Warrior-Mage Replacer Class 2.0: Sage of Arms

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Warrior-Mage Replacer Class 2.0: Sage of Arms

Postby Rei-Kai on Sun May 17, 2015 6:33 am

Of course the first question asked is; "Why is he doing this again?"
Honestly, it's because Warrior-Mage is so painfully basic that it needs replacing. WaM has seen no significant or worthwhile changes since its introduction. The only thing it had going for it was its ideology, which is what drew players to it. However, when we all got hit with the "Stat Balancing" restriction and were forced to reasign all stats to make them 'equal' or "suffer the consequences", it had driven a number of people to change classes because this offered no benefit to the class, and over time more restrictions had been placed on WaM, making them perhaps the weakest Advanced Class in the game.

With the inability to use any spells passed MageX1 ranking, anyone planning to take Warrior-Mage is ultimately forced to continue taking Mage before advancing to Warrior-Mage at lv35. That is quite a long wait and a lengthy waste of time and effort, as even then, they're unable to use the top Mage spells and inevitably become stuck with A-class only armor, further limiting their options. Warrior-Mage is incapable of using shields, wielding 2h-weapons, or wearing any metal armor unless it's mithril. Effectively forcing them to shell out more money just to get their gear.

We can all understand that, since they are combining weapons with magic, they shouldn't have access to the best of both worlds. But that shouldn't make them weaker than pure casters or pure melee fighters by default. A look at the WaM's spells does tell us that they're not given anything note worthly, much less very usable.
Quick Foot:
Level required: 15
Class required: Warrior-Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Warrior Mage X2:

The Warrior Mage tends to have a foot in both worlds, both in magical abilities and in his hold over a weapon. Yet at times a smart opponent would know enough to stay out of the WaMs range and finally the Warrior Mage may have found a way to close that distance. Soft incantation is set free. The sudden bound of the WaM and his electric leap towards his opponent bring him in for a quick spell or a damaging blow that may stun the victim at just how quick the WaM was upon him.

:MECHANICS: A roll of !ranmagatk vs. !ranmagdef is required to actually see if the Mage can use his power to suddenly streak towards his opponent, catching him off his guard. Stamina costs are calculated as normal, but a failing roll will wind the WaM and result in an additional 5 stamina cost. If successful, the WaM may then add a +5 to his agility that will last 1 round per every three slots put into this spell, but must expend 1 stamina per round to keep the effect active.


This is no more or less feasible to use than Graceful Leap, which doesn't require the Warrior-Mage adv class.

Graceful Leap:
Level required: 5
Casting method: none
Defending method: none

Description: When cast, this spell allows the user greater fluidity in movement, granting them the ability to move and respond with higher reflexes and greater speed. In diced combat, it will add +1 AGILITY per slot for the duration of the entire battle. However, with the greater speed comes greater cost. All attack and defense rolls that use the AGILITY (AGI) stat (Close Physical Attack, Close Physical Defense, Ranged Physical Defense, and Ranged Magical Defense) cost 1 additional STAMINA per 3 slots put into the spell. This spell can be canceled at anytime but requires a round to do so.


The only difference between them is stamina cost and benefit. Graceful Leap actually gives a higher boon to go with the stamina drain, without the opponent having the ability to make a defense roll and potentially negating the Quick Foot spell. In effect, Graceful Leap is far better to use, making Quick Foot a rather useless spell overall. One would think the point of "streaking towards the opponent and catching him off guard" would mean to Lower the opponents defense roll, giving them less of a chance to defend against the attack as opposed to simply buffing a stat. Which Graceful Leap already does.

Of course, because of the inane restrictions on Warrior-Mage, they may not even be able to use the spells full boon. Which yet again just indicates how poorly defined and built the class is. But now let's look at the other spell.

Rock the Boat:
Level required: 10
Class required: Warrior-Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Warrior Mage X1:

Just because you wield a sword, doesn't mean you are attuned to just the art of slicing and dicing. They can size up an enemy quickly and decide just how they may move to what reaction he may gain. Yet we are crafty as well and at times, throwing one off balance is where the skill may seem to most lay. Sizing up an enemy, the Caster lets free a rather whispered, quiet spell, hand flinging out to send a rush of air at his enemies most weakest point, hoping to send them teetering off balance and in line for their next swing or spell.

:MECHANICS: A typical !ranmagatk vs. !ranmagdef. If the victim fails, the rush of air 'knocks' them off balance, giving the Caster an edge to attack. +1 for every 3 slots put into the spell. No real damage is done, but the damage of course comes in the next round when the Caster suddenly comes at one with a surprising blow. This is an instant spell and the gained bonus to attack only lasts one round. This costs 1 point of stam per slot put into this spell and will stack with other attack bonuses. Used for both physical and magical attacks.


By all looks, it could add another +5 attack modifier to the next attack. It sounds nice, and could mean having a +20atk on the next roll. However, it's ultimately pointless. From my perspective, the only way to get that +20 would be to either use a 15 slot spell or use something like Harden Arrow and then stack Rock the Boat on top of it. This falls flat in that the Warrior-Mage is now spending 2-3 rounds just to make One Attack. And only One Attack as that boon is lost the moment the WaM makes his attack. Which leads to a loss of 17-32 stamina, just for one attack. So unless the WaM is stacking Stamina over everything else, there's really no point in using this spell. Especially since, yet again, the Opponent has the chance to "block" the initial cast. Rendering the whole combo inert if they're successful.

This only further demonstrates how short of a stick Warrior-Mage has gotten. After so many years of this class getting abused, it's about time we did something about it. Either fix it or replace it with something better and more fleshed out. Replacing it would be the better option. It wouldn't be the first time a class has been removed from the game in favor of another getting restructured or built anew.

Some may remember my initial replacer idea was "Rune Knight", and I still think that's a good idea. But still, following with that line of thinking to continue the hybrid-class, I thought of doing things slightly different with this next one entitled "Sage of Arms"

Sage of Arms

The material and immaterial. Physical and metaphysical. Sword and Sorcery. There are those believing that true power, true might, can only be acquired by dedicating oneself to a single principle. A single ideology of power. To study and plumb the depths of the arcane, or to train the body rigorously and pursue the path of the sword. Neither considering that there is a third path to choose, and few allow themselves the chance to explore the facets and possibilities of the other. Those that do have been able to discover the "soul" that exists within all things created in this world. Including that rusty old dagger some mages don't bother to use aside from being a letter opener. They are the ones who, through adept physical training, magical study and deep meditation have opened the path to the conjoinment of Might and Magic.

Character Creation:
Allowable Races: Cat People, Centaurs, Chirot, Drak Sen (Metallic), Drak Sen (Earthly), Drak Sen (Bejeweled), Dark Elves, High Elves, Sylvan Elves, Goblins, Halflings, Barbarians, High Humans, The Tribe, Merfolk, Minotaurs, Ogres, Sheyka, Sithians, Torians, Trolls, Vulpines, Wemic, Wolven.
Qualifying Classes: Must possess Dual-Class status, combining Mage, Shaman or Druid with Warrior, Ranger or Bard.
Type of Class: Advanced Class
Spell Spheres Allowed: Racial, Common, Arcane
Armor: A B C
Weapons A B C
Class Bonus Stats:
Str +3 Int + 5 Agi + 5 Res +3 Life +2

Mindset:
The Sage of Arms is both a warrior and a sorcerer, yet at the same time is neither. He seeks not simply the balance between physical might and mystical power, but the unification of it. To combine the forces of matter and energy into a single constant, a force that assimilates mind and body into one. Transforming it into something greater and more malleable than those other rigid disciplines. Something that can stand on equal footing with the purist Mage and the single-minded Warrior.

Concept: The ones who desire to take this path do find it to be a lengthy one, full of trials and tribulations. But a worthwhile path, full of wonder and understanding of the forces that govern the world. While doing this may lessen the efficacy of some spells without a conduit with which to cast them, being able to feel the "Soul" of their chosen tools and utilize them brings about a sense of peace and knowledge that other mystics will simply never come to know.

Advantage:
Alignment of Mithril
Due to the mystical nature of the ore in question, it is far easier for a Sage of Arms to understand and unify with the "soul" of weapons and armored forged of this substance, enabling them to use their magic more freely and without restriction. To them, mithril is like a second skin, a living embodiment of themselves. As such, armaments comprising mithril feel almost weightless to the SoA, reducing their carrying cost by half.

Disadvantage:
Without a Paddle
Because of their dedication to combining their magical and physical prowess into one through the use of their equipment, they have lost the ability to fully utilize the mystic forces without those very tools. Without a weapon in hand, even a simple Fire Bolt spell peters into a rather laughable nugget of warm coal. In battle, a Sage of Arms without their armaments are reduced to little more than sidewalk conjurers trying to earn a few coins with a little light show. Without a weapon to channel their destructive powers, or armor to utilize their defensive magics, the efficacy of such spells is reduced to a third of their full strength, with double the cost of stamina just to make it work.

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Sage of Arms Spells

Force Imbuement
Class Required: Sage of Arms
Casting Method: clomagatk
Defending method: clomagdef

Description: The caster taps into the fundamental energy stored within their chosen weapon, communing with its very soul, to draw out its latent power. The weapon becomes infused with pure energy, causing it to radiate strongly. When used to strike at their enemies, that energy erupts outward towards the target in a rather spectacular and explosive manner. The power is non-elemental. Instead it is the pure kinetic energy contained within an object brought out by the caster. Of course repeated use of this spell in a single battle is not recommended. After all, like with anything, that weapon can be worn down and its power diminished if used repeatedly.

:MECHANICS: The caster spends a single round activating the spell. The spell adds +1atk for ever 3 slots in the spell to the users weapon with a cost of 2sta for the first slot and 1sta for each additional point used. Damage is rolled as a clomagatk and only applies to melee weapons. A successful damage roll will also add 1 point of damage per 3 slots in the spell. The duration of the spell is 5 rounds regardless of the number of spell slots and 2 additional stamina is expended each time an attack is made while the spell is active.

Howling Shot
Class: Sage of Arms
Casting Method: ranmagatk
Defending method: ranmagdef

Description: This spells draws upon the latent force of the wielders bow or crossbow and the surrounding atmosphere to cause the arrow to vibrate in a specific manner, making it spin while in flight and emit a caustic sound to assail the targets ears. This sound is designed to trigger a specific response within the victim; fear. That fear is designed to make them hesitate and become less able to defend against the very real arrow streaking toward them. Make no mistake. The sound does not hurt them, but the fear it creates is still very much real. And very deadly.

:MECHANICS: The spell is an instant cast alongside the drawing of the bow or readying of a crossbow. If successful, the spell reduces the targets defense against the arrow/bolt by 2% for every slot in the spell used, for a maximum of 30%. A separate defense roll is made against the arrow, which is a ranphydef. The spells costs 1sta per slot, and an additional 5sta is expended upon use with the users weapon due to the speedy nature of the spell on conjunction with the users weapon.

Dulled Instrument
Class: Sage of Armsx2
Casting method: clomagatk
Defending method: clophydef

Description: The Sage of Arms makes contact and communes with the weapon wielded by his opponent, speaking to it and forcing it to rebel against its master by diminishing its inner force, causing its outward form to appear rusted, broken, like an old battered tool worn down by ages of use and abuse. The effect is only temporary, yet the sight of ones own weapon becoming little more than useful than a termite infested stick, the look on their face is one that a SoA cherish.

:MECHANICS: If successful, the spell reduces the targets weapon damage by 1 point per 3 spell slots for a total of -5 off the target weapon. However the base dmg of the weapon cannot be made any lower than +1, regardless of what it is or how many slots are used in the spell. Spell cost is 1sta per slot, from slots 1-5. Slots 6-15 are an additional 2sta per slot used. The effect lasts for 2d5 rounds and cannot be cast on the same weapon more than once per battle.


Tattered Defenses
Class: Sage of Armsx2
Casting method: clomagatk
Defending method: clophydef

Description: The caster, upon touching the opponents armor, any part of it, communes with it and forces it to rebel against its wearer for a time. Cloth becomes ruined. Metal to rust. Leather to frayed scraps. And even mithril dulls and becomes brittle. This is how it appears once its fundamental energy, its 'soul', is made to feel weak and tired of the one donning it. It diminishes the strength of the armor, making the opponent feel almost utterly defenses. As if the very things he expended so much coin on to protect himself with has become about as sturdy as a glass window.

:MECHANICS: If successful, the spell reduces the targets total defense from physical armor worn by 1 point per slot in the spell used and lasts for 2d3 rounds. The cost is 2sta per slot in the spell, with an additional 5sta lost if the opponent makes a successful defense roll.


Aegis Form
Class: Sage of Armsx3
Casting method:
Defending method: none

Description: The caster turns his power inward, forgoing the might to overpower his enemy and instead to become an impenetrable wall that repels all manner of attack. This causes the casters armor to emit a field of near solid force around the caster, bringing about the full force of the wearers defensive might. However, in return for this, the user must sacrifice the strength of his weapons and in his own limbs, making them feel more like lead weights. In return for becoming a living shield against his enemies blows, the caster loses much of the ability to strike back with his normal degree of strength. Making his own attacks more easily avoidable.

:MECHANICS: The spell lasts for 2d3 rounds at a cost of 2sta per slot in the spell. Spell cost can be mitigated by 1 point per every piece of mithril armor in the casters possession, for no more than 10 points. The spell increases the users defense percentage roll by 3% for every slot in the spell and 1% for every time Sage of Arms has been taken for a maximum of +50%. IE; !cd Agi Res @150% for a clophydef roll. Applies to both magical and physical defensive rolls. Conversely reduces all attack rolls by the same amount for a max loss of -50%. IE; !cd Str Agi @50% for a clophyatk roll.


Assault Race
Class: Sage of Armsx3
Casting method:
Defending method: none

Description: The caster pours everything into his outward force, pooling all of his energy and strength into his limbs , heightening his senses and amplifying his offensive powers. His intent being to annihilate his opponent with overwhelming force as quickly as possible by battering through their defenses with his increased might. Of course there is the catch, that as the Sage of Arms is focusing all of his power into attack, his defenses are left lacking by the same degree. The inherent energies of his armor being leeched in order to bolster his attack power leaves him more vulnerable to all manner of attack. In this way, he is making a gamble to see if he can defeat his foe before his injuries spell his own doom.

:MECHANICS: Spell lasts for 2d3 rounds at a cost of 2sta per slot in the spell, but can be mitigated by 1 point for every mithril weapon in the users possession for a maximum of 10 point reduction. The spell increases the users close physical and magical attacks by 3% per slot in the spell and an additional 1% for every time Sage of Arms has been selected for a maximum of +50% to the users attack roll. IE: !cd Int Str @150% for a clomagatk roll. Conversely diminishes all defense rolls by an equal amount. IE: !cd Agi Res @50% for a ranmagdef roll.
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More spells will follow soon.
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Rei-Kai
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