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new class

FL covers so many different combinations it's hard to think of a new class that is different from the others and fits into the world. I had an idea for an

Animator: Figured it could be played by Human, Faerie, Elf, Drow, Avian, Gnome, Half-elf, and Illithid

Skills

1:sword, staff, mace, spear, dagger, whip, wands, staves, scrolls.

5:shield block,meditation

10:fast healing

15:second attack

20:parry

25:dual wield

30:Offense/Defense(select)

35:mimic weapon

Spells

5:animate object

10:reverse animation

20:animate shield

30:animate weapon

35:reclaim life

40:animate corpse

50:animate environment

animate object can be used in many ways. (can only control one object at a time)

-on a door to maybe open it

-on an enemy making something on or near him hurt them slighty

-on wands or staves to make them fire on their own until they burn out.

reverse animation speaks for itself.

animate shield is pretty straightforward, would be a toned shield block at first and improve with %. You could only control one shield at a time

animate weapon would be similar to a bmgs bladedancing only not as powerful at first certainly, and probably not as powerful even at its peak.

Like animate shield you could only have one weapon up at a time.

reclaim life is the process that sucks the life back out of something you are animating, rendering it unliving again. It would act like a heal and lag accordingly. If it was a wand or other object you released youd gain little and it would happen in a round, a shield would heal you a little more and lag you two rounds, a weapon the same. Reclaiming corpse would heal you most but have a 3 round lag on it. And of course you couldnt abuse this to uber heal because all animating spells have timers for recasting.

animate corpse would be weaker than charm and stronger than a necros zombie before a strength damned. I figure they could control one

corpse at 40, then two at 50.

animate environment would be a taxing spell on the animator, but would bring to life everything around, causing significant area damage to any who might be passing through. (could even hit vulns like a dwarf on water or something)

The offense/deffense select would either add 5% to your animate weapon or shield spell, giving the animated weapon or shield a move or two and some better overall performance.

The mimic weapon skill means that if you are wielding the same weapon type that you are animating you get a bonus, maybe +3 to said weapon,parry,second attack or something.

I really, really like these ideas, although... no, reverse animation doesn't speak for itself. I thought I knew what you meant, but reclaim life has the deanimation thing going for it already.

Reverse animation is a spell that doesn't heal you and doesnt lag you as bad as reclaim life can. It would cost less, and be used when the animator wanted to switch weapons or corpses without necessarily healing themself.

also reclaim life is a much highler level spell, you need to be able to reverse animation before you can learn to control weapons and shields.

Some sweet ideas, but you'd need more skills/spells than just this though.

yeah, I like the idea and am glad someone had the nerve to think it up. Perhaps a full skillset and spell-list are in order?

I dig, turkey.

Definately needs fleshing out, thats where you all come in. I suppose we could give the animator a few spells like armor or detect invis, maybe locate object or identify, but I am not sure what else would be needed to balance it out...

I like the Idea with the exception that goods would be very very against animating a corpse.

Also perhaps a few skills dealing with obtaining and strengthening things like the wands and staves?

They could also get animate armor, a spell that binds all your armor into a living suit, maybe gives you -50ac at pinn and hits the opponent back once every round or other round of combat.

re: lemming, hmm yeah that was my only concern about goods, but since it isnt exactly the same as raising a zombie it might be rpable. The zombie gains a mind of its own when raised by a necro, in this case it is just the animator controlling the corpse, it isnt exactly bringing it back to life.

Zombies arent exactly alive either:p It is possible, but I am not thinking it would fly very well. Healers get by because they are actually returning the spirit to the corpse. Necros raise them as weapons, as would these be. You could argue that they are temporarily brought back to life but then good can argue that that is cruel and unusual. And then you can forget about sucking the life force back out of it.

Dont get me wrong, I am not trying to rain on your parrade but I can see lightwalkers fighting each other over this.

Also perhaps something about recharging staves and wands provided they are not expired? Just throwing things out there.

Instead of having both shield block and dual wield, why not have two handed instead of shield block? Or if they pick defense, they get shield block, if offense, dual wield.

Maybe give them armor, shield, detect invis/magic, invis, faerie fire, dispel magic, teleport, word, pass door, cancellaion. Any or all of the above.

corpses can be tricky for goods....hmm, the animator would need something though, more than just an extra weapon and shield fighting for it. Perhaps instead of corpses the animator could create an elemental out of the terrain they are on. and at 50 control two of them. Depending where you are when you cast you could raise an earth, a wood, a water, or an air elemental.

I like that a lot. And it solves the problem with the zombie/corpse thing

I like the elemental idea better. Goods would work much better with them.

edit: Now that I think about it though, this is starting to sound a lot like a bmg/necro mix. I thought that's what liches are supposed to be...

Kind of sort of, But this seems to be a lot more dependant on terrain and supplies which would alter the stratagies tremendously. So even though they may have simmilar abilities, the stratagies would still be different. As well as the RP.

Well it wouldnt be that dependant on terrain, once the elemental is animated it will stay with the animator until it is killed or reversed. This way at the animator can hit certain vulns outside of the terrain itself, like bringing a water elemental into the city. Maybe earth/wood elementals could be physical and water/air be magical in damage, that way between pets and weapons you have a good choice of dam type. The animator could also get a weapon expertise and a weapon mastery which would apply to the weapons they wield and animate.

So they would be similar to rangers, but less melee and more spells?

I can see some really cool rp with this. Animator tournements, where animators fight their elementals.

hell yeah, I like the elemental idea. But I think there could be even more diversity than just the basic four.

EDIT: Just thought of it...I think there is now one of every elemental near pinn except for air. That'd be hilarious. One of them is there just out gathering equipment then suddenly an imm pops em into a room with the guy and forces you to follow and group with him.

heh... yeah

The reason I chose those 4 is because of room types in FL. I have never been in a fire room. I suppose there could be an ice elemental...and actually maybe if they went to the fiery path in elemental canyon, I suppose have 6 elements would be fine.