I'm all in favor of a second mage profile, maybe as a Dalish elf (after all, Dalish elfs always have a few mages living with them, which is part of the reason why the chantry is aways hunting them down).
Also, I thought of a new class and profile for dwarfs: Alchemists.
Here's my idea: With time, some dwarfes would have learned how to control matter itself in a way similar to magic, while not being entirely the same. It is also a variant of weapons enchantment, but takes it a lot further. If you helped Dagna study in the Circle of Magi, she would be the first alchemist, and alchemy would be highly regarded by both humans and dwarfs. Otherwise, the first alchemist is going to be Sandal (those who played through the ending will understand why), and due to his "special conditions", alchemy won't be regarded very highly at all. Since it takes contact with a lot of lyrium, and due to the nature of the alchemy itself, only dwarfs are fit to become alchemists.
Alchemists would use a diferent kind of weapon, called a "catalyst". Like a mage's staff, catalysts are better off being used to increase spellpower, and they deal spirit damage based on the user's magic score, but they can only be used at short range and, with a few exeptions, don't deal much damage. They do get extra damage bonus from things like "flaming weapons" and runes, though. There would also be a skill line to increase damage done from normal attacks by catalysts.
Alchemists would focus on giving buffs to the party and debuffs to enemies, by doing things like making it so every time the enemy attack someone in the party, they receive a bit of damage, imobilizing the enemy by trapping their legs on the floor, or just freezing them. Most alchemists skills would be short ranged, though.
Possible specializations would include:
-Transmutator: would be able to do things like petrifying enemies, reviving enemy corpses to fight for you (though at an attacking speed cost while the corpse is up) or making a radiation blast that is powerful, but can cause friendly fire damage.This specialization would also allow you to turn most skills into ranged ones.
-Life Force Manipulator: is able to sap either an ally's or an enemy's health to restore his own health and mana, sap his own health to restore team mate's, sap own health to cause massive damage to a single enemy, or increase party's attack at the cost of some health each second
-equipment specialist: Like an arcane knight, an alchemist with this specialization would learn how to use alchemy without a catalyst and use alchemy to increase the effects of his own muscles, being able to use magic instead of strenght modifiers to determine wheter or not the alchemist can equip some pieces of equipment.
-can't think of a fourth specialization.
So yeah... good idea/bad idea? And do you have any ideas yourself you wish to share?
Modifié par New Messages, 22 mai 2010 - 07:41 .





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