Nov 23, 2007, 01:29 AM // 01:29
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#1
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Slashcaster Concept Class
Background
Magically inclined humans who are also inclined to use weapons and armor. They do not however use either but cast spells to create them.
Titles: "The Weapon Caller" "Hurricane of Swords"
Basic Stats
Max Health- 500
Max Energy- 30
Max Armor- 65 (+15 health, +5 energy)
Favored Weapon- Jinx Sword (3-39 damage, +20% adrenaline, +5 energy)
Favorite Focus- Ritual Axe (+12 energy, +5 energy, +20% adrenaline)
New Stuff
Weapon Calling-
A type of spell that strikes with weapons instead of striking with elements or natural energies.
Heated Spell-
an adrenaline based spell that does not require energy. Usually very weak due to ease of casting it.
Attributes
Sense of Metal- (Primary Attribute)
For every point in thsi attribute adrenal spells activate 2% faster and Weapon callings recharge 4% faster.
Raging Magicka-
Increases the power of Heated Spells.
Metal Magicka-
Increases the power of Weapon Callings.
Magicka Armora-
Increases the power of Weapon Callings which defend the Slashcaster.
Sample Skills
Sense of Metal
Mind of Metal- 5 energy 2 cast 30 recharge
(Enchantment) for 20...55 seconds, you gain 1...3 energy whenever you cast a Heated Spell.
Mind of Armor- 5 energy 1/2 cast 24 recharge
(Enchantment) for 15...50 seconds, you gain 5...20 health and 1...2 energy whenever you cast a weapon calling.
Raging Magicka
Darts- 4 adrenaline 1 cast
(Heated Spell) target foe is struck for 5...30 piercing damage. This spell has half the range.
Chain Ritual- 8 adrenaline 3 cast
[Elite Heated Spell] both you and target foe move 60% slower for 3 seconds. If you are below 50% health, you also steal 5...60 health and 5...10 energy from target foe.
Signet of Adrenal Recovery- 1 cast 8 recharge
(Signet) for every point of adrenaline you have, you gain 5...20 healh (maximum 120 health).
Signet of Adrenal Rage- 1/2 cast 20 recharge
(Signet) if you have less then 2...4 adrenal skills equip you gain 1...6 strikes of adrenaline.
Hexsplitter- 8 adrenaline 1/4 cast
(Heated Spell) send out a sword at target foe, if that foe had more then 3...2 hexes, that foe is struck for 5...45 slashig damage. If that foe had less then 3 hexes, one hex is removed.
Backlash- 6 adrenaline
(Heated Spell) for 5 seconds, the next time target foe attacks you, send out three darts at that foe. The first one strikes for 1...20 damage. The second inflicts bleeding for 5...15 seconds. The Third one removes 1 enchantment. All of these are subject to block or dodge.
Crude Edge- 8 adrenaline
(Heated Spell) for 5...20 seconds, any condition you inflict cannot be removed unless a hex removal skill is also cast on that foe.
Metal Magicka
Sword Storm- 5 energy 2 cast 20 recharge
(Weapon Calling) create a sword storm at target foe's location for 5...10 seconds. Every 3 seconds all nearby foes are struck for 5...30 slashing damage and suffer from bleeding for 1...10 seconds.
Spinning Axes- 10 energy 1/4 cast 10 recharge
(Weapon Calling) for 3 seconds, all foes attacking you are knocked down and struck for 5...30 slashing damage.
Hammer Force- 5 energy 1 cast 8 recharge
(Weapon Calling) target foe is hit with a hammer, that foe is struck for 5...60 blunt damage and knocked down.
Bladed Forest- 25 energy 2 cast 12 recharge
[Elite Weapon Calling] create a Bladed Forest at your area. All foes within the bladed forest are struck for 5...80 piercing damage and suffer from bleeding and a deep wound for 5...20 seconds.
Bladeshower- 5 energy 1/4 cast 24 recharge
(Weapon Calling) 1...16 swords drop onto a random enemy and inflict 5...60 piercing damage.
Magicka Armora
Deflection Sword- 10 energy 1 cast 12 recharge
(Weapon Calling) you are surrounded by 1...8 swords. Each sword is able to parry 1...2 melee attacks and 1 projectile attack. When each sword has been destroyed, all nearby foes are struck for 5...30 slashing damage.
Follow the Sword- 5 energy 1/2 cast 24 recharge
(Weapon Calling) if an enemy is targeting you, send out 1...4 darts at that enemy, each one will disrupt one action.
Black Blade- 25 energy 1 cast 20 recharge
(Weapon Calling) if you are being attacked, create a Black Blade which will block and counter up to 1...8 attacks. Each counter counts as an attack and is subject to evasion. These counts will strike for 5...25 damage.
Cross Impalement- 15 energy 1/2 cast 12 recharge
(Weapon Calling) if target foe is attacking you or below 25% health, send out 3...6 blades in an asterick pattern to cross impale the foe. Each blade strikes for 5...7 piercing damage. If all blades are allowed to penetrate (not dodged or blocked) then this calling also inflicts bleeding and deep wound for 5...10 seconds.
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