Hi, I got extremely bored, and like EXTREMELY..... so I decided to come and do this.... more for entertainment than anything else....zzzzzzzzzzz
Scout
{Dwarf}
BACKSTORY:
A simple, lowly Scout sent out to explore the other regions, only to find the plague drawer closer than ever, and teams up with a group of adventurers from a nearby tavern. Armed with his small knowledge of Dwarven technology, and fighting styles which is more than outsiders, he decides to use those skills to help find a cure to the plague. Every dwarf in the military was a scout at one point or another....
CLASS-UP:
The Scout has been long for far too long, so his commanders are worried and sends an experienced dwarf looking for him, which they meet up in Mytargas, and is told of the dire need to help the Humans and Elves.
The Scout is sent out to do, what else SCOUTING and scavenging for supplies, and to clear out a Denmother (powerful bear or wolf+cubs). When Scouting there should be an area with monsters in it (scouting part) which you need supplies (food to heal, and misc stuff to make traps) to defeat. The point being to trap the cubs (killing them) and then fight the Denmother, healing with your food. Once thats complete you head back to your guild master to complete the quest.
Class: Engineer
After completeing the quest you can choose to become an Engineer, learning different mechanics and techniques rather than just brute force, requireing high-intelligence to be effective, but you still remember how to use necessary force...
Class: Demolisher
After completeing the quest you can choose to become a Demolisher, learning how to effectivly use brute force to either weaken your foes, or to do heavy pay-loads of damage. They may not be as smart as Engineers but they aced all their tests (forcing a Engineer to do it for them no doubt) easily the brawns and not the what are they, oh yea the brains...
STATISTICS AND SKILLS:
Scout: The basic dwarf soldier, not yet proven himself brainy or brawny.
Base Attribute: Strength
Weapons: Axes, Swords, and 2H-Weapons
Miscellanious: Empowered Gems (to powerup mechanisms or oneself)
Armor Type: Mail
Engineer: An intellectual and "defined" Dwarf fighter that can come up with new tactics on the spot. Taking advantage of anything nearby to set up his mechanisms (otherwise known as skills) to help him defeat the enemey and get one step clsoer to the cure.
Base Attribute: Strength
Weapons: Axes, Swords, and 2H-Weapons
Miscellanious: Empowered Gems
Armor Type: Mail
Demolisher: The power behind every operation, the main strike force of the dwarfs, a powerful unstoppable force apt at crippling his foes. Since dwarfs may not be the biggest, why not break the enemies legs and bring them down to your height?
Base Attribute: Strength
Weapons: Axes, Swords, and 2H-Weapons
Miscellanious: Fallen Souls (orb like objects that make him stronger)
Armor Type: Mail
SKILLS:
[Scout/Initial] Heavy Slice: The user slashes at his target dealing {attackpowerX1.25} damage. Does double damage if used entering combat. 19 Second Cooldown.
[Scout/Initial] Combustion: The user packs a hallowed out object with flammable materials, ignites it, and throw it on the enemey dealing (intelligenceX4) over 15 Seconds. 1.5 Second Cast Time. 17 Second Cooldown.
[Scout/250G] Flee: The user flees gaining 20% MS and decreasing aggro every second that the user is not attacking while this is active. Lasts for 7 Seconds at max. 10 Mana Cost. 34 Second Cooldown.
[Scout/250G] Boast: The user boasts increasing his attackpower by 10% and his ego... which decreases his armor by 15% for 10 seconds. 6 Mana Cost. 10.5 Second Cooldown.
[Scout/250G] Scout: The Scout gains an increased sight radius and can warn of incomming danger's, increasing the groups evasion by 5%. Passive.
[Scout/1000G] Arrow Launcher: The user erects a tower that launches arrows to nearby enemies, dealing (intelligenceX.5) per arrow. Lasts for 15 Seconds. 10 Mana Cost. 35 Second Cooldown.
[Scout/World Drop] Ding, Idea!: Passive: Increases intelligence by 25%.
[Scout/Dungeon] Terrorize: The user frightens its foe, decreasing all aggro from it for 6 seconds, and weakening its attack and spellpower by 15%.
ENGINEER:
[5000G] Spiked Chains: The user chains the enemey to the ground, hurting the enemey for (intelligenceX.75) every second for 5 seconds, while being immobilized. 6 Mana Cost. 23 Second Cooldown.
[7000G 2MC] Flash Bomb: The user tosses a bomb at the target location dealing (intelligenceX.5) per target and causing a giant flash, decreasing their chance to hit by 10% for 15 seconds. 25 Second Cooldown. 7 Mana Cost.
[World-Boss] Land Mine: The user places a deadly mine on the ground waiting for an enemey to come near and set it off, dealing (intelligenceX7) to the target and (intelligenceX2) to all nearby enemies. 9 Mana Cost. 32 Second Cooldown.
[D4 Drop] Clockwork Fighter: The peak of engineering, a robat whom can attack and move on its own, only master Engineers are capable of such a feat. I don't know how to balance this so, this can be for zweb if he makes it.........
DEMOLISHER:
[5000G] Sunder Armor: The user swings with pure force, not for the fatal blow, but to destroy the targets armor reducing armor by (strengthX.15) for 15 seconds and dealing (strengthX2) damage. 2 Mana Cost. 15 Second Cooldown.
[7000G] Cripple: The user strikes the at either the arms or legs either decreasing attackpower by 15% for 8 seconds or immobilizes the target for 8 seconds. 45% of only one. 10% of both. 6 Mana Cost. 10 Second Cooldown.
[World-Boss] Critical Swing: The Demolisher builds up his strength and swings with all his might, hitting all enemies in a small radius for (strengthX1.5) and knocking them back. Double radius with a 2H Weapon. 7 Mana Cost. 20 Second Cooldown.
[D4 Drop] Blind Rage: The user goes into a blind rage losing all thought. Decreases intelligence to 0, decreases armor by 5, and gains (agility) damage. Toggle.