So we have a good Knight (Paladin) and a evil one (DK) but we are lacking a neutral one. In fact we have no neutral Hybrid except Druid, which is quite limited and is mostly like a Cleric.
So I came up with a Neutral Knight Class:
Storm Knight or Thunder Knight
They are basically a Neutral Knight who focus on Elemental Damage for Spell, favoring Electric Damage.
Regular Hybrid Meele power for Meele.
As a Knight they also have an extremely thick armour (AC). With good AC buffs, culminating in Air_Shield.
Also intended to be a newbie Class, that someone new can roll a moderate player and have a chance to learn the mud, explore and dip his feet in PK.
Veteran players can also appreciate the combo due to variety of options, akin to a DK, but in fewer number.
Skill:
L1 Scrolls Wands Staves
L1 Sword Polearm Staff Spear
L1 Flail Whip Dagger
L1 Parry Two_Handed
L3 Meditation
L5 Dirt
L7 Enhanced_Damage Fast_Healing
L9 Haggle Lore
L10 Dodge Second_Attack
L13 Warcry
L15 Shield_Block Trip
L20 Third_Attack Dual Wield
L25 Bash
L30 Charge Counter
L40 Resistance to Lightning(electric)
Spells:
L1 Shocking_grasp Identify
L5 Chill_Touch
L10 Lightning_bolt Armor
L11 Localizate_Gravity
L14 Earthquake
L15 Cure_Light
L17 Dispel_Evil Summon
L20 Shrink Shield Sleep
L21 Faerie_Fire Energy_Drain
L23 Dispel_Good
L25 Cure_Blind
L27 Flame_Arrow
L30 Stone_Skin
L31 Icicle
L33 Colour_Spray Thunderstorm
L34 Poison
L37 Control_Weather
L38 Enchant_Weapon
L40 Air_Shield
L45 Curse Enchant_Armor
L50 Curse_Weapon
Class Mechanics:
Aff Spells focus in single target elemental vuln spells. They hit vulns, and we have them all, but they only do moderate damage. As we don't have Invoker mana charge to fuel them up. Also no Dispel. Best spell will end up being Thunderstorm, the only decent spell that is also area spell, but which is limited to weather, and location.
This range of spells also means that they have to master quite a few spells, one different for each different race.
Mals focus on Sleep(only Mental spell), Poison, Energy Drain, Curse, Shrink.
You might land the sleep, but this is no DK, so no veil or Plague or really powerful spell. Poison is a nuisance but little more, Curse comes to late to be of any use except at pinnacle. Energy Drain might make a good combo. But you still have to beat him.
Buffs: This is where they start to shine.
Armor Buffs:
This is their main focus. Cantrips give -80 AC.
Air shield another -50 AC and resistence to Phisical damage. Enchant Armor alows you to further enhance this.
This means that they will be quite hard to damage.
Lightning resistence is just there to prevent Call Lightning from ruining their day. For me a Knight that took such a study in Armor and Elemental Spells would know how to prevent Lightning from ruining his day. But if this is to big we can take it out and they now have a huge vulnerability.
Weapon buffs:
Enchant Weapon allows for a bit of Hit/Dam on weapons latter on life, making mediocre weapons good. Best weapons cannot be enhanced due to Level/to high Hit/Dam.
Warcry is basic, since they have little other buffs.
Curse Weapon is not malform, but it can make life quite easier and add uniqueness. It's at 50, to avoid Pinata effect from Pinacles.
And curse weapon also introduces Hit/Dam Penalties similar to a black heart.
Healing buffs:
Cure Serious is ok, like in bards. But it's not Cure critical.
Also they do not have Trance, so it's hard to regain mana.
Perhaps they should have Trance, but only Beta testing could answer that one.
Cure Blind is to allow some slack for consumables in New players.
Lag protection:
This comes mainly at High Ranks from AC. And the use of Shrink to reduce opponents size. Again only testing can answer if this is enough.
PK Tatics (that I see):
Lagging:
You can lag somewhat ok. You can shrink them and then eat a Sac to enlarge you. But you are no Warrior, and no DK. That means no pet to deal damage, and no Malform to boost damage up. You cannot also cast AFF spells as you Bash. I think this is balanced.
Sleep and Malls:
You could land sleep, then curse, Shrink, Poison and open with Energy Drain. Then you can try to eat his moves. But you still have to defeat him. And PC that have low saves tend to have high Hit/dam.
You can also try to use multiple Chill touch to further reduce STR.
I think you could get a Max of -2 -6 -1 from Poison,Chill,Shrink. Since most warrior kind have +5 STR EQ, we can estimate a effective -4 STR penalty. Ok but not over the top, and balanced due to the need to land those Chill Touchs.
AFF overdamage:
You can try to outdamage them straight on with Meele + spells. Using vuln to slowly reduce the HP of the target, and then if weather is right pull up a ThunderStorm.
Only testing can show how this would work.
Localize gravity is there to be like a improved Disarm.
A flair to the Class. Good a low ranks, almost useless at Pinacle due to the availability of Cursed weapons.
Identify to make it really good at exploration.
A Moderate that invests time enhancing his eq with AC from Enchant Armor can get a really good AC. And explore quite a bit. Neutral means even more protection from PK.
This is also easy to code, since there is no new skill/spell.
What you think.
Forgot to add the Races:
Human, Half-Elf, Avian and GNOMES!!!