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Neutral hybrid Idea

So here is my theory;

Goods have Paladins

Evils have Dark Knights

And Neutrals have Druids

Except that druids are quite limited in their social play because they yearn for forests which makes some "journeys" difficult. Meaning while others are off gathering shiny stuff the druid stands alone in the woods and does not get to have as much fun. Not to mention that Paladin and Dark Knight are common classes, you can start from level one.

So I thought maybe we need a common neutral hybrid. (If you are thinking bards, they are NOT neutral only) My Idea is a simple one, one that fills the need and has some RP advantages as well.

New Class (neutral only)

Class: Sentinel

Race: Human, Half-elf, Gnome, Dwarf, Halfling, Feral, Werebeast, and Avian

Ethos: any (watcher disallowed bad RP, Breaker under consideration) [Ty Demiterracotta]

When you think of a sentinel, imagine the city guards with their shiny weapons, and most of all their shiny shields. Because the Sentinel guild has provided the city guards for centuries without asking for compensation, many of the "hero" guilds have educated its numbers in the various ways of survival, from melee training to the use of magic, todays Sentinels are far greater than they once were. Dependent upon their trusted shields they have shunned the use of two-handed weapons and the folly of wielding two weapons.

Skills: (Just Suggestions will appreciate any input)

  1. Sword, Dagger, Mace, Flail, Spear, Axe, Scrolls, Shield Block, whip, wands [Ty Mya]

  2. Create Banner(a), Rescue

  3. Fast Healing, Enhanced Damage

  4. Second Attack

  5. Parry, Hand to Hand

  6. Stand Tough(, disarm [Ty Mya]

  7. Lore, Haggle

  8. Sure Grip©

  9. Shield Disarm

  10. Third Attack

  11. Dodge [Ty Mya]

  12. War Cry, Minor Shield Enhancement(d)

  13. Bull Rush(e)

  14. Guard(f)

  15. Moderate Shield Enhancement(d)

  16. Field Dressing [Ty Mya]

  17. Matching Suit(g), Counter [Ty Mya]

  18. Major Shield Enhancement(d)

Summary;

a) Create Banner

syntax: create banner

Creates a (rot-death) wearable banner(light) for the Sentinel that serves as inspiration to the guard by improving stats based on skill percentage. Example; 75% adds + 1 strength and +5 hitgain, at 86% additional +1 dex and + 5 hitgain, when mastered totals +1 Strength, +1 Dex, +1 Con, and +15 hitgain.

Example banner, worn as light The banner of (insert hometown here)

Stand Tough

syntax: tough

A Sentinel gains an advantage when standing on his own two feet. When prepared for an attack and NOT mounted a sentinel gains additional bonuses to hit and damage rolls, when mastered allows for greater balance a skill learned from the monks. Duration level/2-1 hrs

c)Sure Grip

syntax: auto

Because his life depends upon keeping his sturdy shield in his hands the Sentinel has learned to hold on to it at all costs. When learned this ability will ensure that the sentinel never drops his shield. Rumors state that no one can disarm a sentinels shield is he is mastered at this skill.

d)Shield Enhancements

Learning to enhance his shield is paramount to the survival of the Sentinel. As he rises through the ranks of his guild he will learn three ways to enhance his shield. (selectable)

Minor Enhancement choices;

Sharp edges- Increases the sentinels damage roll slightly, and greatly increases the damage of Bull Rush.

Padded Guards- Grants the Sentinel slight protection from the effects of bashes and bodyslams.

Body Stretch- Grants the Sentinel a small chance to block incoming missile attacks.

Moderate Enhancement choices;

Shoulder Holster- Wearing their shield across their upper back the Idle Sentinel has learned to protect his neck and head greatly reducing the risk of being subdued by thieves or assassins.

Mystic Runes- Applying mystic runes to his shield a Sentinel severely improves his saves against all manner of spells. The sentinel can not be summoned while wearing this shield.

Magnetism- By magnetizing his shield the Sentinel gains a slight chance to appropriate his enemies weapon during a Bull Rush.

Major Shield Enhancement choices;

Arrow Deflector- By adding angles to his shield the Sentinel can not only block any arrow, arrows deflected by the shield may actually hit others in the vicinity. (Meaning if a sentinel stands next to the a powerful mob, the archer may actually shoot the mob and find themselves pressed into an unseen fight!)

Holy Symbol- Through ritual and faith the Sentinel places the Rune of his God upon his shield to grant him protection. Makes the shield a "usable item, casting cleric sanctuary level 45 on the sentinel. Cool down should make it where shield only works once per day.

Tower Shield- Also known as Duck and Cover, by widening and lengthening his shield the Sentinel gives himself a virtual wall he can hide behind, greatly reducing, and sometimes eliminating the damage caused by applicable area of effect spells (earthquake for instance could not be hidden from but a fireball, maybe).

e)Bull Rush

syntax: Bull (target)

Bull Rush is a shield rush by the sentinel intended to disrupt his enemy. Similar to bash in affect and damage, this skill also offers a chance to disarm the sentinels opponent. The disarm chance as well as damage go up as the skill improves. Certain Shield Enhancements can greatly increase the damage dealt. Note: Shield rush cancels stand tough!

f)Guard

Syntax: guard (target)

The sentinel has the ability to guard those around him, by placing himself between the threat and the victim a Sentinel can step in and block attacks that would otherwise harm his target. (Similar to Ranger pet abilities, but not as frequent, after all the Sentinel has Rescue if necessary.)

g)Matching Suit

Syntax: auto

When wearing matching armor a Sentinel gains additional AC bonuses as well as bonuses to Haggle. Pieces that must match include Head, arms, chest, legs and feet. Pieces must match headgear, -10p,b,s,m for each piece matching the headgear, doubles if wearing a matching shield.

Spells;

  1. Armor, Detect Magic

  2. Detect Invis,

  3. Invis

  4. Faerie Fire

  5. Cure Serious, Chill Touch [Ty Mya]

  6. Cure Blindness

  7. Color Spray

  8. Detect Traps, Poison [Ty Mya]

  9. Curse, Cure Disease

  10. Cancelation, Earthquake

  11. Shield [Ty Enethier]

  12. Magic Missile {Ty Mya]

  13. Summon

  14. Ironskin (stoneskin), Slow [Ty Mya]

  15. Word of Recall [TY Enethier]

  16. Dispel Magic [Ty Mya, will be battling level 50 by here]

(I hate balancing spells! Suggestions here would be appreciated.)

Well its a start, lets flesh I out shall we?

Did not give sanc there are wands and herbs for this.

Did not give blindness, colorspray will do the trick.

Not fond of any of the current AOE mass damage spells, will have to give it some thought. Maybe they need something original.

If they could dual-wield shields.....seriously.

Also: Why does everyone hate the chaotic ethos.

Other than those two things, I love this.

for spells, I'd have

1 Armor

3 Detect Magic

5 Detect Invis

6 Invis

11 Faerie Fog, Colour Spray

12 Cure Poison

15 Cure Blindness, Earthquake

17 Cure Disease, Shield

20 Detect Traps

22 Curse

25 Dispel Magic

35 Sanctuary

40 Word of Recall

Bash and dispel magic? Sign me in. At first I was "weak class", but with those

My first view tells me the class is a bit weak. But the motive is good, a hybrid neutral class based on shields. I love the theme.

For one you don't have whips, I would give them all weapons except two handed, Polearms and Staffs. This is very balanced, cause meeles will either murder you with pugil or Polearm.

Skills.

I would add:

Shield Bash

Counter, after all you are a defensive tower.

And Shield expertise at 50%.

You also forgot good old Disarm.

And the hybrid third defence DODGE.

Wands. For sanctuary.

Spells.

Here you need good situational defensive things but also offensive spells.

I would grant them Stone Skin. Or a AC buff with another name ... "Iron skin".

Stone skin.

Summon, yes.

Curse.

Word of Recall.

Cure light

Cure serious

Field dressing. Yes, we going full turtle. (Skill)

Blindness. Hybrids must blind, no dirt kick, that means spell blind.

Magic missile. Cause you need to land that blind.

Faerie Fire and Faerie Fog , cause thieves.

Poison. Trust me.

Chill touch . Shocking grasp is crap. Chill works even at L50.

Slow. Trust me, this is going to be essential to your guard/turtle strategy.

Cure blindness.

Cure Poison. But no cure plague.

Det invis.

Detect traps.

Dispel magic. Only at L50.

Now what we need is damage spells. An area and a single target.

Perhaps Dispel good + Dispel Evil + Harm. For single target.

Area Spells perhaps two.

Fireball, aka "crap vs decent aff saves but you have magic missile"

Meteor Swarm. aka "Holy crap, I get hit too :eek: "

Thanks for the help, I tried to incorporate your Ideas. If I left something you feel important out tell me why its important and I will add it. Also Thank you to whomever made this sticky.

The whole idea sounds more like a melee than a hybrid class to me, so I'd not incorporate all the spell stuff.

The whole idea sounds more like a melee than a hybrid class to me' date=' so I'd not incorporate all the spell stuff.[/quote'] Its interesting that you say this. My first draft had no spells, instead I had intended to incorporate "maneuvers" which would apply spell like abilities. Sometimes we should trust our instincts eh?

MYA "My first view tells me the class is a bit weak. But the motive is good, a hybrid neutral class based on shields. I love the theme."

couldn't agree more with that. this class has some interesting potential, though still a little bare... and I can't help but feel like it really leans toward being something similar to battlemages or crusaders... in a way, I suppose, it would have to, to be viable.

what I would change/add is this...

I think more of the shield enhancements should have synergy with their special class skills so certain enhancements provide further effects seen through their class specific skills... and I also think the class needs a few more of those special skills... sadly, I'm not all that good with the mechanics of the game nor with melee types to provide any real suggestions. this class might do better as a strictly melee class, without spells...

Holy Symbol is a really cool idea if the Sentinel is a communer, though I would prefer them to be a caster and it to be an Arcane Mark, but instead of making the shield usable to cast sanctuary once every 24 hours... I think it should add a "blasphemy/silence" effect depending on whether the Sentinel is a communer or caster... something akin but not as strong, on a successful bull rush and still subject to saves. (an added effect to the bull rush, if you will)

Field Dressing, like Mya suggested.

Viable spells, if we're keeping them, would be anything that makes the sentinel aware of their surroundings, aids their survival and adds to them being a tank. (maybe creating a spell or two, just for them, would add more personality)

Armor, Shield, Detect Invis, Detect Magic, Detect Traps, Cure Poison, Cure Blindness, Cure Disease, Sanctuary, Harden Defense and Word of Recall seem quite appropriate. For a few offensive spells, I like Faerie Fire and Magic Missle... not 100% sure about Dispel Magic, though a tank/sentinel would certainly want to play up on the weakness of their opponents armor/defenses... which would make Dispel Magic vital in that process...

sorry, I couldn't provide more. thanks for sharing!

CROYVERN "Its interesting that you say this. My first draft had no spells, instead I had intended to incorporate "maneuvers" which would apply spell like abilities. Sometimes we should trust our instincts eh?"

I like that a great deal better!

How about this...

Something like a Crusader and Dark-knight, but instead of holy weapons and malforms....

The neutrals get a shield which enhances instead of a weapon, basing their whole class around the shield.

Shield bash would of course be a main skill, as well as the ability to deflect arrows. Perhaps not so offensive, but extremely defensive.

This class could be a follower of neutrality only. A keeper of the balance. So instead of offensive, the class could be defensive with a few extra abilities.

Perhaps instead of bash, the class could get a shield throw. You throw your shield and it is like air thrash, knocking your enemies from the sky allowing the ability to trip and using a trip similiar to that of the monk. A leg sweep instead of a trip.

Not super advanced in armor class, severely hampering them to getting destroyed by invokers like many other quest classes, but giving them enough defenses to be a standing tower.

Everything based off of the shield. Maybe something like feign where you pretend with the weapon and instead smash the victim with the shield. Or instead, have the entire fight based off the shield. Your shield is your weapon such as your defense. Example, polearms only get so many attacks but yet are so defensive. So instead, you use your shield as a weapon and as a defense and are able to hold a wand, stave, etc.. within your hand. Something like a battlemage, but with melee defenses and base other attacks off of wands.

Would be pretty nice to have a class which get enhanced wands/staves. That in my opinion would make a great hybrid class. Be a melee warrior using nothing but a shield for attacks (2-3 attacks a round with the shield as the weapon) and maybe some skills such as create (similiar to that of a rangers arrows, but wands limited to a certain strength as to be balanced).

CROYVERN e)Bull Rush

syntax: Bull (target)

Bull Rush is a shield rush by the sentinel intended to disrupt his enemy. Similar to bash in affect and damage, this skill also offers a chance to disarm the sentinels opponent. The disarm chance as well as damage go up as the skill improves. Certain Shield Enhancements can greatly increase the damage dealt. Note: Shield rush cancels stand tough!

didn't think they actually needed the skill disarm, when their bull rush can provide the same effect. of course, having both means you can still disarm someone with prot shield. though, I kind of like the trade-off of combo skills like bull rush... when prot shield isn't present, it is a two for one skill... but with prot shield you lose the effectiveness of two skills. shrug just a thought.

Guard should have a second effect, where their rescue also shield bashes an enemy.

didn't think they actually needed the skill disarm' date=' when their bull rush can provide the same effect. of course, having both means you can still disarm someone with prot shield. though, I kind of like the trade-off of combo skills like bull rush... when prot shield isn't present, it is a two for one skill... but with prot shield you lose the effectiveness of two skills. shrug just a thought.[/quote']

Added disarm, because shield rush disables stand tough, if using the stand tough skill the sentinel will still need disarm.

I would say beef stand tough another way, so that you can take a separate approach... shield rush = bash/disarm approach and stand tough = increased hit&dam/anti trip/resist bash approach.

they could have something like cancellation that allows them to shift between maneuvers at an expenditure of mental focus and a bit of time... so, an opponent that has a no disarm weapon, is larger than you with bash... you would certainly see the benefits in standing tough... but against less dexterous races of the same size or smaller, then keeping shield rush (even if you can't disarm them) would still prove useful... of course, this is from a purely conceptual point of view... not mechanical.

maybe the shield rush could have a different second effect than disarming, so keeping disarm wouldn't be redundant with whatever maneuvers you're using.

for those interested in what the first draft, no spells version looked like.

Skills: (Just Suggestions will appreciate any input)

  1. Sword, Dagger, Mace, Flail, Spear, Axe, Scrolls, Shield Block, whip, wands [Ty Mya]

  2. Create Banner(a), Rescue

  3. Fast Healing, Enhanced Damage

  4. Second Attack, Dirt Kick

  5. Parry, Hand to Hand

  6. Stand Tough(, disarm [Ty Mya], Ritual

  7. Disarm

  8. Lore, Haggle

  9. Sure Grip©, Blind Fighting

  10. Shield Disarm

  11. Third Attack

  12. Dodge [Ty Mya]

  13. War Cry, Minor Shield Enhancement(d), Ritual

  14. Bull Rush(e)

  15. Guard(f), Counter [Ty Mya], Ritual

  16. Moderate Shield Enhancement(d)

  17. Field Dressing [Ty Mya]

  18. Matching Suit(g), Ritual

  19. Major Shield Enhancement(d)

  20. Ritual

Summary;

a) Create Banner

syntax: create banner

Creates a (rot-death) wearable banner(light) for the Sentinel that serves as inspiration to the guard by improving stats based on skill percentage. Example; 75% adds + 1 strength and +5 hitgain, at 86% additional +1 dex and + 5 hitgain, when mastered totals +1 Strength, +1 Dex, +1 Con, and +15 hitgain.

Example banner, worn as light The banner of (insert hometown here)

Stand Tough

syntax: tough

A Sentinel gains an advantage when standing on his own two feet. When prepared for an attack and NOT mounted a sentinel gains additional bonuses to hit and damage rolls, when mastered allows for greater balance a skill learned from the monks. Duration level/2-1 hrs

c)Sure Grip

syntax: auto

Because his life depends upon keeping his sturdy shield in his hands the Sentinel has learned to hold on to it at all costs. When learned this ability will ensure that the sentinel never drops his shield. Rumors state that no one can disarm a sentinels shield is he is mastered at this skill.

d)Shield Enhancements

Learning to enhance his shield is paramount to the survival of the Sentinel. As he rises through the ranks of his guild he will learn three ways to enhance his shield. (selectable)

Minor Enhancement choices;

Sharp edges- Increases the sentinels damage roll slightly, and greatly increases the damage of Bull Rush.

Padded Guards- Grants the Sentinel slight protection from the effects of bashes and bodyslams.

Body Stretch- Grants the Sentinel a small chance to block incoming missile attacks.

Moderate Enhancement choices;

Shoulder Holster- Wearing their shield across their upper back the Idle Sentinel has learned to protect his neck and head greatly reducing the risk of being subdued by thieves or assassins.

Mystic Runes- Applying mystic runes to his shield a Sentinel severely improves his saves against all manner of spells. The sentinel can not be summoned while wearing this shield.

Magnetism- By magnetizing his shield the Sentinel gains a slight chance to appropriate his enemies weapon during a Bull Rush.

Major Shield Enhancement choices;

Arrow Deflector- By adding angles to his shield the Sentinel can not only block any arrow, arrows deflected by the shield may actually hit others in the vicinity. (Meaning if a sentinel stands next to the a powerful mob, the archer may actually shoot the mob and find themselves pressed into an unseen fight!)

Holy Symbol- Through ritual and faith the Sentinel places the Rune of his God upon his shield to grant him protection. Makes the shield a "usable item, casting cleric sanctuary level 45 on the sentinel. Cool down should make it where shield only works once per day.

Tower Shield- Also known as Duck and Cover, by widening and lengthening his shield the Sentinel gives himself a virtual wall he can hide behind, greatly reducing, and sometimes eliminating the damage caused by applicable area of effect spells (earthquake for instance could not be hidden from but a fireball, maybe).

e)Bull Rush

syntax: Bull (target)

Bull Rush is a shield rush by the sentinel intended to disrupt his enemy. Similar to haymaker in affect and damage, this skill also offers a chance to dispel the sentinel’s opponent. The dispel chance as well as damage go up as the skill improves. Certain Shield Enhancements can greatly increase the damage dealt. Note: Shield rush cancels stand tough!

f)Guard

Syntax: guard (target)

The sentinel has the ability to guard those around him, by placing himself between the threat and the victim a Sentinel can step in and block attacks that would otherwise harm his target. (Similar to Ranger pet abilities, but not as frequent, after all the Sentinel has Rescue if necessary.)

g)Matching Suit

Syntax: auto

When wearing matching armor a Sentinel gains additional AC bonuses as well as bonuses to Haggle. Pieces that must match include Head, arms, chest, legs and feet. Pieces must match headgear, -10p,b,s,m for each piece matching the headgear, doubles if wearing a matching shield.

Maneuvers, hereafter to be referred to as rituals, provide the spell like abilities for the Sentinels. Unlike traditional spells which require that character cast the spell, ritual is a daily exercise where the sentinel chooses his maneuvers for that particular 24 hour period. Ritual has a cool down, much like a monk empowering his off/def, the theory being that the ritual takes time to complete. The following is a list of “maneuvers” that the Sentinel can apply to his daily ritual. The sentinel is limited to one “Maneuver” for every ten ranks he holds in his guild. Maneuvers are selectable, just as the BLM’s stances, once chosen it will always be applied during the Sentinels ritual.

Syntax: Ritual

Cool down: 3hrs

Duration: 24hrd

Maneuver choices

Defender: Provides -20 bonus to the Sentinels overall AC vs. p,b,s,m. Provides +3 to shield block. And doubles the AC provided by the sentinels shield.

Protector: Provides +10 bonus to Rescue and Guard. Allows Counter to be used in combination with rescue.

Vigilant: Allows the sentinel to visualize his enemy’s strategies, providing protection from all manner of secondary attacks. Sentinel gains % chance to dodge the following; Throw, Kick, Double Kick, Dirt Kick, Haymaker, Trip, Caltrops, Push, Pilfer, and Charge.

Valiant: Allows for greater health and move regeneration, a significant boost to the sentinels accuracy. Provides + 3 bonus to dodge and parry.

Reflector: Provides the Sentinel with protection from spells by reflecting some or all of the damage back at the caster. Only certain spells may be reflected, and only a select few can be “completely” reflected. (Spells completely reflected being “light based” i.e. Ray, Color spray, ect.){Reflected spells will be mostly afflictive}

Deflector: Provides the Sentinel with a modified version of the monk’s horse stance. Allowing the monk to turn aggressor’s physical attacks back at the aggressor.

Ferocity: Through sheer anger the sentinels have learned the skill of riposte from the warrior’s guild, using their shields as weapons the sentinels have learned to counterattack for small amounts of damage within the confines of close combat.

Savior: Allows the sentinel to utilize a skill similar to the monk healing ability once during the duration of the ritual. This provides an opportunity for the sentinel to cure some of the maledictions plaguing him.

Champion: Provides a significant (-40) boost to the sentinels AC vs. p,b,s,m, Protection from Mal spells, and grants a bonus to Luck.

This needed work so I just started down a different path. Oh Well.

To many defense, not enough offense.

From the look of it you have a non casting class whose only offense is 3 attacks with a axe and bashing. How are you going to kill people?

With meeles this might erode their HP slowly as they fail to harm you, but how can you land a killing blow?

Vs casters, or any class with indirect damage, bard throw, BLM criticals, they are just going to bypass your defenses and deal damage. More damage than you can deal back.

This is gonna be a crusader MK II

I would also be inclined to agree that they get no spells.  I think they should even double grip their shields and fight with the shield completely.  Like Ayro said make the shield the focal point and make them able to be enhanced.  You could do that by a malform/crusader weapon leveling skill, or in some other clever way.  Like for instance having a bunch of mini selectable skills that you would get as you rank from lvl 1-50, however each of these select skills would require rare parts, maybe even other shields to take apart and add to your super shield.  Also like a monk you would be able to learn certain weapons however using them in combat would be pointless like it is for a monk to.  Hence the emphasis on you are the SHIELD.  That is why the double grip here makes sense.  I will think about this some more, but I am pretty sure I can get into greater detail with this spawning some more crazy ideas.