Posted by hooray on December 03, 1999 at 08:17:43:
In Reply to: Paladin Idea posted by Rome on December 03, 1999 at 06:56:50:
first off.. i like it.. just a few thoughts I had about things: > Purpose/Definition: The new paladins would be an empowered class who’s purpose would be to complete a holy task for their immortal. At the time of empowerment, the immortal and the paladin would work together to choose a purpose for the paladin, making the paladin into a true crusading knight for his immortal. Paladins are also expected to both protect and avenge all those who follow their immortal (so basically they have the jobs of both a healer and a shaman, with a quest thrown on top). > Quests for paladins might include such things as: Rid Thera of all Drow, Destroy entropy completely (find a way to destroy the equation), Eliminate the empire, Return SL to its former glory.. and so on. > The quests they would be given would be nearly impossible to accomplish (at least without immortal help), but would give them a real purpose. I'm not so sure I like this part, it might just make the empowerment process even longer, at a time when a lot of people have problems with it already > Skill of Paladin: Mace, Level 1. parry and shield block on lvl 1? kind of a nit picky thing, but maybe shield block a little later > Skill of Paladin: Enhanced Damage, Level 4. > Holiness, this supplication grants the paladin the following: > Turn, this skill is similar to the healers turn undead supplication, although much weaker. With this skill, the paladin displays a holy symbol, causing the undead to scatter, but will not damage them. This skill may be used in combat. > Subdue, this skill is can be toggled on or off (subdue on, subdue off). When activated, the paladin will attempt to knock out his opponent instead of slaying him. If successful, the last strike before an opponent is slain will do no damage, but leave the victim sleeping for 5-10 hours and cause all items held by the opponent to be dropped to the floor. > Redirect, this skill can only be used when the paladin is being attacked by more than one foe. By redirecting his blows from his primary target to a secondary one, the paladin can often catch the second target off guard and land several extra blows. The secondary target will face one extra round of blows from the paladin which he will not have time to avoid, then combat will continue as though the paladin switched to hitting the second target. > Attunement, this supplication attunes the paladin to his weapon, and vice versa. The weapon will always return to the paladins hand if he is slain or the weapon is disarmed. The communing of this supplication takes the paladin many days to complete. Repeated communing of this supplication onto the paladins weapons may have additional affects such as increasing the strength or accuracy of its strikes. > Avenger, this supplication can be used on a target at any time so long as they are in the same area as the paladin. Once communed upon the target, the target will be subject to a haunting fear that the paladin is coming for vengeance (cannot sleep/rest). For the duration of the commune, the paladin gains added combat abilities against the target only (+hit/dam, and hasted attacks), as well as gaining periodic updates on the location of the target (..you sense Zulu is at a path through a darkened forest..) > Guardian, this supplication is communed on another to provide them with the protection of the paladin. Once communed onto someone, the target can call upon the paladin at any time. Once called upon, the paladin can chose to gate to the target at will (using the ‘guardian’ command). > Banish, this supplication is the opposite of summon, it attempts to remove a target from the room and place them elsewhere in the area. It will not work on mobs who cannot be summoned, nor will it land players into a room with aggressive mobs. > Angel Fire, a more aggressive version of wrath, angel fire will affect neutrals, though they will only take half damage. This is a divine attack that sears the target with holy flames. The bright flames can cause blindness, and while the fire causes no heat, it may still destroy frail materials (paper, cloth). The fire will also damage all those in the targets group, although the secondary target will not suffer as greatly as the primary target. > The Subdue and Avenger skills/spells (don't recall which you thought of first) I'm a big fan of.. I think that besides just giving Paladins that little bit of an offensive edge that everyone seems to feel they need, these are skills that could be able to make RP that much better.. your holy fire spell, that would destroy cloth and paper and such.. maybe instead give it a small chance of melting evil objects.. this would make more sense to me then burning up paper/cloth in an odd sort of way
> I thought I would attempt to contribute something for you delinquents to read. So here is my idea for you: A unique approach to the paladins, a complete revamp.
> On to the good stuff, skills and communes:
> Skill of Paladin: Polearm, Level 1.
> Skill of Paladin: Sword, Level 1.
> Skill of Paladin: Staff, Level 1.
> Skill of Paladin: Spear, Level 1.
> Skill of Paladin: Parry, Level 1.
> Skill of Paladin: Rescue, Level 1.
> Skill of Paladin: Recall, Level 1.
> Skill of Paladin: Shield Block, Level 1.
> Skill of Paladin: Second Attack, Level 6.
> Skill of Paladin: Hand to Hand, Level 7.
> Skill of Paladin: Fast Healing, Level 7.
> Skill of Paladin: Subdue, Level 9.*
> Skill of Paladin: Shield Bash, Level 10.
> Skill of Paladin: Charge, Level 10.
> Skill of Paladin: Lay Hands, Level 10.
> Skill of Paladin: Turn, Level 11. *
> Skill of Paladin: Haggle, Level 12.
> Skill of Paladin: Third Attack, Level 13.
> Skill of Paladin: Meditation, Level 14.
> Skill of Paladin: Lore, Level 19.
> Skill of Paladin: Pugil, Level 22.
> Skill of Paladin: Redirect, Level 25 *
> Supplication of Paladin: Detect Evil, Level 1.
> Supplication of Paladin: Armor, Level 2.
> Supplication of Paladin: Create Food, Level 3.
> Supplication of Paladin: Create Water, Level 4.
> Supplication of Paladin: Bless, Level 6.
> Supplication of Paladin: Cure Blindness, Level 7.
> Supplication of Paladin: Cure Critical, Level 10.
> Supplication of Paladin: Holiness, Level 11. *
> Supplication of Paladin: Remove Curse, Level 13.
> Supplication of Paladin: Cure Deafness, Level 17.
> Supplication of Paladin: Attunement, Level 19. *
> Supplication of Paladin: Wrath, Level 20.
> Supplication of Paladin: Avenger, Level 22.*
> Supplication of Paladin: Guardian, Level 24*
> Supplication of Paladin: Banish, Level 25*
> Supplication of Paladin: Sanctuary, Level 27.
> Supplication of Paladin: Heal, Level 29.
> Supplication of Paladin: Word of Recall, Level 32.
> Supplication of Paladin: Holy Word, Level 38.
> Supplication of Paladin: Sanctify Room, Level 40.
> Supplication of Paladin: Angel Fire, Level 45.
> Level 11: Protection from evil
> Level 21: Protection against hostile communes (25% chance the commune will fail).
> Level 31: Immunity to wrath and divine attacks.
> Level 41: +10 to hit.
> Level 51: Protection against opening spells (25% chance that hostile spells cast outside of combat won’t affect the paladin, such as sleep, PWK, hold person)
> ..Rome..
overall though, I think a lot of the stuff you've put forth is very thought out, and would be incredibly fun to RP with.. let's hope some of the imms are reading :P