Order of Anarcanum

Post your tips, ideas for improvements, requests for new features, etc. here
Locked
LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Order of Anarcanum

Post by LinuxPup »

What if we allowed certain melee characters to dedicate themselves to ridding Atheria of magic?

I'm just throwing this out there, so whatever...


A character who joins this order gains incredible abilities at a severe cost.

Benefits:

1.
Adaptive magical immunity. Each day a user starts out with 20% magical immunity to each school of magic (so 1 in 5 spells will fail when cast on player). If the player is attacked by a hostile creature's spell and fails to resist the spell, the immunities goes up by 5-10%, up to 70-100% maximum for that school.

So, if Joe Fighter starts the day (whether by rest, or by the Atheria clock), and is wailed at, but resists, his immunity to necromancy stays at 20%, but then he fails to resist a horrid wilting, so it goes up to 25%. Every day (or rest, or by death) it resets back to 20%. After Joe Fighter failed to resist Horrid Wilting, he may have a 25% immunity to necromancy, but he's still 20% vulnerable to evocation spells like fireball.

2.
Also, once a day he can emit an aura of anti-magic that completely removes buffs and the ability to cast spells much like a demiliches gaze. The aura lasts for 1 round/10 levels.


3.
And, really high combat bonuses. For example, every 5 levels he gets +1 ab. Plus maybe +1 physical damage every other level.

Also, gets physical damage reduction and massive regeneration.

4.
Big base constitution bonus, and strength and dex bonuses too.

5.
Skill bonuses

+1 discipline and taunt every other level.
Maybe heal skill bonus. Like 1-3 points every every level.

6.
Every 10 levels he gains 10% magical damage immunity.

7.
5% chance that any spell cast on anti-magic player will bounce back at the caster. Maybe this ability increases by 1% every 8 levels to a maximum of 10% or something.

8.
At level 40, character chooses permanent 100% immunity to one specified school.

9.
Possibly immune to mind effecting spells or at least fear.

10.
Immune to negative levels and ability decrease.

Penalties:

1.
Class restrictions: only non-casting classes. So, he can't have a single class level of Cleric, Wizard, Bard, Sorcerer, Druid, Paladin, or Ranger. He also can't have a single base rank of UMD or Spellcraft. Naturally he can't be a Pale Master, AA, or RDD, but I would consider *possibly* restricting some prestige classes too that have casting feats like Blackguards, Harper Scouts, and Assassins.

Barbarians, Fighters, Weapon Masters, and Rogues are perfect.

2.
Cannot use gear with magical bonuses. That means no +6 AC armor, but only armor with no AC bonus, like regular full plate. Only decorative necklaces, rings, cloaks, helmets, and boots.

3.
Can't be buffed by self or others. Anti-Magic character resists buffs and heals from friendly and hostile players. As well has healings. So a cleric's bless or a wizard's improved invisibility will not benefit said character.

4.
Cannot use or maybe even carry magical potions, rods, or scrolls. Yes, this includes heal pots and raise dead scrolls.




Anyway, the idea is to make a character that is dedicated to fighting magic (both arcane and divine) users. The anti-mage player is repulsed by magic so much, and gains an abnormal resistance to it. Even if the magic is used an effort to benefit the player, it's rejected. So, if this character existed at level 40, he most likely (but not easily) get owned by a pure unbuffed fighter, but would be the bane of any sorcerer or cleric.

Another possible idea is, the player receives some sort of permanent xp bonus, but can't join a party with a caster in it. I'm not sure if this is a benefit or a penalty. :)

Also, despite the name of the order, it applies equally to divine casters too.

I'm sure there plenty of problems with this, but its kind of a starting point for an idea I just had. There may be problems getting it to work due to scripting limitations, and some of the numbers may need to be changed.

I really like the adaptive magic immunity idea, but one possible exploit I can see is friendly members leaving and becoming hostile the party and casting harm repeatedly until their immunity rises to a high degree. This might be something that DMs would have to monitor and punish people if a programatic solution isn't found.

Anyway, flame away. :)

MasterYoda
PKer
Posts: 1251
Joined: Sat Feb 25, 2006 2:14 pm

Post by MasterYoda »

this is actually a really really cool idea.
TGPO wrote:Man, dont u hate it when yoda is right
Amoenotep wrote:yeah....he's a little right :(
Image

User avatar
CrazyJ
Relic Raider
Posts: 881
Joined: Fri Mar 10, 2006 7:06 pm

Post by CrazyJ »

...lifted from Baldur's Gate II.

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Post by LinuxPup »

Hmmm... I beat Baldur's Gate 2, and I don't remember anything like that from the game. Maybe my memory is bad... anyhow it seems like it would be fun...

User avatar
mgrjebbo
PKer
Posts: 1439
Joined: Sun Mar 12, 2006 12:22 am
Contact:

Post by mgrjebbo »

its from Dark Sun, long before baulders gate 2.

pretty much alot of the same stuff, not exaclty just very similar.

good idea though i like it. think that would be a huge pain to script though.

i mean where would you start lol..........



why by asking zing ofcourse

lord_modred
Spam Master General
Posts: 864
Joined: Thu Mar 06, 2003 2:39 am
Location: pirating the spanish maine
Contact:

Post by lord_modred »

this looks more like an anti-everything class,


Big base constitution bonus, and strength and dex bonuses too.
And, really high combat bonuses. For example, every 5 levels he gets +1 ab. Plus maybe +1 physical damage every other level.

Also, gets physical damage reduction and massive regeneration.
these bonuses seem a little over kill to me seeing as they apply not only to offense against spell casters, but offense against everyone. if these were removed from the equation i could see this being a viable class option.

now i can already predict that people will argue that those abilities would make up for the fact that the class can't use magic gear, so i'm going to preemptively shoot down that argument. frankly, that would be the sacrifice for being practically immune to mages. keep in mind, this game was meant to be played in parties made of individuals tailored to specific functions, not played solo as an invincible super character, you can't be good at killing everything(or at least you shouldn't be). if you want to be able to flawlessly take down a spell caster, dont count on being able to hold your own against a competant fighter.
"O cruel fate, floating through the void of space like gravity's plaything. O to be thusly boned. Ask not for whom the bone bones, it bones for thee."

help save world hunger!

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

Darksun pwnd.

The first one.

My party of fighter/mage/rogues pwnd everything!

That was back in the day with 2nd Ed. Haste that DOUBLED your attacks/round.

Then there were the magical apples that gave stoneskin. Complete immunity to a certain amount of physical attacks. When it wore off, just munch another one :lol:

I STILL wonder about certain places, if there wasn't more to the game...
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

LinuxPup
Professor Nerfalicious
Posts: 2632
Joined: Tue Apr 26, 2005 6:18 pm

Post by LinuxPup »

Mordred, I think even with those bonuses they're going to be in trouble vs. fighters... or even rogues... Also, no way to see invisible :)

Its going to be tough to heal enough too... they're going to have to max out their heal skill.

JesterOI
Resident Spam King
Posts: 1016
Joined: Wed Jan 15, 2003 4:14 am
Location: SPAM!!!ville
Contact:

Post by JesterOI »

The 100% immunity would best be used vs Evocation. Not quite as useful as if Bigby were still Evo, but IGMS would be useless.
LVL 69 LFGS!!!
Image
Image
The Hasselhoff 4 3v3r!!! Metis n3v3r!!!

P. Fricebottle
Addict
Posts: 1839
Joined: Sun Dec 18, 2005 7:11 pm
Location: Evenshire, OK

Post by P. Fricebottle »

Immunity to Implosion too.
Image

User avatar
CrazyJ
Relic Raider
Posts: 881
Joined: Fri Mar 10, 2006 7:06 pm

Post by CrazyJ »

Baldur's Gate II, Wizard Slayer fighter kit.

watchwood
Newbie Helper
Posts: 434
Joined: Sun Apr 16, 2006 12:16 am
Location: Ottawa, Canada

Post by watchwood »

It'd be interesting to see some kit-like implementations.
The DuFresne Family of Malencia
DrunkenGamers.net

Locked

Return to “NS4 Ideas and Suggestions”