eagle Eye - doubles range on ranged weapons and/or increases damage to 110%
Assassin/Ninja - Graceful Exit- a skill that allows the user to simple walk out of combat. A simple word of parting and they can leave, the targets of this skill can not take offensive action for 3 rounds against the user. If the user returns to combat in this time with the same opponent, HR and DR are increased for the opponents as they become enraged at the user.
Illusionist - True Sight - a skill all illusionist have similar to the ring of true sight. Reduces damage from illusionary spells to 125 - %true sight.
Geomancer/Diamondman - Unshakable Earth - skill automatically functions when someone tries to knock down the character, ie bash or charge etc. Prevents char from being knocked down. and allows character to continue acting normal. base chance 110%- % unshakable earth (diamondman remort of obsidianman race idea) -
New Spell Ideasposted in Suggestions Archive
Geomancer-
Earth Darts- more powerful Magic Missile spell, 2-6 darts (depending on caster % and/or level) Do slightly more damage than MM and has a range of 1 to 2 rooms.
Repair- uses the local terrain to "repair" an inanimate object. Similar to dwarves skill, but is a spell and requires Geomancer to be outside. Does not use up a repair slot and has a chance to work even if no repairs are left.
Suffocating Mud- Creates a blob of muddy ooze. This ooze lasts for 4 rounds or until dispelled. Can be thrown at an opponent with a high chance of hitting face (or other breathing/seeing). Blinds and causes minimal damage(suffocation) per round till it dissapears.
Earth Staff - Geomancer takes a small pinch of dirt cast the spell it becomes a 5ft long staff that only the caster can use (unscribable). Damage casters level * d6 (negotiable, but should be powerful. Automatic failure if someone tries to disarm it.
Tossing Earth- This spell affects the room (maybe adjoining) in much the same way as icing the floor, except that people don't slip, the ground actually tosses them in the air. Up to 20ft, with approprieate falling damage. (levitated flying chars unaffected)
Illusionist-
Monstrous Mantle- Spell can be cast on self or others. It gives the effect of the target fighting better... +25HR +25 DR (or some such)
Impossible Lock- as the name suggests, just makes it harder to pick a lock. If not impossible.
Mind Fog - fogs the targets mind, makes it harder to concentrate to cast spells, pick locks etc... suggest 25% lowering of spell casting % on each spell.
Nobody Here - An area (1 room) affecting spell, makes it so that it appears noone is in the room. Only beings in room at time of casting are affected and they lose the spell if they leave the room. Detect Invis does not see through it. Any offensive act towards any being negates spell just for the attacker.
Circle of Well Being - temorarily creates a hi regen room. area glistens like ice on a lake, air cools but not uncomfortable.
Multi-missile - cast on a bolt, an arrow or other thrown weapon. if successful, it creates 3 more missiles in mid flight, if original hits 90% chance duplicates hit, if original misses 90% duplicates miss, duplicates do 1/2 damage die. Base 10% chance for target to disbelieve illusionary missiles +wis% so wisdom of 20 would have 30% automatic chance to disbelieve.
Other Place - Links 2 doorways. This spell cost a moonstone (or other reagent that may be added). This must be cast twice( by same caster) , once on each doorway within 4 game hours. Doors must be within range (same continent or whatever). If successful entering one door automatically transport to other. Some sort of magical glow or affect on the doors would show something was amiss. PK areas limited usage of course. Last for 48 game hours after second spell was cast.
Necromancer-
Spirit Grip - draws on energy of the dead to damage target. effect would be little more than shocking grip or such,
Ethereal Darkness - makes the room dark for all except for any Necromancer in the room.
Shield Mist - creates a mist that forms into a shield and moves to deflect blows. Has 1/10th hp of the caster and on taking "killing damage" disappears. Heals completely every other round.
Spirit Double - summons a spirit to act as his double. same dex, str, con attributes. no magical abilities and base AC. And spirit versions of eq (1/10 damage on weapons. Necromancer can command it to do as he wishes, but must use voice commands so only if in same room. (if double and real in different areas, random which shows up on who/where)
Evil Eye- powerful curse lowers HR, DR, raises AC, etc -
RE: More random eqI really like, don't know if included in update, but looky hereposted in Suggestions Archive
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RE: Housingsomething I agree with her on, a rarity and worth bringing up for new featuresposted in Suggestions Archive
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RE: Formal Church Alliancesjust wanted to post to bring this to surface again. Maybe could be added in the new features. Thanx for looking.posted in Suggestions Archive