[RFE] New Class - Archaeologist
I watched Indiana Jones again recently and played the new Tomb Raider game (which is pretty amazing btw) and figured that we could use a char that would combine some of the classic features of mentioned works of fiction.
So a class, though I realize word has been that duelist and ck are the final additions in this regard. Still, it's nice to ponder and imagine stuff that could perhaps in some distant future find its way into the game.
Might as well stop right here, and only imagine what it would be like if a class such as described below, was available in the game.
So:
Archaeologists specialize in uncovering lost ruins and forgotten artifacts of past ages.
Although most of them are scholars, many have been forced by the harsh times to forget about preservation of ancient knowledge and relics in favor of selling stuff they find to get some money to survive.
They aren't particularly good fighters since they focused on reading about old civilizations rather than honing sword skills and training with their childhood friends.
Their knowledge naturally extends to magic as it is inevitably tied with archaeology in Ancardia so they make passable mages, if the spells aren't particularly demanding.
They often spend many weeks or months in seclusion around excavation sites, where they have to find food on their own and shelter from capricious weather.
Expertise in the field allows them to accurately determine the nature and purpose of many objects they find.
Archaeologists are trained in the following skills: Alertness, Appraising, Climbing, Cooking, Detect Items Status, Detect Traps, Food Preservation, Gemology, Herbalism, Literacy, Mining, Pick Locks, Survival.
Experienced archaeologists not only use their vast knowledge of cultures, places and objects to their advantage, they can also apply their scholarly methods and deduct the locations of more treasure troves to feed their lust for forgotten wealth and subsequently uncover caches of relics.
At level 6, archaeologists gain the ability to sense gold in their vicinity at the cost of some power points (20PP). At level 12, that ability is extended to all items (40PP). Both class powers are equivalent to respective wands.
At level 18, the chance to encounter special places and features (forges, altars, pools, sculptures, shops etc.) is greatly increased - it reflects their pursuit of the unknown and unfound.
They also become immune to weather effects as they are often forced to work in harsh environments and unfavorable conditions.
At level 25 they begin to find much more items than normal dungeon explorers (cumulative with treasure hunter talent), as their inquiring nature forces them to double check pockets, backpacks and satchels of slain monsters and visited locations in search of precious odds and ends.
At level 32, archaeologists have a much higher chance to encounter various powerful items (higher chance for suffixed & prefixed) when digging walls (that is excavating ancient dig sites) using pick axes - it is their main tool used to carefully remove layers of dirt, earth and age in dungeons in order to uncover lost and forgotten.
Their pickaxes also now withstand much more severe and frequent usage, thanks both to their skill and their care and maintenance abilities related to the tool of their trade.
At level 40 they gain a one time bonus of +7 perception and +7 dexterity to further aid them in noticing hidden things and reaching remote places.
Finally at level 50, their brave efforts are compensated by finding a rare (random) artifact right after reaching that level.
(similar to uselessness gift but the message would be something like "You suddenly stumble upon a shiny box almost entirely covered by the ground, with only a corner visible. After hastily digging it up, you are astounded to find an artifact!")
Starting attributes around 8-12, with the exception of perception and dexterity that start between 15-20 and learning around 15-17.
They start with an uncursed pick axe, a whip (thanks Cactus for the suggestion, I don't understand how I didn't think about this in the first place), leather cap, robe, leather girdle, leather boots, ring of searching, amulet of the eye, wands of gold/item detection and a wand of digging.
They also start with lvl 2-3 in Clubs & Hammers to reflect their skill with the pick axe (or whatever weapon category pick axes belong to), and level 2 in whips, to gain some Indy Jones Style points.
Heir gift is a vigilant studded leather armor of carrying (-1, -1)[+0, +4]
Obviously skill set and starting items are very nice but after all it offers similar melee/casting performance to a merchant and the like.
A man can wish, I'd certainly like to play a class like this.