Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
Species: Poltergeist
Poltergeist: An undead spirit capable of interacting with the material world, able to hold weapons and drink potions, but still not fully tangible.
Stats and level bonuses:
Reasoning: I wanted moderately balanced stats because I like being able to play a lot of different playstyles. The reason Str is so high for something semi-incorporeal is that part of their ability to lift/hold things is supernatural in nature.
Abilities:
Reasoning: Crawl is all about positioning, which is why fast races tend to be incredibly strong. This provides another way to position. It is a very short term escape (avoid being pinched between enemies, jump behind a pillar), but also allows for offensive options due to its stab opportunity. The high "breath" cost means that it can be used once in most fights, but only once. If this is considered too strong, I'd considered it having a temp str/dex drain as you need time to fully collect yourself again.
Innate traits:[/b}
Reasoning: Fairly standard undead traits, plus a bit of stealth and floating due to ghostliness.
[b]More experimental innate traits:
Reasoning: Holding items causes them to become part of the poltergeist, becoming ghostly and enabling them to follow it through walls. This reduces their physical impact, but also chills enemies on attack.
Aptitudes:
- Code:
Fighting: -2
Short Blades: 0
Long Blades: 0
Axes: 0
Maces & Flails: 0
Polearms: 0
Staves: 0
Unarmed Combat: -2
Armour: 0
Dodging: 3
Stealth: 2
Shields: 0
Throwing: 3
Slings: -1
Bows: -1
Crossbows: -1
Spellcasting: -1
Conjurations: -2
Hexes: 3
Charms: -2
Summonings: 1
Necromancy: 1
Translocations: -2
Transmutation: -2
Invocations: 1
Evocations: 1
Fire Magic: 1
Ice Magic: 1
Air Magic: 1
Earth Magic: 1
Poison Magic: 0
Reasoning: Because of their unique interaction with items, weapons and armour don't pose a problem (outside of the earlier innate weirdness). However, they struggle with general fighting and unarmed combat due to their insubstantial nature. Their stealth is only +2 because creatures feel a chill and feel a draft when they come near.
Throwing is +3 because poltergeist.
They excel at hexing enemies and are generally good at elemental magic, however anything requiring altering themselves in any way, whether that be enchanting, morphing, or teleporting, is tricky for them.
So, thoughts? I don't think there is anything extremely radical here, but their abilities and mutations provide their own set of challenges I feel, good use of phasing will be really rewarding, but it isn't spammable. I feel like their early game is on the strong side due to their undeadness and decent base stats, but their midgame will be tricky due to equipment.
- For this message the author TeshiAlair has received thanks:
- Klown