ObjectivistActivist wrote:
Uh, almost every class has skills/spells beyond mentor.
There is an option "There are some already, but I want more." I know there as some master level skills and spells. However I do not know of champion or above spells or skills...
Alshain wrote:
Aren't some of the faction skills & spells rather high level, too?
You have to join them to get them, not everyone can or will join a faction, or do not know all the factions skills and spells to be mega twinks. I am simply talking about when you start the character and type skill or spell (or both).
I am not talking about the ultra cool level of GM. I have had a few GM's but once you are at it, it is like a whole new level of playing (one if your not ready can be highly annoying because everyone wants to take a trip to a special temple way the hell and gone, and they are usually idiots). Maybe new spells or skills is bad. Maybe being allowed to have a skill that you do not get naturally would be better.
What I mean is this. Say your a half-elf merc, when you hit master you can get an option of gaining one new skill or spell.
(These are simple suggestions not to be taken for actual suggetions)
Master
Meditate
Cure light/Cause light
Create food/water
Champion
Trance
Cure serious/Cause serious
Sneak/Hide
GM
Cure critical / Cause critical
Curse
I am not suggesting the specialized skills that only one class get (cammo, final strike, ect). These should never ever be able to be used by other classes, ever. However a spell or skill that is used by many classes, could be learnt.