Woot! We do need a jedi class. Note, this is a suggestion for a CLOTH armor class.
Skills: Sword, dagger, staff, Trip, second, third attack, meditation, trance, fast healing, parry, riposte, Projectile deflection, Defensive stance, aggressive stance, create gem, create saber, self defense, kick
Spells:
Amateur Cure light, armor, telekinesis (Weight capacity increase)
Initiate Protection, Speed (self-haste), refresh, magical vestment
Journeyman Lightsaber, cure serious, Shove (group formation change)
Expert Persuasion (charm), Pull (room lure/group formation change)
Mentor Shield, Calm mind (Stops aggro NPCs/animals)
Master Absorb energy (heat/lightning)
Edit: Create saber would create a "tool" item, which would then be fitted with the "treasure" gem, that when created, holds up to three enchantments (of a strength from 1-4 for any moddable stat), which then requires the lightsaber spell to be lit and used as a weapon.
I didn't include e.parry, because they're not normally inclined to spend the effort blocking a fist or wrist with their lightsaber - not when they can usually stab an unarmed foe in the gut with it. Classwise, it'd be their main weakness, is that they're largely unused to dealing with barehanded foes.
Also, the "create lightsaber", can be used to make sabers of four varying types - short, which would fall under a pigsticker subtype, long, which falls under a landsknect subtype, default (no argument) which falls under longsword subtype, and double-bladed, which falls under the "bladed staff" subtype. I wouldn't give these guys dual wield, since that would either limit the class to 2 attacks without a saber (I'd have to scale down third attack for fairness), or force the class to use 2 sabers, which sucks.
Last edited by Goldlantern on Tue Nov 21, 2006 3:58 pm, edited 4 times in total.
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