Blades Runner
Posts: 567
Joined: Saturday, 10th September 2011, 14:40
New Class Proposal: Drug Dealer
Starting skills: Drug Dealers begin with 2 levels in fighting, 3 levels in unarmed combat, 2 levels in stealth, 1 level in spellcasting, and 3 levels in transmutations before species variation.
Book of deals includes the spells:
-Re-Up (similar to fulsome distillation but with a higher fail rate) [transmutation/necromancy sp 1]
-Dose (an evaporate spell with an extended range) [transmutation sp2]
-Peer Pressure (All monsters in the caster's range of vision quaff all their potions and are confused for a number of turns based on your charms level. Chance of overdose: for each potion quaffed, the monster has a 15% (cumulative) chance of becoming paralyzed for a duration also based on your charms level. The spell requires the caster to quaff a potion of his choice (with no chance of overdose). This spell only affects "intelligent" monsters. Costs breath. [charms sp 3]
-Dependence (similar to enslavement but with twice the duration. Monsters under the effect of this spell have their max HP reduced to 75% for the duration of the spell. This spell only affects "intelligent" monsters. [hexes sp 4]
-Cause Nausea (upon death the target creature will release a 3x3 miasmic cloud for duration 2 [hexes sp 5]
Innate Abilities: Drug dealers begin with abilities in addition to their species abilities.
-Begin with all potions identified
-Receive only 50% of potion effect rounded down (except in cases of mutation/cure mutation)
-Addiction effect: must quaff a potion every 5000 turns or suffer the "sick" status condition until a potion is quaffed, mummies excepted
-Lifelong smoker: the "breath" status condition takes twice as long to be removed passively
- For this message the author AtT has received thanks:
- pratamawirya