So, I decided to kinda re-write this due to the release of Nightfall and the Dervish and Paragon classes adding new things to the table. I kept everything as it was in the OP, for some nostalgic purposes (it was back in April, after all). So here is my new (and hopefully improved) Feral
Concept Class: Feral
Masters of survival, the Feral use nature and it's beasts as inspiration for their techniques in battle. They rely on a balance of cunning, instinct, and brute force to take down their enemies. The overall feel for the class is somewhere between Native American warriors, and barbaric tribes of early Europe.
The real inspiration behind this class is a Werewolf. A lot of players have expressed their wants for a shapechanging class, and a few have mentioned a hand-to-hand and grappling class, this is meant as a combination of the two. It utilizes the new mechanic that was introduced with the Dervish, Forms, for the transformations, and a new mechanic that can have a huge impact on battles, Grappling.
Appearance:
The males would be real rugged looking, pretty hairy (noticeable more when –naked-), fairly muscular (body of a hard worker rather than body-builder), and faces mostly scowling or just simply emotionless, most with beards/facial hair. The females would be mostly the same ruggedness, but of course without the body hair, built physique but not entirely chiseled tone, and faces that have a fierce, Amazoness feel.
Typical armor is animal hides and bones in the shape of an actual animal, though sometimes adorned with trinkets taken from kills. Their headpiece is an animal head of some kind. The entire outfit would make the Feral appear to be some kind of half-man/half-animal.
AL = 70 with +1 Energy Regen (for a total of +3; just like a Ranger), and +25 Health (like a Dervish)
Weapon of choice - Claws or Arm-blades (or "Talons" as System Crush points out). The claws are essentially katar-like hand daggers that, when held, give the appearence that they protrude from your knuckles (ala Wolverine). Arm-blades have similar function, but are strapped on the arms, and consist of only one blade on each arm (think Bloodrayne or Baraka from Mortal Kombat). Of course, this also means they are two-handed and you get no benefit from shields or off-hand items.
Weapon Stats: Speed - 1.33; Max Damage - 10-25; Type - Slashing
New Mechanic: Grapple (Formerly "Immobilize")
Grappling is essentially like a Knockdown, in that it can interrupt the target at the instant of the Grapple, disallow the target from moving, using any skills (except instant cast like stances) or attacking while in a Grapple, and it has a maximum amount of time someone can be in the Grapple (like a Knockdown is up to 3 seconds). The major difference is that the person causing the Grapple is also unable to move, attack or use skills.
Because both you and your target are affected by the Grapple, you are both vulnerable. During the time of being Grappled, each attack dealt to either the Grappler or the Grappled has a +50% chance of being a critical. Also, during the time of Grappling, the Grappler is considered to be "activating a skill", and may be interrupted by Knockdown, or any normal interrupt, like Distracting Shot/Blow, etc.
The maximum amount of time a target can be in a Grapple is 5 seconds. 4 seconds is the max for any skill, but like the Stonefist Gauntlets, you can get an insignia to increase that time by 1 second. I could see some anti-Grapple skills, like stances or enchantments, possibly even skills to inflict damage and/or conditions to someone Grappling you. I could also see some other characters recieveing Grappling skills, like Assassins and Dervishes.
Attribute & Skills: (Energy or Adrenaline/Cast/Recharge)
[Primary] Survival - For each point in Survival, you gain +5 HP and a 3% reduction in duration from Poison, Disease, Bleeding, Cripple, Deep Wound, and Weakness. Skills in this line are primarily self heals/protection.
Example Skills:
(5e/1c/5r) Lick Wounds – Skill – Must be in "Fierce like the Wolf" Form. Heal yourself for 10…45 Health.
(15e/3c/60r) Hibernation - Skill - Must be in "Strong like the Bear" Form. You are knocked down for 5 seconds, but gain Health Regeneration of +3...9, Energy Regeneration of +1..3, and +10...50 Armor for 5 seconds.
(10e/--/30r) Hardened Skin – Stance – For 10 seconds, you gain +10…40 Armor vs. Physical.
(10e/--/30r) Weathered Skin – Stance – For 10 seconds, you gain +10…40 Armor vs. Elemental.
(10e/--/45r) Bones of Steel – Stance – For 18…36 seconds, you cannot be Crippled or inflicted with a Deep Wound, and have +10 Armor vs. Piercing Attacks.
(5e/3c/10r) Prepared Meal – Skill – Exploit touched corpse to create a “Prepared Meal” at it’s location. When “Prepared Meal” is picked up by an ally, that ally gains 35…105 Health.
(10e/--/30r) Rested Stance – Stance – You gain +3…9 Health Regeneration for 10 seconds. Rested Stance ends if you attack or use a skill.
(10e/1c/15r) On the Move – Skill – For 5…60 seconds, you can activate any non-spell skill while moving. Any skills activated this way are easily interrupted.
(5e/3c/45r) Totem's Blessing - Skill - For 4...12 seconds, you gain +1 Energy Regeneration for each Spirit in the area.
(--/2c/60r) Signet of Evolution – Signet – Remove one Hex from yourself. For 10…60 seconds, you cannot be the target of the Hex that was removed.
(10e/.5c/45r) {E} Final Infusion – Skill – Lose the rest of your Energy. Heal yourself for 3…13 Health for each point of Energy lost this way.
(10e/2c/45r) {E} Serpent's Regeneration - Skill - Must be in "Deadly like the Serpent" Form. For 8...18 seconds, you gain +1...5 Health Regeneration. All physical damage is reduced by 50%, and each time you are hit with physical damage, you lose 5 Energy or Serpent's Regeneration ends.
Claw/Arm-blade Mastery - Each point in this Attribute increases your damage, and critical hits when using a Claw or Arm-blade (Talon) weapon.
Example Skills:
(4a/--/--) Devastating X – Claw Attack – Must be in a Form. You strike twice at target foe, but deal 25% less damage.
(10a/--/--) Gut Opener – Claw Attack – Must be in a Form. If this attack hits, target foe suffers from Bleeding for 4…10 seconds. If that foe already suffers from Bleeding, they become inflicted with Deep Wound for 5…15 seconds.
(15e/--/30r) Impale – Claw Attack – If this attack hits, you strike for +3…18 damage, and Grapple target foe for 3 seconds. If the Grapple is interrupted, both you and the target are knocked down.
(10e/--/15r) Disarming Slash – Claw Attack – If this attack hits, target foe’s action is interrupted and cannot attack for 1…3 seconds.
(5e/--/30r) Deflect – Skill – For 10 seconds, while you have Claws equipped, you have a 25%…75% chance to block incoming attacks. Deflect ends if you use an attack skill.
(10a/--/--) Bearhug – Melee Attack – Must be in “Strong like a Bear” Form. If this attack hits, you Grapple target foe for 3 seconds. When Bearhug ends, inflict 10...45 damage to target foe and they become Crippled for 3...9 seconds. (the second effect only happens if the Grapple is not interrupted at any time)
(6a/--/--) Mauling – Claw Attack – Must be in “Strong like a Bear” Form. If this attack hits, target foe’s action is interrupted and is struck for +1…16 damage.
(4a/--/--) Quick Swipe - Claw Attack - Must be in "Strong like a Bear" Form. This attack cannot be evaded.
(6a/--/--) Lunge – Claw Attack – Must be in “Fierce like a Wolf” Form. If this attack hits, you strike for +5...15 piercing damage and target foe suffers from Weakness for 3...13 seconds.
(8a/--/-) Rend Flesh – Claw Attack – Must be in “Fierce like a Wolf” Form. If this attack hits, steal 5…18 Health from target foe. If target foe is knocked down, you steal an additional 5...35 Health.
(8a/--/--) Jugular Strike - Claw Attack - Must be in "Fierce like a Wolf" Form. If this attack hits, you strike for +1...8 damage and cause Bleeding on target foe for 8...18 seconds.
(5e/2c/10r) Coil and Strike – Claw Attack – Must be in “Deadly like a Serpent” Form. If this attack hits, you deal +10...55 damage. If that foe is suffering from a condition, you gain 1...7 energy.
(6a/--/--) Venom Fang – Claw Attack – Must be in “Deadly like a Serpent” Form. If this attack hits, target foe becomes Poisoned for 4…12 seconds.
(10e/--/30r) Viper's Omen - Skill - Must be in "Deadly like a Serpent" Form. For 5...12 seconds, you have a 50% chance to evade attacks. Inflict 3...15 damage to each foe who fails to hit you in battle.
(10e/2c/30r) Grip of the Constrictor - Melee Attack - Must be in "Deadly like a Serpent" Form. If this attack hits, you Grapple target foe for 1...4 seconds. For each second Grappled, you inflict a cumulative 5 damage each second. (This means damage is dealt each second in the grapple, increasing each time. So - 5, 10, 15, 20, and 25 damage with the +1 grapple insignia for a total of 75 damage)
(5e/--/10r) {E} Feral Flurry – Claw Attack – Must be in a Form. Strike at up to 2…5 adjacent foes for +4…12 damage. Each foe that was hit is interrupted.
(10a/--/--) {E} Scissors - Claw Attack - Lose all Adrenaline. If this attack hits, you Grapple target foe for 1...4 seconds and inflict 5...30 damage each second Grappled. When Scissors ends, target foe begins Bleeding for 6...24 seconds. (again, like Bearhug, if Scissors is interrupted before the full amount of time, the effect of Bleeding does not take place)
Call of the Wild - Skills in this line are shouts, AoE skills, and other skills.
Example Skills:
(6a/--/--) Wolf’s Howl – Shout – Must be in “Fierce like a Wolf” Form. For 3...9 seconds, all allies within earshot deal an additional +3...15 Piercing damage each time they hit foes suffering from a condition.
(6a/--/--) Lion’s Roar – Shout – All foes in earshot take 5…23 damage. Adjacent foes take an additional 5…23 damage.
(10e/--/30r) Hyena’s Cackle – Shout – All allies within earshot gain 1…5 hits of Adrenaline.
(6a/--/--) Bear’s Growl – Shout – Must be in “Strong like a Bear” Form. For 10 seconds, the next 1...3 attack skills you use that are blocked by a foe, that foe is knocked down.
(10e/--/45r) Serpent’s Hiss – Shout – Must be in “Deadly like a Serpent” Form. For 5…10 seconds, all foes within earshot attack 25% slower and move 25% faster.
(10e/--/45r) Debilitating Laughter – Shout – All foes within earshot suffer Weakness for 5...13 seconds.
(10e/--/10r) “Go Away!” – Shout – Inflict 5…18 damage to all adjacent foes for each Hex and condition you currently have.
(5e/--/20r) Break Free – Skill – For 1…3 seconds, you can go through creatures as if they weren’t there. When you travel through a foe, that foe is knocked down for 1 second and suffers 5…23 damage.
(10e/1c/30r) Falling Boulder – Skill – You jump and land on the ground, sending out a shockwave that causes 5…23 damage and Knockdown on all adjacent foes for 1…3 seconds.
(5e/--/30r) Dust Cloud – Skill – You become Knocked down for 3…1 seconds. You and all adjacent foes become Blinded for 3…7 seconds.
(--/2c/20r) Signet of Natural Selection – Signet – For 10…24 seconds, the next time target foe has less than 50% Health, that foe becomes Crippled, and you move 33% faster for 3…8 seconds.
(10a/--/--) {E} “No Mercy!” – Shout – Lose all Adrenaline. For 10 seconds, all allies within earshot gain 150...250% more adrenaline and 1 energy each time they hit foes with 50% or less health.
(10a/--/--) {E} Primal Scream – Shout – Must be in a Form. All foes within earshot suffer from Bleeding and Crippling for 3...10 seconds.
(10e/--/45r) {E} "For the Pack!" - Shout - Must be in "Fierce like the Wolf" Form. For 10 seconds, all allies within earshot have their physical damage become Piercing and cause bleeding for 5...18 seconds.
Animal Instincts - Skills in this line are Forms, Grapples, and Stances, along with some Adrenaline-management and interrupts.
Example Skills:
(10e/2c/10r) Strong like the Bear – Form – For 15...63 seconds, you attack 33% slower, but deal +10…30 damage in melee, and gain 5...50% more adrenaline. This skill is disabled for 120 seconds.
(5e/2c/10r) Fierce like the Wolf – Form – For 15...63 seconds, you inflict +5…15 damage to all foes that are suffering from Bleeding, and steal 5...15 health from foes suffering from Deep Wound, but Disease and Poison last 33% longer on you. This skill is disabled for 120 seconds.
(10e/2c/10r) Sturdy like the Yak – Form – For 15...63 seconds, you move and attack 10% slower, but gain +60…150 maximum Health, and +1...3 health regeneration. This skill is disabled for 120 seconds.
(15e/2c/10r) Deadly like the Serpent – Form – For 15...63 seconds, you attack 20% faster, and gain +1...3 energy regeneration, but have 15% less maximum Health. This skill is disabled for 120 seconds.
(5e/2c/10r) {E} Solid like the Tortoise – Form – For 15...63 seconds, you move and attack 50% slower, but you gain +50 Armor vs. Physical and Elemental, and 2...12 points of damage absorbtion. This skill is disabled for 120 seconds.
(5e/.5c/10r) Shedding of the Skin - Stance - Must be in "Deadly like the Serpent" Form. For the next 10 seconds, you automatically evade the next attack skill used against you. You gain +10...55 Health when this happens.
(15e/2c/60r) Heightened Senses - Stance - Must be in "Fierce like the Wolf" Form. For 6...24 seconds, you cannot be Blinded and your attacks cannot be Evaded.
(10e/.5c/25r) Anticipation – Skill – Interrupt target foe’s action. If the action was an attack, inflict 8…35 damage. If the action was a skill, target foe becomes Dazed for 3…8 seconds.
(10e/1c/60r) Lay Low – Stance – For 8…18 seconds, you move and attack 33% slower, but have a 75% chance to dodge ranged attacks, and 50% chance to block in melee.
(10e/2c/30r) Air of Hostility – Skill – For 10…23 seconds, all creatures in the area where you activate this skill deal +3…16 damage each time they hit, but take twice as long to cast spells. (creatures meaning all characters, in the same sense Heal Party heals all ‘creatures’)
(5e/.5c/60r) Scent of Fear – Skill – For 8…18 seconds, you deal +10…35 damage per hit against moving foes that have 50% or less health.
(--/.5c/30r) Suplex Signet - Signet - Grapple target foe for 1...4 seconds. When Suplex Signet ends, and if that foe is suffering from Weakness, they take 15...50 damage.
(15e/--/45r) {E} Pile Driver - Melee Attack - Grapple target foe for 2 seconds. When Reckless Throw ends, that foe takes 15...45 damage and is knocked down for 3 seconds.
(10e/--/30r) {E} Blind Rage – Stance – For 10 seconds, you attack 33% faster and gain 100%...300% more adrenaline per hit. When Blind Rage ends, you are blinded for 10 seconds.
(15e/2c/60r) {E} Natural Defenses – Stance – Must be in a Form. For 8…18 seconds, each time a foe attempts to use an attack skill against you, that skill is interrupted, that foe takes 5 damage, and you lose 1 energy or Natural Defenses ends.
No-Attribute Skills:
(5e/--/30r) Disarm – Skill – Target touched foe cannot attack for 5 seconds.
(--/--/15r) Beast Signet – Signet – Gain 2 Energy for each animal nearby.
(10e/--/30r) Natural Immunity – Skill – For 20 seconds, you cannot be Poisoned or Diseased.
(5e/--/10r) Berserk - Skill - Must be in a Form. Attack all adjacent foes. These attacks have a 50% chance to miss.
(5e/2c/15r) {E} All or Nothing – Melee Attack – Strike for +50 damage. This skill is easily interrupted. If interrupted, you gain +5 Energy.
(8a/--/--) {E} Bear Slam - Melee Attack - Must be in "Strong like the Bear" Form. If this attack hits, you strike for +30 damage and Grapple target foe for 1 second. When Bear Slam ends, both you and target foe are knocked down for 3 seconds.
So yeah, tell me what you guys think.
