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Old Feb 27, 2007, 11:27 PM // 23:27   #1
Ascalonian Squire
 
Join Date: Feb 2007
Profession: W/Mo
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Default Pwari

Pwari:
Unlike any other profession, the melee attacking Pwari uses hand to hand combat to strike down it's foes. However, the Pwari cannot be restricted by metal armor, and, although it is a melee class, it uses cloth armor (for free movement of it's body). To counteract this disadvantage, the Pwari uses enchatments to boost it's defense, and even it's attack, and not only on itself, but some enchantments also affect allies. The Pwari's weapon of choice are spiked and bladed gauntlets, to raise the effectiveness of it's attacks; therefore, the Pwari's hand armor are hand wraps, to cushion the beating which the Pwari's hands take on a regular schedule. The Pwari is a support character.
Concept Art:

This is sufficient, just imagine the character without the weapons. Better art is appreciated!
Story:
As a young boy, Yori trained in the arts of hand to hand combat, at which he was particularly talented. When it came time to join the army, he disregarded his parents wishes and went off adventuring on his own. After many decades of exploring, destroying creatures, and saving lives, it came time for the ancient art of the Pwari to be passed on to a younger age. Yori founded an academy, to teach the skills required to be a Pwari to a younger generation. To this day, the academy still exists, and some of the most elite fighters, are students or former students from the academy.
Boss Color:
Brown
Followed God/ess/s
Dwanya
Maximum Health And Energy
Maximum Health: 900
Maximum Energy: 50
Armor
Maximum AL: 65 (But remember enchantments!!)

Headgear:
Tattered Head Shawl
Adept's Head Wrap
Master's Head Wrap
Pwari's Elite Head Wrap
Armor Types
Tattered Robes
Adept's Garments: +2 to Maximum energy.
Master's Garb: +1 Hand to Hand Combat.
Pwari's Elite Raiments: +25 Health (on chest, each other piece of armor is +5)
Weapon
Gauntlets (Both Hands)
Starter Gauntlets: 5-6 Damage (Starter)
Spiked Gauntlets: (Varying damage, however, it is always a white weapon)
Wicked Gauntlets: (Varying Damage, Blue or above)
Masterful Gauntlets: (Varying Damage, Blue or above)
Cruel Gauntlets: (Purple, always)
Yori's Apprentice Gauntlets: (Recieved in a quest, Blue) 10-17 Damage
Yori's Gauntlets: (Recieved in an almost-end quest, Green) Max Damage (to be decided)
Gauntlet Upgrades - Wrist Strap
Attributes
Bodily Enchantment: To counter the absence of defense, the Pwari relies heavily on its powerful enchantments.
Hand to Hand Combat: The main weapon for a Pwari. Its skill in use of nothing more than its body is unmatched by any other form.
Technique: Various forms can be used by the Pwari to calm the soul, speed healing, and even sometimes damage foes.
Skill Listing
Bodily Enchantment:
Entrancer's Veil: Enchantment. For 5..18 seconds, the Pwari causes a 50% chance of all incoming attacks to miss.
Hesitate: Enchantment. Causes the vision of foes to blur, which makes them attack 10...30% slower and allows the Pwari to easily counter, causing 5...25 damage to attacking foes. Lasts 5...15 Seconds.
Sorcerous Armor: For 6...18 seconds, incoming damage is reduced by 5...18 damage.
Hand To Hand Combat:
Bone Smasher's Kick: Kick. Enemy takes 7...28 Damage and is dazed for 4...14 seconds.
Raging Strike: Punch. Enemy takes 10...35 Damage and is dazed for 3...12 seconds.
Yori's Form: Elite Combat Skill. Enemy takes two punches for 10...36 damage each, two kicks for 15...25 damage, and is knocked down.
Spinal Snap: For 4...16 seconds, enemy is imbolized.
Technique:
Controlled Breathing: Technique. Raises health by +75...250. Lasts 5...25 seconds.
Ultimate Relaxation: Technique. Gain 15...150 health over 20...7 seconds.
Adrenaline Rush: Technique. Attack 10..33% Faster.
Yori's Technique: Elite Technique. Damage dealt is raised by +12...45, and every successful hit, enemy is knocked down.
I hope you enjoy, I feel as though this is more unique than my Slayer CC, but you decide!

Edits: Fixed typos.
Balanced and clarified some skills.
Added some ideas for Gauntlets.

Last edited by Excalibur5; Feb 28, 2007 at 09:15 PM // 21:15..
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Old Feb 27, 2007, 11:34 PM // 23:34   #2
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A couple things:

If it uses magic or is one that goes in war it has to be part of a god.

Primary?

I don't think an attribute should be call Enchantments.

What is the weapon damage?

Many skills don't makes sense.
For Example: Controlled Breathing: Tehcnique. Raises health by 75...250.
Do you mean raises maximum health? How long does this last?

Also many skills are not balanced.
For Example: Sorcerous Armor: For 6...18 seconds, incoming damage is reduced by 20...40.
This is more than Stoneflesh Aura. This is wa umbalaced. It should be called Invinciple Armor.

Though, I do like the idea you do have to touch up on wording. Like for your attacks you just say it does X ammount of dammage. Do you mean + X ammount of damage?
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Old Feb 27, 2007, 11:41 PM // 23:41   #3
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Oh I did? Lemme edit the post for the things you talked about
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Old Feb 28, 2007, 08:42 PM // 20:42   #4
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Sounds like an Assasin who forgot her daggers...

i like the idea of a hand to hand kind of thing

couple ideas:
weapons: gloves/handwraps brass knuckles(a little cheesy but, eh)
primary attribute: Endurance - to explain the UNGODLY 900 health u got there
increases health per level and maybe give a chance to dodge per level
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Old Feb 28, 2007, 09:10 PM // 21:10   #5
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I do need to balance the max health a bit, any suggestions, I wasn't sure of the warrior, but I have seen people get into the thousands :/
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Old Feb 28, 2007, 09:25 PM // 21:25   #6
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Your Max Health is only limited by the number of enchantments one you plus a maxed out symbiosis. Odsidian Tank or Odsidian Dervish with a bonding monk and symbiosis ranger and nuker teams r common in DoA. Usually giving dervish or warrior around 3k health(guardian spirit a little inneffective me thinks) although can be alot more in non-realistic settings.

900 health at lvl 20 w/out any upgrades or enchants etc. is ri-god-damn-diculous.

Last edited by Soul of the Scythe; Feb 28, 2007 at 09:27 PM // 21:27..
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Old Mar 01, 2007, 06:43 PM // 18:43   #7
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This basicly sounds like the features they left off of Assassin, not a new class. I honestly wish they had included hand weapons with Deadly Arts and make it a caster based weapon attribute, but they throught it was alright to offer a supplimental attribute which doesn't synergize with the classes primary attribute nor provide healing........... genious.

All health is 480 at lvl 20, it is a static value throught the game and isn't negotiable, Dervish does have a health value on its armor which is not included in it's runes or inscriptions, but that is a very small and obscure value, and not something that could ever be a total of 900 health as a base value.

Energy is always 20 for every class, with armor values increasing it from 25-30 at the most, additional icon and weapon values can increase it 10 or 12 more energy, and energy regeneration is a base of +2, with a max of +2 from armor. A gross misunderstanding of statical values makes it hard to take anything you wrote seriously.

Beyond that, you've totally failed at the only significant purpose of new classes, which is a new identity for players to enjoy. Really a martial arts fighting class is well covered by Assassin. Sure Assassin is a very narrow feature of martial arts, but it is a feature, and unless your hand to hand combatant includes some significantly original features and identity suppliment, you haven't accomplished anything.
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Old Mar 02, 2007, 01:37 AM // 01:37   #8
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...they aren't going to change the assassin, but whatever. So, should I give up on the idea? ...
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Old Mar 02, 2007, 01:53 AM // 01:53   #9
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They could make a hand to hand combatant, or a claw weilding class, and they could make a martial artist, and they could add hand to hand additions to Assassin, both are equally likely.

It needs alot more to be interesting, a hand to hand feature should include something like a Shapeshifter, or some sort of mystical power, or some other unique feature. I don't know if you've ever seen Avatar, The Last Airbender, but something that includes more facinating features is really a must.

By the way, that picture really is awsome, and if they made capes like that available in the game it would be even better :/
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Old Mar 02, 2007, 02:46 AM // 02:46   #10
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Lol, I didn't draw it, my skill goes to about doodling!
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Old Mar 02, 2007, 02:50 AM // 02:50   #11
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I imagined you found it somewhere, still nice that you could find something interesting and post it.
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Old Mar 02, 2007, 08:57 PM // 20:57   #12
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if its a fighting type i really think that they should be alligned under balthazar.
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Old Mar 03, 2007, 02:04 AM // 02:04   #13
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If it was a simple physical basher it would be under balthazar, and it would also not be good enough.........
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Old Mar 04, 2007, 07:26 PM // 19:26   #14
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Quote:
Originally Posted by Soul of the Scythe
Sounds like an Assasin who forgot her daggers...
More like a combination of assassin and dervish. Still some of the skills (with a little tweaking) would be nice additions.
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Old Mar 05, 2007, 04:05 PM // 16:05   #15
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I think another attribute needs to be added, 3 is too little. With only 3, you can bump them each up to 9(the last level of effectiveness for attributes, anything after 9 or 10[w/o runes] is effectively a waste, with few exceptions and depending on build) maybe split hand-to-hand combat into 2 categories: kicks and punches would be simple enough.

another upgrade for the gauntlets: knuckle upgrades or something(the exact name would need work)

what you have described for the gauntlets doesn't make too much sense(where some are only purple, only white, etc.) maybe they could have innate effects, the spiked gauntlets give +10% AP like a hornbow, one pair does blunt dmg, there are fiery and icy, like fds and ids, have piercing gauntlets(long spikes on end) that do piercing dmg. just a few ideas

Last edited by Soul of the Scythe; Mar 05, 2007 at 04:19 PM // 16:19..
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