More ideas:

Hunter (like in WoW)

The hunter can control an animal. It must be a living animal that has a lower level than the hunter. The hunter uses a spell on an animal and it stays with the hunter until it is killed or the hunter loses control over it or the hunter stops controlling it. The hunter can only control one animal at a time and he has 1AP less while having an animal (He needs to focus to keep control of it.). The animal can be controlled like a summon, but there is a chance that the animal does not do what the hunter wants (depending on the type of animal, the hunter skills, level difference or some other things). So the animal may act on its own, do nothing at all, flee or even attack the player. The animal can be a normal animal (your neighbors dog) or an enemy in a fight. Enemies are more powerful than normal animals but there is a bigger chance that the hunter loses control over it. There is also a chance that the spell will fail in combat. The spell has a huge cooldown (you can only try once per battle) and the cooldown starts when you lose your old animal. Initially each animal has a standard attack and one special attack (depending on the type of animal) with a cooldown. Spending points in the hunter skill will allow you to control more powerful animals (same level as you), have more control over the animal, make the animal more powerful or control other creatures (undead, demons, elementals, Come on, you always wanted a hell hound as pet.). When the hunter loses all hit points (and maybe some other effects) the animal will be free and it does whatever it wants (flee, attack the party, do nothing . . .) When the hunter is able to act again he has to find a new animal (or control the old one again if it is still alive and nearby).


Mentalist (maybe you find a better name for this)

A mentalist can influence the mind of other creatures. His special ability is to make a permanent connection to another sentient being.

- Mind link: 1AP, 2 turns cooldown, range 5 meters, The mentalist establishes a mental link between himself and another creature. The link remains until it is canceled, a link to another creature is created, the connected creature dies or the mentalist gets a status effect that prevents him from maintaining the link. If one of the linked creatures takes damage or healing, the other one may also be healed or damaged (maybe also status effects). The link takes time to be build. Any ability that requires a link can only be used one turn after the link has been created (This is to avoid some abuses, especially at the beginning of combat.).

- Pain link: 1AP, 4 turns cooldown, requires mind link, All creatures between the mentalist and his partner take damage (and/or a status effect).

- Laws of attraction: 1AP, 4 turns cooldown, requires mind link, If the mentalist and his partner are closer to each other than 5 meters, they move 10 meters away from each other in opposing directions. If they are further away than 5 meters, they move towards each other and meet in the middle. The movement is very fast. If a creature is in the path of the movement, the movement will stop and the creature (but not the moved one) takes damage. Maybe you can modify the spell that the impact causes a shockwave and affects more creatures. If The partner of the mentalist cannot move (It is a creature that is much heavier than the mentalist (like an ogre or dragon) or the partner has a status effect that prevents movement) only the mentalist moves. The moved creature will be affected by ground effects.

- Central explosion, 1AP, 4 turns cooldown, required mind link, An explosion will take place at the center position between the linked partners. The effect is dependant (among other things) of the distance between them. Bigger distance = bigger bang in the center. (Taken from the adventure game Resonance)

- Teleport: 1AP, 4 turns cooldown, requires mind link, The linked creatures swap their positions.

- The mentalist can place strong buffs or debuffs on their partner. Those spells are exclusive, only one can be active at a time.

- The mentalist should have other abilities that do not require a mind link.

Note: This was inspired by the cipher class from Pillars of Eternity. While I write this I always think about someone like Kreia from KOTOR2 (My favorite NPC of all computer RPGs I have ever played).

After some thinking I came to the conclusion that the mind link should not transfer damage or healing between the partners by default. Maybe that is posible with another ability that requires the link.


Some more things:

It is OK if we remove the taunt skill. D:OS does not have an aggo system anyway.

I dislike the trap master. It is hard to make enemies step onto traps. If you can throw them its just a normal spell. I do not remember when I used a trap in a RPG the last time.

I dislike the unarmed fighter. You cannot enchant your fists while everybody else has a magic weapon. All other monk abilities are just normal spells.

I do not know what to think about the summon master. Almost every skill in D:OS had several summons. Does it mean it is something like meta magic for summons?

I dislike bards. In BG1 my bard was just a weaker version of a wizard and in Pillars of Eternity most fights are over before the chanter can cast anything. I cannot imagine any bard ability that does not already exist in a similar way.

What do you mean by polymorph? Something like the lv9 spell in BG2? You transform into a mind flayer to stun the enemy, then you transform into an iron golem to smash it?


groovy Prof. Dr. Dr. Mad S. Tist groovy

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Because there are too many people who work on artificial intelligence already :hihi: