
03-16-2011, 02:24 PM
Why can no one help me with this? XD :gonk: And this is why it shall take a while to get going XP
Templars are religious warriors that enforce the laws onto the mages. They are expected to act without remorse and to not view these people as people but rather as their responsibility. That does not always happen though.
Templars go through a ten year training process before reaching full knighthood. They also have abilities that are special to just templars and are primarily directed to their job in handling the mages.
The ranks for the Templars are:
Recruit - beginner templars that are still mastering their basic abilities, they may or may not have an ability tree yet, but could have a specialization
Knights - the second tier, they have begun learning and mastering all in their ability and specialization trees
Commanding Officer - the elders, they have completely mastered their ability and specialization trees
Knight-Commander - highest rank of all templars, hands out order to the others
All templars have the following abilities:
•Righteous Strike - each hit to a mage drains the mage's magic
•Cleanse Aura - purges area of magic, dispelling effects from those nearby
•Mental Fortress - mental resistance increases
•Holy Smite - strikes out with righteous fire, inflicts spirit damage on target and nearby enemies. if target is a mage additional damage is dealt as well as magic being drained. enemies hit are stunned or thrown back
They can also pick from one of the following ability trees:
•Dual Weapon
►Dual Striking - templar sweeps both weapons at the same time causing more damage
►Riposte - first strike deals normal damage with the possibility of stunning while the second hit is much stronger
►Cripple - templar strikes the target low trying to cripple target, decreasing speed, attack, and damage
►Punisher - three blows are made against the target, first two dealing normal damage, third stronger with possibility of knockback
►Dual-Weapon-Sweep - both weapons are swept at the target dealing more damage than normal
►Flurry - unleashes are flurry of three blows dealing normal damage
►Momentum - one attack can be led into another gaining speed
►Whirlwind - character spins with weapons dealing damage to those around them
►Dual-Weapon-Sweep Training - off-hand weapon deals more damage than before
►Dual-Weapon Finesse - attack and defense increase
►Dual-Weapon Expert - more powerful attacks possible as well as a likeliness for worse wounds
►Dual-Weapon Mastery - can wield full-sized weapons in both hands, attacks also take less energy
•Archery
►Melee Archer - can fire arrows without interruption
►Aim - more likely to hit, increase in damage, attack and armor penetration
►Defensive Fire - different stance to increase defense, though lower rate of fire
►Master Archer - deadly with bows and crossbows, abilities gain more damage, attack and armor penetration
►Pinning Shot - a shot at the targets legs in an attempt to pin them place
►Crippling Shot - targeted to reduce attack and damage of the target
►Critical Shot - aimed to weakness in armor to deal greater damage
►Arrow of Slaying - much more powerful shots that is targeted at weak points
►Rapid Shot - arrows fired more rapidly, though deal less damage than normal
►Shattering Shot - aimed at a weak spot in the target's armor in an attempt to open it further
►Suppressing Fire - a flurry of arrows shot at a group that deal normal damage and reduce attack to targets
►Scattershot - single arrow that upon hitting the target, stuns them. arrow then shatters to hit nearby targets with the same effect
•Weapon and Shield
►Shield Bash - templar hits the target with their shield dealing damage and knocking them off their feet
►Shield Pummel - templar hits target with their shield twice stunning them
►Overpower - target is hit three times with the shield, can be knocked back from the third hit
►Assault - target is hit four times with the shield, each time dealing less damage however
►Shield Block - enemies cannot flank the templar with the shield
►Shield Cover - greater possibility of deflecting projectiles
►Shield Tactics - templar can defend self with shield from all angles
►Shield Mastery - all shield abilities gain additional benefits
►Shield Defense - defensive stance is taken, greater chance to shrug off projectiles
►Shield Balance - templar no longer suffers from reduction in attack while in a defensive stance
►Shield Wall - bonuses to armor and greater chance to shrug off projectiles
►Shield Expertise - defense bonuses to shield defense and immune to knockdown attack with shield wall
•Two-handed
►Mighty Blow - more weight and effort behind a single strike
►Powerful Swings - damage increases per strike though attack and defense are reduced
►Two-Handed Strength - attack and defense penalties are reduced thanks to learning how to wield two-handed weapons better
►Two-Handed Sweep - weapon is swung in a vicious arc damaging and knocking back those it hits
►Pommel Strike - templar strikes with the blunt end of the weapon to knock the target back
►Indomitable - templar remains in control gaining increase to attack and becoming immune to knock down effects or stuns
►Stunning Blows - each strike has a chance to stun the target
►Critical Strike - a massive swing at the target, possible death outright if target is weak enough
►Sunder Arms - templar tries to hinder the target's ability to fight back
►Shattering Blows - can deal greater damage to stone creatures as well as becoming more powerful near death
►Sunder Armor - templar targets destroying target's armor or natural defenses
►Destroyer - each attack reduces armor, few can stand against these blows
Tempars are also granted the ability to learn one of the following:
•Berserker
►Berserk - stench of blood and death drives berserker into a fury increasing damage
►Resilience - increases nature resistance
►Constraint - templar can control rages to reduce penalties to energy
►Final Blow - all energy goes into a single swing, if the blow connects, great amount of damage is done
•Champion
►War Cry - a fearsome cry that reduces nearby enemies' attack
►Rally - templar's presence inspires allies increasing attack and damage
►Motivate - attack and defense for nearby allies increases more
►Superiority - War Cry knocks back nearby enemies
•Reaver
►Devour - templar takes in energy from the fallen restoring health
►Frightening Appearance - target cowers in fear, taunt and threaten also become more effective
►Aura of Pain - templar radiates an aura of pain taking occasional damage, but so do nearby enemies
►Blood Frenzy - driven by pain, damage increases as health decreases
Last edited by ISOS Duke; 03-22-2011 at 03:07 PM..
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