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New Q-class Idea - Scientist

First let me state that I know this needs work, but I have been thinking on it a while. And feel I am ready to share it and get the other players opinion on the idea and suggestions on how to improve it for balanced play.

New Qclass Idea Scientist

With the recent changes to Bards, I wondered if we shouldn't take the next step in the evolution of Aabahran. Bards have a unique ability to build and maintain, making them the true technicians of our world. Prolonged studies of various materials and components needed to craft the fine instruments they wield, combined with the gifted understanding of harmony, has allowed them to begin a new form of study, scientific.

Requirements: Ethos-Any Alignment-Any Class-Bard

Scientists were once bards, but they have given up entertaining others for the sole purpose of entertaining their own self interests, and the development of their own inventions. Scientists are reclusive and trust very few people. The knowledge they acquire is horded and most scientists refuse to share even small lessons with the rest of Aabahran.

Skills/Spells

  1. Mace, Dagger, Axe, Spear, Staff, Scrolls, Wands, Staves, Recall

  2. Mining, Harvesting, Comprehend Languages, Read Magic*

  3. Dirt Kick, Detect Magic

  4. Parry

  5. Fast Healing, Armor

  6. Detect Invisibility

  7. Faerie Fire, Detect Traps

  8. Second Attack

  9. Disarm, Energize Weapon*

  10. Two Handed, Clockwork Floater*

  11. Herb

  12. Repair*, Defuse

  13. Shield Block, Clockwork Golem*

  14. Craft Grenade*

  15. Throw Grenade*

  16. Maintain Clockworks*, Control Weather

  17. Call Lightning, Enhanced Damage

  18. Dodge

  19. Preserve, Locate Object

  20. Alterntive Energy*, Force Field*

  21. Mechanical Sentinel*, Word of Recall

  22. Alchemy*

  23. Maintain Mechanics*

Summary of suggested new skills and spells;

Read Magic* = With their vast knowledge of histories, materials, and magic, scientists have developed a new Skill that when used with the comprehend languages spell improves the level and affect of scrolls they use.

Energize Weapon* = One of the first experiments completed by most scientists allows them to utilize magic to add a small electrical charge to the weapons they wield causing the weapon inflict a mild shock when it strikes an opponent.

Clockwork Floater* = Scientists have developed small clockwork saucers that float about their bodies and fire small bolts at their enemies, unlike a fired weapon there small floaters require no ammunition to be carried drawing energy from the scientists own mana with each shot. (crafted from minerals or wood)

Repair* = Scientists have learned to regularly repair their clockwork devices improving the accuracy and damage that they may cause. The charge of floaters must be repaired or they will stop shooting. The strength of golems declines over time requiring repairs regularly or they will fall apart.

Clockwork Golem* = Scientists often need a second set of hands, not trusting others to aid in their experiments, the scientists have learned to craft golems from their clockwork materials. These man sized creatures not only aid the scientist with mundane tasks, they are capable of assisting the scientist in battle. (Crafted from minerals or wood)

Craft Grenade* = Following the training they learned as bards scientists realized that a thrown projectile can greatly enhance their battle prowess. Utilizing their knowledge of alchemy the scientists have learned to craft explosive projectiles that affect not just the target but everyone in the vicinity. The minerals or wood used will determine the type of damage caused by grenades.

Throw Grenade* = Unlike edge crafted projectiles a grenade needs no target, because grenades affect everyone in the area, scientists often use them to bring spies out of the shadows or canopy.

Maintain Clockworks* = By upgrading their clockwork devices with better materials scientists have learned to enhance the overall affect the devices have in battle. Unlike the maintain skill they used as bards these upgrades are temporary, allowing the scientist to change the type of damage their clockwork devices are capable of. (materials required)

Alternative Energy* = When scientists first learn to energize their weapons, only electricity is available to them. As their knowledge of alchemical processes improves they eventually learn to cause their weapons to have other effects. As for those affects only scientists know them, and only a scientist mastered in Alternative energy knows them all.

Force Field* = Necessity is the mother of invention, after traveling and working with their floating clock works scientists learned how to make them more "Useful". Using their floater a scientist has learned to project a force field around themselves to protect them from the effects of bashing enemies.

Mechanical Sentinel* = The compilation of years of engineering, scientists have learned to further the design of their clockworks into fine mechanical sentinels. A very large and far stronger version of the clockwork golems that aid the scientist, these Mechanical Sentinels are a sight to behold. Extremely strong in battle, they also serve to protect the scientist.

Alchemy* = Finally understanding the finer details of material compositions, scientists have learned to do some amazing things. Whether changing common potions into pills, or altering the minerals they hold into other minerals of the same caliber, the alchemists have become like gods in their abilities to alter matter.

Maintain Mechanics* = The ultimate goal of every scientist, to craft a mechanical device as near to living as a non sentient being can become. While maintenance on the scientists clockwork devices is temporary, changes the scientist makes to his mechanical sentinel will be permanent as long as the sentinel is not destroyed. For some scientists this becomes his doomsday device, while others will claim they have built it to save Aabahran. Materials added during this process make the sentinels very dangerous to be near when in battle causing mass damage to the entire area in many cases.

I know I missed some important skills or spells, such as provisioning abilities (food, water, ect.) but I wanted to create a new way to allow for these needs and frankly I am not coming up with anything I like. Please, make suggestions.

Edited

Yeaaaaaah.

Yeaaaaaah.

 

Dam it. Use paragraphs.

 

Try Magister instead of scientist. Or even tinkerer.

Forget yall, this is something I can actually get behind.  I like the idea of a scientist.  Still reading through your skills list but I like it so far.

I could get behind a tinkerer class. Make him like heimerdinger, where his power spike comes from a turret nest, and give him abilities that make the enemies have to engage him in his turf (if played right).

Modern FL is too fast though, and nobody wants to fight with the slightest hint of a disadvantage. You'd end up with him plopping his turrets down and people running 3-4 zones away.

 

Could be a great class for Cabal Warfare though...

 

EDIT : Oh you said MAKE them fight him on his turf. Yeah, there we go.

Edited

This somehow makes me think of the Mechromancer from boarder lands 2.