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Imythess > Suggestions > Fighter Shop


Title: Fighter Shop


Rothardan - December 16, 2007 11:19 PM (GMT)
A shop that I think would benefit Imythess and all the barbarians/knights/fighters, have a read of it and you'll see what it is for. Before you read though, yes I understand that this idea has been used in other RP sites such as Arda, Avalon and countless others... but I think it's about time we had our own fighter shop to benefit our characters.



Fighter Shop

Fighter abilities are far more powerful than a skill and feat, and are used by those who have little to no magic power of their own. You may only buy these abilities if you have no more than 5 spells in your possession. If you ever buy more than five spells, then you immediatley lose all your abilities.
Some abilities will require you to have a certain level in a certain skill, or a certain feat, before you can use them.

Sunder and Disjoin
You must first own the CLEAVE feat and a masterwork weapon (or one of higher quality).
The sheer force of your blows can break apart weapons and batter down shields as if they were cotton. This can only be used against another player once a month. The following weapons/materials can not be broken:

Angel/Demon Blade
Mithril
Adamantium
Godly Blessed Weapons

Starting equipment can break quite easily as it is shoddily made, but masterwork equipment will require some force to destroy and can even dent your own weapon in the process!
Cost: 200

Two Weapon Wielding
You must own the AMBERDEXTERITY feat
You are able to fight with two weapons at a time, one in each hand.
Cost: 200

Shield Bash
Your shield is now also your weapon, and can be used to slam against an enemy to suprise and stun them.
Cost: 100

Disarm
You can now disarm your opponents with quick attacks. A disarmed opponent loses their weapon for at least 3 posts before they can re-wield it again.
Cost: 100

Nerve Point
You can attack the body's nerve points and cause severe damage with your hands. Some nerve points paralyse a limb whilst others cause severe discomfort.
Cost: 200

Twelve Strike Paralysis
You must first own the NERVE POINT ability
A special attack using nerve points, the attacker strikes the twelve major nerve points around the body and paralyses the victim for such a time until the nerve points are jabbed again. This attack can only be used once a month against a character.
Cost: 300

Pain Tolerance
Years of pain have taught you to grit your teeth and bear it. You can withstand large amounts of pain that would leave an ordinary person gasping for breath or lying in a heap.
Cost: 100

The Stare
You can intimidate anyone with that look, causing them to feel intimidated by you and to fumble around nervously.
Cost: 50

Warcry
From the depths of your lungs, you can bellow out a loud cry of anger when attacking. Your warcry has a small chance of making weaker enemies flee and causing stronger enemies to stop in their tracks with fear.
Cost: 100

Strong Mind
Your mind is resistant to mind control spells such as Hypnotism etc. Though you may not be able to resist them fully, you can make things difficult for the caster and sometimes throw off the spell with such great effort.
Cost: 150

Dodge
You are skilled at ducking and weaving from blows and dodging half of the attacks aimed at you.
Cost: 75

Stone Skin
Your skin is as tough as rock, allowing you to take less damage when you wear no armour.
Cost: 125

Rapid Reload
You can notch an arrow to your bow/crossbow faster than the eye can make out.
Cost: 150

Berserk
When hurt, you will enter a stage of complete ferel aggression. You feel no pain and your attacks do more damage than ever. At the end of your berserk rage, you will begin to feel fatigued and dizzy, possibly fainting from any blows you recieved during this time.
Cost: 50

Backstab
You must have the skill STEALTH - Journeyman level
You can make powerful attacks from behind an enemy, so long as they don't see you getting behind them first.
Cost: 100

Close quarters
You can fight at close quarters with an enemy, needing very little room to manouver around.
Cost: 120

Festinate
You can run with the speed of a mountain cat, outrunning your opponents and getting away from any danger.
Cost: 140

True Shot
Must own the skill MARKSMAN - Expert level
Your skills with the bow are so great, that you can hit small targets from a great distance away.
Cost: 200

Charge
Must own the Festinate ability first.
You can charge heard first at a group of enemies, ramming them with such force that you can break through their ranks.
Cost: 200

Run 'em through
Must own the Festinate and Charge abilities first
You can impale enemies upon your blade, doing critical (often fatal) damage to the target. If a character is ran through with a blade, they will lose a large amount of blood and will fall into shock, coming close to death's door.
Cost: 400

Wallrun
Must own the skill ATHLETICS - Master level
Your agility is so great that you can run up a wall to get to higher places, or across a wall to get over a gap.
Cost: 500

Long Jump
Must own the skill ATHLETICS - Expert level
You can jump over rooftops like they were small gaps, and still land on your feet.
Cost: 300

Ambush
Must own the STEALTH - Expert level
You are able to suprise your enemies with a sudden attack from the darkness, gaining a free hit in the process.
Cost: 150

Rapid Fire
Must own the Marksman skill - Journeyman level
You are able to fire your arrows with such speed that your enemies will have to duck under their shields from your 'rain of arrows'.
Cost: 175

Salvo
Must own the Marksman skill - Master Level
You can fire off more than one arrow at a time, up to three at a time. Can only be used with longbows/shortbows.
Cost: 300

Rith - December 17, 2007 05:43 PM (GMT)
While you've mentioned this idea, before and I reffered you to feats (which would be most appropriate now with it's massive about of feats), I'm actually working on an idea to make more use of feat, but not just combat feats. My intentions are to change up the Arcmage class a bit and add additional puirchases, and then make similar combat master and scholar class. I still like the idea of feats over random fighter abilites (most of which happen to be actual feats anywas aside from upgraded feats.).

Some of these ablities also can be found in my newly accepted beserker class which the barbarian you had once made might have interest in. Additionally some of these are actual feats or skills, such as disarm, strong mind, dodge, nerve point, Festinate, close quarters, true shot, and probably wall jump.

I also don't think sheild bash is entirely needed as a feat, or ability. If a persona wanted a Goofy fighter (pun intended) then the skill with the shield would be amply covered by blunt weapon skill.




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