Naturalist
Dean Harper
I know this profession has been brought up before, but i really think it is a good idea for a profession for the 4th chapter in GW. The Naturalist would be a new kind of summoner, but this time of plants, shrubs, and weeds. Plants would be just attacking based, Shrubs would heal and protect allies, and weeds would cause poison, bleeding, and steal health from foes. The Naturalist would also have a line of healing skills, and another line of damaging and siphoning skills. Another thing, The Naturalist would only be able to maintain 5 plants at a time. The Naturalist would use a whip as a weapon
Attributes:
Chlorophyll (Primary Attribute): For every plant you are controlling, you gain 1 energy for every 5 levels of Chlorophyll every time a plant loses more than 50...20 health.
Plant Mastery: No inherent effect. Plant skills, especially those that cause damage or protect and heal allies become more effective with higher Plant Mastery.
Gardening: No inherent effect. Many healing skills, especially those that heal or protect plants or allies become more effective with higher Gardening.
Whip Mastery: Points in this attribute raise the damage you do with whips. Many whip attacks, especially those that have to do with damaging foes become more effective with higher Whip Mastery.
Note: More attributes may be added if you feel the need, please make comments on the above listed ones, they will be greatly appreciated.
Skills:
Plant Mastery:
Razor Blades: Plant Summon. Summon a level 1...10 plant. This plant dies after 30...90 seconds. Attacks by this plant deal 8...22 damage.
Energy:10, Cast Time: 3 sec, Recharge: 45 sec
Shrub of Energy: Elite Shrub Summon. Summon a level 1...12 shrub. This shrub's attacks steal 1...3 energy from its target foe. That energy is transferred to the nearest ally. Every time the shrub transferrs energy in this way, the shrub and the ally who recieved the energy lose 10...5% health.
Energy: 15, Cast: 5 sec, Recharge: 60 sec
Weed of Power: Weed Summon. Summon a level 1...8 weed. Attacks by this weed cause bleeding for 4...12 seconds. Allies close to the bleeding foe each gain 1...4 health regeneration for 7 seconds.
Energy: 5, Cast: 4 sec, Recharge: 50 sec
Gardener's Touch: Skill. For 15...30 seconds, every time you summon a plant, shrub, or weed, you gain 5...8 energy, and you lose 10% of your current health.
Energy: 10, Cast: 1 sec, Recharge: 40 sec
Chlorophyll:
Energizing Water: Spell. For 30 seconds, every time you are healed by a shrub, you gain 5...9 energy as well.
Energy: 5, Cast: 1/2 sec, Recharge: 20 sec
"I Grant You Sunlight!": Shout. Up to three plants in the area gain 10...45 health every time they attack for up to 5 seconds.
Energy: 10, Cast: None, Recharge: 45 sec
"Soil you shall have!": Elite Shout. Every time an allied shrub gives health to an ally, that ally gains 10...18 more health.
Energy: 5, Cast: None, Recharge: 30 sec
Soil of Moisture: Spell. Target plant, shrub, or weed gains 10...65 health, and you lose 10...4 energy.
Energy: 5, Cast: 1 sec, Recharge: 10 sec
Gardening:
Healing Sunlight: Spell. For 5...10 seconds you gain 6...18 health every time you attack.
Energy: 5, Cast: 1 sec, Recharge: 20 sec
Mana Root: Elite Skill. For 5...12 seconds, every time you summon a plant, shrub, or weed, you gain 20% of the energy cost to summon that plant, shrub, or weed.
Energy: 10, Cast: 2 sec, Recharge: 30 sec
Growing Roots Spell. For 10 seconds, your summoned plants, shrubs, and weeds in the area gain +3...7 health regeneration.
Energy: 5, Cast: 2 sec, Recharge: 45 sec
Fruitful Soil: Spell. For 8...17 seconds, the area around target plant, shrub, or weed heals allies for 5...10 health every time they attack in that area.
Energy: 10, Cast: 3 sec, Recharge: 30 sec
Whip Mastery:
Whip of Bleeding: Whip attack. For 8 seconds, your next physical attack causes target foe to bleed for 10 seconds, and loses 5 energy.
Energy: 5, Cast: None, Recharge: 12 sec
Striking Attack: Whip attack. If you attack in the next 5 seconds, your next attack strikes for +7...15 damgae and causes target foe to be dazed for 8 seconds.
Energy: 10, Cast: None, Recharge: 10 sec
"I Hope You Hurt!" Elite Shout. Your next 3 attacks deal +10...22 damage, but you also lose 5% of your current health for each time you attack while under this shout.
Energy: 5, Cast: None, Recharge: 30 sec
Attack of Health: Whip Attack. For 8 seconds, your next attack heals nearby plants, shrubs, and weeds for 12...38 health, and you gain 5 energy.
Energy: 10, Cast: 1 sec, Recharge: 12 sec
Armor:
The Naturalist would wear a slightly thicker armor than that of casters, since its whip is more of a melee weapon. The armor would be made of thick leather, with starting armor at 10. The armor would be designed with leaves and plants on it, and the max armor would be 70. The armor would have the normal mods of casters including +energy and health and armor.
End Notes:
I think the skills i put up may be a little over/underpowered, but are up for suggestion, and so are the attributes and weapon. I think this could be a really good prof for the #4 chapter and i hope you guys put down some constructive criticism, and any questions u may have. Thanks all!!!
-Dean Harper
Attributes:
Chlorophyll (Primary Attribute): For every plant you are controlling, you gain 1 energy for every 5 levels of Chlorophyll every time a plant loses more than 50...20 health.
Plant Mastery: No inherent effect. Plant skills, especially those that cause damage or protect and heal allies become more effective with higher Plant Mastery.
Gardening: No inherent effect. Many healing skills, especially those that heal or protect plants or allies become more effective with higher Gardening.
Whip Mastery: Points in this attribute raise the damage you do with whips. Many whip attacks, especially those that have to do with damaging foes become more effective with higher Whip Mastery.
Note: More attributes may be added if you feel the need, please make comments on the above listed ones, they will be greatly appreciated.
Skills:
Plant Mastery:
Razor Blades: Plant Summon. Summon a level 1...10 plant. This plant dies after 30...90 seconds. Attacks by this plant deal 8...22 damage.
Energy:10, Cast Time: 3 sec, Recharge: 45 sec
Shrub of Energy: Elite Shrub Summon. Summon a level 1...12 shrub. This shrub's attacks steal 1...3 energy from its target foe. That energy is transferred to the nearest ally. Every time the shrub transferrs energy in this way, the shrub and the ally who recieved the energy lose 10...5% health.
Energy: 15, Cast: 5 sec, Recharge: 60 sec
Weed of Power: Weed Summon. Summon a level 1...8 weed. Attacks by this weed cause bleeding for 4...12 seconds. Allies close to the bleeding foe each gain 1...4 health regeneration for 7 seconds.
Energy: 5, Cast: 4 sec, Recharge: 50 sec
Gardener's Touch: Skill. For 15...30 seconds, every time you summon a plant, shrub, or weed, you gain 5...8 energy, and you lose 10% of your current health.
Energy: 10, Cast: 1 sec, Recharge: 40 sec
Chlorophyll:
Energizing Water: Spell. For 30 seconds, every time you are healed by a shrub, you gain 5...9 energy as well.
Energy: 5, Cast: 1/2 sec, Recharge: 20 sec
"I Grant You Sunlight!": Shout. Up to three plants in the area gain 10...45 health every time they attack for up to 5 seconds.
Energy: 10, Cast: None, Recharge: 45 sec
"Soil you shall have!": Elite Shout. Every time an allied shrub gives health to an ally, that ally gains 10...18 more health.
Energy: 5, Cast: None, Recharge: 30 sec
Soil of Moisture: Spell. Target plant, shrub, or weed gains 10...65 health, and you lose 10...4 energy.
Energy: 5, Cast: 1 sec, Recharge: 10 sec
Gardening:
Healing Sunlight: Spell. For 5...10 seconds you gain 6...18 health every time you attack.
Energy: 5, Cast: 1 sec, Recharge: 20 sec
Mana Root: Elite Skill. For 5...12 seconds, every time you summon a plant, shrub, or weed, you gain 20% of the energy cost to summon that plant, shrub, or weed.
Energy: 10, Cast: 2 sec, Recharge: 30 sec
Growing Roots Spell. For 10 seconds, your summoned plants, shrubs, and weeds in the area gain +3...7 health regeneration.
Energy: 5, Cast: 2 sec, Recharge: 45 sec
Fruitful Soil: Spell. For 8...17 seconds, the area around target plant, shrub, or weed heals allies for 5...10 health every time they attack in that area.
Energy: 10, Cast: 3 sec, Recharge: 30 sec
Whip Mastery:
Whip of Bleeding: Whip attack. For 8 seconds, your next physical attack causes target foe to bleed for 10 seconds, and loses 5 energy.
Energy: 5, Cast: None, Recharge: 12 sec
Striking Attack: Whip attack. If you attack in the next 5 seconds, your next attack strikes for +7...15 damgae and causes target foe to be dazed for 8 seconds.
Energy: 10, Cast: None, Recharge: 10 sec
"I Hope You Hurt!" Elite Shout. Your next 3 attacks deal +10...22 damage, but you also lose 5% of your current health for each time you attack while under this shout.
Energy: 5, Cast: None, Recharge: 30 sec
Attack of Health: Whip Attack. For 8 seconds, your next attack heals nearby plants, shrubs, and weeds for 12...38 health, and you gain 5 energy.
Energy: 10, Cast: 1 sec, Recharge: 12 sec
Armor:
The Naturalist would wear a slightly thicker armor than that of casters, since its whip is more of a melee weapon. The armor would be made of thick leather, with starting armor at 10. The armor would be designed with leaves and plants on it, and the max armor would be 70. The armor would have the normal mods of casters including +energy and health and armor.
End Notes:
I think the skills i put up may be a little over/underpowered, but are up for suggestion, and so are the attributes and weapon. I think this could be a really good prof for the #4 chapter and i hope you guys put down some constructive criticism, and any questions u may have. Thanks all!!!
-Dean Harper
Mr. G
1st point....please change the name...I just carnt stop...laughing....hehe...
But your right in assuming this has been posted before, in in my oppinion its a bit too outlandish for GW
But your right in assuming this has been posted before, in in my oppinion its a bit too outlandish for GW
Dean Harper
ok, how bout... um... well, someone think of a name, i cant really...
lishi
i think there will be a explosion of female naturalist
Addone_Abaddon
Armor: Nothing
lol
lol
Kattox1
It sounds like a gardening ritualist to me... not necessarily a bad thing mind you.
Rancour
I agree with Kattox1, this sounds like a Ritualist with an attitude... a hippie attitude.
Sorry mate, but it sounds just a tad too silly to me; "Soil you shall have!" -
Sidenote: Whips: Cool
Sorry mate, but it sounds just a tad too silly to me; "Soil you shall have!" -
Sidenote: Whips: Cool
Addone_Abaddon
a naturalist is another word for nudist btw
Dean Harper
srry about the cheap sounding skill names, this is only my second time making a prof, but about naturalist as the name, well, how bout..... dunno, but if thats wat it really means, then DEFINETALLY it needs a different name.... but if you guys could come up wiht some different skill names for the shouts and stuff, then id be grateful.
gameshoes3003
Gaah!!!
How Dare You Don't Read My Gardener Class And Then Post Yours!
How Dare You Don't Read My Gardener Class And Then Post Yours!
Giga Strike
this proffesion has been mentioned before. normally its called a druid but its still a possible proffesion for the future as it isnt too much like anither proffesion.
Dean Harper
ok, then lemme change the title
yunthi
" if a tree falls in a forest... ill kill the bastard who done it" - jaheira from baldurs gate
's druid would propably be a better name...
generally in rpg the battle version of monks, so whip or quarterstaff, even sling would fit in their hands
but rather than high dmg i could see this more as entangling roots type of caster, with herbal healing, ,troll unguent type spells, and mend conditions...
shape change to a bear or wolf... + buffs to str + evasion + speed
and attack with pet type attacks and dmg would be indifferent of ur wepun but rather atribute points
perhaps earth, or water elemental summons or dryads, faeries etc... i could also see this as another pet character
would be interesting if this class could with shape changing skills go from support caster to dmg melee type of character to give it more depht and variety
's druid would propably be a better name...
generally in rpg the battle version of monks, so whip or quarterstaff, even sling would fit in their hands
but rather than high dmg i could see this more as entangling roots type of caster, with herbal healing, ,troll unguent type spells, and mend conditions...
shape change to a bear or wolf... + buffs to str + evasion + speed
and attack with pet type attacks and dmg would be indifferent of ur wepun but rather atribute points
perhaps earth, or water elemental summons or dryads, faeries etc... i could also see this as another pet character
would be interesting if this class could with shape changing skills go from support caster to dmg melee type of character to give it more depht and variety
yunthi
" if a tree falls in a forest... ill kill the bastard who done it" - jaheira from baldurs gate
's druid would propably be a better name...
generally in rpg the battle version of monks, so whip or quarterstaff, even sling would fit in their hands
but rather than high dmg i could see this more as entangling roots type of caster, with herbal healing, ,troll unguent type spells, and mend conditions...
shape change to a bear or wolf... + buffs to str + evasion + speed
and attack with pet type attacks and dmg would be indifferent of ur wepun but rather atribute points
perhaps earth, or water elemental summons or dryads, faeries etc... i could also see this as another pet character
would be interesting if this class could with shape changing skills go from support caster to dmg melee type of character to give it more depht and variety
's druid would propably be a better name...
generally in rpg the battle version of monks, so whip or quarterstaff, even sling would fit in their hands
but rather than high dmg i could see this more as entangling roots type of caster, with herbal healing, ,troll unguent type spells, and mend conditions...
shape change to a bear or wolf... + buffs to str + evasion + speed
and attack with pet type attacks and dmg would be indifferent of ur wepun but rather atribute points
perhaps earth, or water elemental summons or dryads, faeries etc... i could also see this as another pet character
would be interesting if this class could with shape changing skills go from support caster to dmg melee type of character to give it more depht and variety
yunthi
umm really laggy post quick reply button.. sorry and could a moderator clean my mess up a little