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Alright, so this is the type of thing I'm looking at here.

Basic: Means the class begins with the skill.

Active: Means the skill must be undertaken by an *ACTION*

Innate: Means the skill is just a part of who you are, not requiring an action. It's "always on" in the background.

Learned: Means that the class does not begin with the skills, but can earn them by increasing in level.

Cost: Means the amount of levels that you would have to earn to "buy" the skill.
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With that said, here's the type of set up that I would imagine for one class, the Shadow Knight:


Shadow Knight Basic Active Skills

The Shadow Knight begins with the following active skills.

Arc Lightning: Long range area of effect spell deals 5 damage to each enemy in the area.
Fireball: Long range area of effect spell causes burning damage to each enemy in the area.
Frostbite: Long range targeted spell freezes an enemy for d20 turns on a 20.
Hurricane: Long range area of effect spell sends can send enemies flying backwards on a 10.
Raise Dead: Turns a a corpse into a skeleton that fights for you. Counts as a summoned creature, thus unsummons previous creatures controlled.
Shield Slam (Improved): Stun an enemy with your shield for d20 turns on a 19.


Shadow Knight Basic Innate Skills

The Shadow Knight begins with the following innate skills.

Equips 2 weapons.


Shadow Knight Learned Active Skills

Cast Shadow: While standing near an open doorway, you project your shadow into a nearby room, giving the appearance that you are a giant. Cost: 2.
Cloak of Corruption: Target NPC becomes morally corrupt for a few minutes. Cost: 1.
Cloak of Darkness: You become hidden on a 10. If you take too many actions while hidden, others will spot you. Cost: 3.
Cloak of Malice (Self): You appear to be evil for d20 turns. Cost: 2.
Cloak of Malice (Other): Target (other than self) appears evil for d20 turns. Cost: 2.
Cloak of Shadows: You become cloaked in shadows, making you more difficult to target. Cost: 3.
Decaying Touch: A single touch makes target NPC ages 1 year instantaneously. Cost: 1.
Dire Interrogation: Ask a question. You attempt to strangle a target, doing d10 damage. On a 10, target answers your question truthfully, to the best of his ability. Cost: 2.
Dreadful Glance: Target NPC becomes intimidated on a 12. Cost: 2.
Ember Touch: Does D20 damage to an enemy within touching range, guaranteed burning damage if that enemy is afraid of you. Cost: 2.
Firebomb Corpse (Living): Does D20 fire damage to an enemy within long range. If they are defeated this way, they explode, causing burning damage to all nearby. Cost: 3.
Firebomb Corpse (Deceased): Choose the location of a corpse within long range. It explodes, causing burning damage to all nearby. This differs from fireball in that the blast does more burning damage to the closest enemies and less to

those further away, whereas Fireball does roughly equal amounts of damage. Cost: 2.
Frightful Spear: You hurl a magical spear in the direction of an enemy that does d10 damage. Then, on a 20, the target flees the battle. Cost: 3.
Frost Touch: Does D20 damage to an enemy within touching range, freezes an enemy for 1 turn on a 19 if the enemy is afraid of you. Cost: 2.
Invoke Fear: In combat, causes target to fear you on a roll of 3. Cost: 1.
Invoke Hatred: In combat, causes target to despise you on roll of 3. Cost: 1.
Nightvision (Close): You can momentarily see in the darkness as if it was light on a roll of 2. Covers only a short distance. Cost: 2.
Open Shadow Door: A shadow door appears in the current location. Anyone who enters the door re-appears in a random location on the map. Cost: 3.
Resist Cold: You enter a state in which you are resistant to cold damage on a roll of 2. Cost: 1.
Reversing Touch: Target NPC that fell victim to a decaying touch has that effect reverse. Cost: 1.
Séance: You may ask a corpse one question. There is no guarantee that they will answer truthfully. Cost: 2.
Spark Touch: Does 1 guaranteed damage to an enemy that is afraid of you and is within touching distance, then doubles that damage for any nearby enemy that is afraid. This process is repeated until all enemies that are afraid are damaged

this way. Cost: 2.
Spirit Transfer: Your summoned skeleton ceases to be, you gain HP equal to its remaining HP. You cannot summon another skeleton until you rest. Cost: 2.
Summon Leeches: Target is afflicted by leeches. They transfer 1HP at a time from the target to you, until you roll 2 or less. Does not count as a summoned creature. Cost: 3.
Summon Specter: Call forth a Specter to fly upon. Though possible, it is difficult to cast spells or attack successfully while in the air. Counts as a summoned creature, thus unsummons previous creatures controlled. Cost: 5.
Wave of Fear: All nearby enemies fear you on a roll of 12. Cost: 1.
Wave of Hate: All nearby enemies hate you on a roll of 12. Cost: 1.


Shadow Knight Learned Innate Skills

Maligned Grin: Enemies will rarely become hateful of you based on your appearance alone. Cost: 3.
Imposing Figure: Enemies will rarely become fearful of you based on your appearance alone. Cost: 3.
Walks with the Darkness: You will rarely blend into the shadows, naturally, becoming hidden until you take major actions. Cost: 4.
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Note that there would also be a list of "generic" skills for all classes to pick from.

I don't see the harm in, for example, allowing a spellcaster to climb. However, I'm thinking that certain "climb-ready" classes (the rogues, mostly) would have something called "Climb (Improved)": which would be the same thing, only they could pull it off more easily. This applies to a number of skills. Hiding is another example.

Again, I entreaty everyone to step forward and make any skill suggestions!!!!! Love some of the ones we've seen so far.
Post edited January 05, 2012 by stoicsentry
Lol And yet he will speak to me :P As I'll be giving advice. Shadow Knight is good in a way
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Landeril: Lol And yet he will speak to me :P As I'll be giving advice. Shadow Knight is good in a way
Anything else you want to throw onto the Shadow Knight while I'm adding all the extras?
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Landeril: Lol And yet he will speak to me :P As I'll be giving advice. Shadow Knight is good in a way
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stoicsentry: Anything else you want to throw onto the Shadow Knight while I'm adding all the extras?
Nightmare: Summons a shadow steed.
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stoicsentry: Anything else you want to throw onto the Shadow Knight while I'm adding all the extras?
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Landeril: Nightmare: Summons a shadow steed.
That could work.
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Landeril: Nightmare: Summons a shadow steed.
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stoicsentry: That could work.
Other then that, Just a few Knight skills.

Edit: Send me the other classes if you want me to approve or deny them? :P
Post edited January 05, 2012 by Landeril
I've updated all of the classes that are currently being used to add new skills that you can buy. (Check the forum link on the front page).

Also, if you look at the front page there's a link to the generic skills that any class can take.

If you see a skill that you would like added, then just PM me with the name of the skill, and description of the skill and I will decide if it fits the class or not and if so, how much it should cost. My creativity is tapped out for the moment.

Currently some classes have a few more options than others, but there's over 50+ levels worth of skills to choose from no matter what the class (and if you go over that, you can always pick from the generic ones.)

In the mean time, I'll be going back and adding all the classes that haven't been used yet, so when we get newcomers, they can pick from those classes.
Anyone up for some sparring? LINK
I really like the extra skills for the Knight class! It feels very natural, the stuff about influencing and befriending nobles and commoners is great. I like the choices in terms of combat too.

Also, the Inspiring Words skill is something that I wanted to request, so nice one for pre-empting me! In my head I thought it might buff allies for a while, but that might make it too similar to other skills. So, yeah, really good job!! I'll keep thinking about any other skills that might be cool, but I think you've nailed the Knight class :)
Huh. The skill list for the cleric is excellent, but I think I was already using some of these before they were officially listed as skills. What do I need to do to acquire the ones I'm already using, or can I just go ahead and use them for the rest of this adventure?
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Runehamster: Huh. The skill list for the cleric is excellent, but I think I was already using some of these before they were officially listed as skills. What do I need to do to acquire the ones I'm already using, or can I just go ahead and use them for the rest of this adventure?
Go ahead and keep using them for the rest of the quest, then from now on, purchase them as you level up. The good thing about having a skill set that you can level into is that you actually make progress, but admittedly with the good comes the bad in the sense that you are limited until you "buy" them. :(

Cleric and Knight are two of the classes I want to add more skills for, they really don't have as many as the others yet but rest assured more is coming.

I also have to finish up Illusionist, Enchanter, Treasure Hunter, Assassin and I think one other class besides those... but that shouldn't be a problem right now because no one is playing those classes yet.
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Nel-A: I really like the extra skills for the Knight class! It feels very natural, the stuff about influencing and befriending nobles and commoners is great. I like the choices in terms of combat too.
Great!

Also, the Inspiring Words skill is something that I wanted to request, so nice one for pre-empting me! In my head I thought it might buff allies for a while, but that might make it too similar to other skills. So, yeah, really good job!! I'll keep thinking about any other skills that might be cool, but I think you've nailed the Knight class :)
Cool, thanks. As I mentioned to Runehamster, I'd still light to add new skills to Knight (and Cleric) so that you have a larger variety.
Post edited January 13, 2012 by stoicsentry
Don't forget the mage classes and I think I came up with a skill for them.

Summon Familiar(This varies depending on the mage type I.E. A Shadow Knight would get a Shade, while an Elementalist would get an Elemental)
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Landeril: Don't forget the mage classes and I think I came up with a skill for them.

Summon Familiar(This varies depending on the mage type I.E. A Shadow Knight would get a Shade, while an Elementalist would get an Elemental)
Nice.

I believe with the Elementalist, I gave them the skills to summon 5 different types of Elementals. Of course only 1 at a time.

(They don't have as much variety as, say, Shadow Knight so they needed extra summon spells to compensate. I also added innate skills that you can purchase for the Elementals that allow them to cast spells belonging to their Element... which I think is pretty neat.)

I'm still accepting any and all skill suggestions. If you don't see something listed under your class, just let me know what you want. I'll determine the cost and post it.

BTW, Exile you're gonna have a lot of points to spend once the current question is over.

=)
Post edited January 13, 2012 by stoicsentry
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Landeril: Don't forget the mage classes and I think I came up with a skill for them.

Summon Familiar(This varies depending on the mage type I.E. A Shadow Knight would get a Shade, while an Elementalist would get an Elemental)
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stoicsentry: Nice.

I believe with the Elementalist, I gave them the skills to summon 5 different types of Elementals. Of course only 1 at a time.

(They don't have as much variety as, say, Shadow Knight so they needed extra summon spells to compensate. I also added innate skills that you can purchase for the Elementals that allow them to cast spells belonging to their Element... which I think is pretty neat.)

I'm still accepting any and all skill suggestions. If you don't see something listed under your class, just let me know what you want. I'll determine the cost and post it.

BTW, Exile you're gonna have a lot of points to spend once the current question is over.

=)
Okay. Well I can come up with more Elemental Spells. Tis not hard. If you'd like

And really? x.x great
Check out the new Player Board for Vue: Players Board
Post edited January 13, 2012 by Landeril
I've never played a p'n'p RPG in my life, so I might as well start here.

Name: Vir
Class: Psionicist
Race: Vasar
Gender: Male

Wiry build, with a toughness that is obscured by his slight build.
A dispassionate ascetic of few words and much contemplation. Uses subtlety and subterfuge to manipulate the situation. Not forthcoming about his motivations.

Vir stood motionless on the edge of the road opposite the guild hall of the Shield, appearing as a statue save for the glint of his eyes. He observed up and down the street, relying on only the turning of his eyes while hardly turning his neck. At length he focused his eyes on the halls themselves, studying their aged steps and textured masonry. Vir took care to notice the wooden noticeboard beside the guild hall's entrance.

Ending his meditation Vir crossed the road to the guild hall, his faded cloak ruffling slightly around his plain tunic. Vir moved to the side of the steps leading into the guild hall, standing at arm's length in front of the noticeboard. Again Vir assumed his motionless stance to study the noticeboard, only his roving eyes hinting serving as signs of life.

After being satisfied with the contents of the noticeboard, Vir began to ascend the steps to the guild hall. Yes, these people will do.
Post edited January 13, 2012 by Aaron86