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Heroica RPG - Expert Job Class Discussion


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#1 LEGOman273

LEGOman273

    Posts: 2424
    Joined: 10-December 11
    Member: 22977

Posted 02 June 2012 - 03:01 PM

As the QM lounge has become overrun with discussion of the Expert Classes, I have created a thread for the discussion of Expert Job Classes.
The first post will contain finalized Classes, and the second post will contain WIP Classes.
Note: I will not line-edit Class descriptions. If you want something changed, post the revised edition, and I will replace the currently-indexed edition with it.

First Post:



Sandy:

Great reputation among the Hinckwells:
Posted Image
These crafty singers tamper the flow of the battle with their songs.
Additional Health: +11
Additional Ether: +4 (+1 per level for classes without base ether)
Weapons: Minstrels wield various resonating instruments in battle. They can also use scrolls.
Job Traits: Diplomacy (see Knight), Flee (see Rogue), Battle Songs – Instead of fighting, the minstrel can sing enchanted songs that boost the party’s performance (see List of Battle Songs for reference)
Battle Style: Musical – Minstrels fight with the power of music.

1. SHIELD: Sound of Music – The minstrel gets inspired by the moment and sings a random Battle Song without depleting ether (see List of Battle Songs).
2. CACOPHONY: The minstrel plays an impressionistic tune that damages all enemies with strength equal to their weapon power added to their level and stuns them for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect to all enemies)
3. DISCHORD: The minstrel plays a wrong note, damaging the target with strength equal to their weapon power added to their level and stuns it for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect)
4. CHEER UP: The minstrel raises spirits, regaining 5 ether.
5. DAMAGE: The minstrel is struck by the opponent’s attack.
6. SPECIAL DAMAGE: The minstrel is struck by the opponent’s special skill.


List of Battle Songs:
Instead of fighting, minstrels can choose one song to sing for a varying cost of ether. Sealed-effect prevents singing. Minstrels can learn new songs during their travels. (Kudos to Xarrzan for inspiration on these!)

Nanny's Lullaby – Makes all enemies fall asleep for as long as the song is sung. Costs 1 ether per round.
Ballad of Bravery – Doubles the attack power of the rest of the party for as long as the song is sung. Costs 3 ether per round.
Rapid March – Allows two turns per round for the rest of the party for as long as the song is sung. Costs 3 ether per round.
Lucky Chant – Improves the battle results of the rest of the party for as long as the song is sung (the die is rolled twice per turn, and the better result is used). Costs 3 ether per round.
Love Serenade – Restores 10 health per round to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Esoteric Melody – Restores 5 ether per round to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Hard Rock Anthem – Gives 10 SP to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Angelic Aria – Causes light-elemental damage equal to the minstrel’s level to all enemies per round for as long as the song is sung. Costs 10 ether per round.
Dirge of the Phoenix – Revives all knocked out allies with 1 health for as long as the song is sung. Costs 10 ether per round.



Great reputation among the Shadeaux:
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These cavaliers are accompanied by a dragon that grows with them.
Additional Health: +15
Weapons: Dragoons can only wield polearms like halberds, lances and spears, but they can also use shields.
Job Traits: Diplomacy (see Knight), Pet Dragon – The dragoon has a pet dragon that can fly to scout, carry messages or retrieve items for them; Dragon Tamer – The dragoon can communicate with dragons to gain information and prevent them from attacking.
Battle Style: Draconian – Dragoons are aided by their pet dragon in battles.

1. SHIELD: Dragon’s Wrath – The dragoon unleashes their pet dragon on the target. The effect depends on the maturity of the dragon (see Pet Dragon).
2. HIGH ASSAULT: The dragoon jumps into the air and hovers there aided by their dragon until the next round, avoiding all damage. On the next round the dragoon lands on the target with strength equal to five times their weapon power added to their level. (e.g. WP 15 x 5 + Level 30 = 105 damage)
3. HIT: The dragoon attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage)
4. DRAGON AID: The dragoon misses their attack, but the pet dragon hits the target instead with strength equal to its level. If the dragon’s elemental property has manifested, the attack is elemental.
5. DEFENDED DAMAGE: The dragoon is struck by the opponent’s attack. The power of the dragoon’s shield decreases the effect of the attack. (e.g. 30 damage – SP 15 = 15 damage)
6. SPECIAL DAMAGE: The dragoon is struck by the opponent’s special skill.


Pet Dragon:
All new dragoons are given a dragon egg that soon hatches, revealing their personal pet dragon. The dragon gets attached to the dragoon, who in turn gives it a name. The dragon’s level is equal to its master, and it grows along with the dragoon. At certain intervals, it gets new abilities.

Level 30: The dragon is but a hatchling, only able to fly short distances and carry light loads. It is roughly the size of a cat. Dragon’s Wrath: Petit Breath – The dragon’s breath damages up to two enemies with strength equal to two times their level (e.g. Level 30 x 2 = 60 damage to up to two enemies)

Level 40: The dragon is a youngling, and begins to showcase an elemental property. It can now fly further and faster, and can carry heavy items. It is roughly the size of a wolf. Dragon’s Wrath:  Elemental Breath – The dragon’s elemental breath damages up to three enemies with strength equal to three times their level (e.g. Level 40 x 3 = 120 elemental damage to up to three enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath.

Level 50: The dragon has reached adulthood, and can now carry the dragoon on its back for long distances. It is roughly the size of a horse. Dragon’s Wrath: Unison Assault – The dragoon rider damages the target with strength equal to their weapon power added to their level, while the dragon’s elemental breath damages up to four enemies with strength equal to four times their level (e.g. WP 15 + Level 50 (Dragoon) = 65 damage to one enemy; Level 50 x 4 (Dragon) = 200 elemental damage to up to four enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/2 chance that the dragon disobeys orders and does not perform Dragon's Wrath.

Level 90: The dragon is now an elder, having reached its maximum size equal to a mammoth. It can carry an entire party on its back for as long as necessary. Dragon’s Wrath: Celestial Force – The elder dragon swoops up the entire party on its back, and together they damage all enemies with their combined power. Each party member damages one enemy with strength equal to their weapon power added to their level, and the elder dragon’s elemental breath damages all enemies with strength equal to five times their level (e.g. WP 15 + Level 90 (Party Member A) = 105 damage to first enemy; WP 15 + Level 80 (Party Member B) = 95 damage to second enemy; WP 15 + Level 70 (Party Member C) = 85 damage to third enemy; Level 90 x 5 (Dragon) = 450 elemental damage to all enemies) If the hero becomes a dragoon for the first time at this stage, there is a 3/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath.



Great reputation among the Ziegfrieds:
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Necromancer – These corrupt mages hold reign over death.
Additional Health: +5
Additional Ether: +5 (+1 per level for classes without base ether)
Weapons: Necromancers use various imposing and magical weapons in battle, such as broomsticks, greatswords, maces, scythes, staves, wands and whips. They can also use gems and scrolls.
Job Traits: Healing (see Cleric); Spellcasting (see Mage); Spiritism – The necromancer can communicate with the spirits of the deceased to gain information.
Battle Style: Death-defying – Necromancers can raise an army of undead corpses.

1. SHIELD: Raise The Undead – The necromancer summons the corpses of all fallen enemies to join their side in battle. The undead keep the level of the original enemy, but they can only attack with darkness-elemental attacks with strength equal to their level once per round as commanded by the necromancer. Each undead attack costs 1 ether to the necromancer. The undead cannot be damaged and once raised they will follow the necromancer from battle to battle, but if the necromancer is knocked out or inflicted with an effect that prevents taking action, all the undead will disappear. The undead will automatically disappear at the end of each quest.
2. AMPLIFIED HIT/AMPLIFIED SPELL/AMPLIFIED HEAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power multiplied by the amount of undead raised and added to their level. Instead of attacking or casting a spell, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their amplified attack. (e.g. WP 15 x 3 undead raised + Level 30 = 75 (elemental) damage or restore 75 health)
3. HIT/SPELL/HEAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 15 + Level 30 = 45 (elemental) damage or restore 45 health)
4. MEDITATE/HEAL LESS: The necromancer meditates to regain 1 ether. Instead of meditating, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to their level.
5. DAMAGE/NO HEALING: The necromancer is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL DAMAGE/NO HEALING: The necromancer is struck by the opponent’s special skill. Optionally, any attempt of healing fails.



Great reputation among the Bonapartes:
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Cannoneer – These bombardiers can shower enemies with explosives.
Additional Health: +10
Weapons: Cannoneers can only wield hand cannons but they also benefit from a hefty supply of bombs.
Job Traits: Intimidation (see Berserker/Black Knight); Track Down (see Hunter/Assassin); Blast Through – The cannoneer can break through any obstacle at the cost of one bomb.
Battle Style: Bombarding – Cannoneers can load their weapons with bombs to cause elemental damage to all enemies.

1. SHIELD: Barrage – The cannoneer picks three bombs randomly from their stock and fires them at the opponents, causing elemental damage to all enemies equal to their weapon power added to their level with each hit. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies per hit) The bombs are consumed. If the cannoneer has less than three bombs in stock, they will cause normal damage to the targeted enemy with the remaining hits.
2. CRITICAL HIT/GREAT BOMBARD: The cannoneer attacks with strength equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 = 60 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 + Bomb = 60 elemental damage to all enemies) The bomb is consumed.
3. HIT/BOMBARD: The cannoneer attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to their weapon power added to their level. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies) The bomb is consumed.
4. CRAFT BOMB: The cannoneer creates a random bomb from the left-over powder in their hand-cannon. The bomb is added to their inventory.
5. DAMAGE: The cannoneer is struck by the opponent’s attack.
6. SPECIAL DAMAGE: The cannoneer is struck by the opponent’s special skill.



Great reputation among the Guild of Invision:
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Alchemist – These scientists can use and create items at whim.
Additional Health: +10
Weapons: Alchemists can wield various cutting and crushing weapons in battle, including axes, clubs, daggers, hammers, maces and scythes.
Job Traits: Flee (see Rogue); Instant Items – The alchemist can use one item per turn while still being able to attack as well; Perquisite – The alchemist gets a 50% discount (rounded up) from Portia’s Potion Shack at the Marketplace.
Battle Style: Experimental – Alchemists concoct special items for battle.

1. SHIELD: Mixture – The alchemist mixes random ingredients together and creates surprising new items (See the List of Mixtures for reference).
2. CRITICAL HIT: The alchemist attacks the target with strength equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 = 60 damage)
3. HIT: The alchemist attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage)
4. CHRYSOPOEIA: The alchemist turns scrap metal into gold, earning gold equal to their own level.
5. DAMAGE: The alchemist is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL GUARD: The alchemist is struck by the opponent’s special skill, but has a 50/50 chance to be protected from any negative effects caused by it.


List of Mixtures:
The outcome of the alchemist’s mixture is determined by rolling a die twice. The created item is added to the alchemist’s inventory. With the lucky-effect, the die is rolled four times, and the highest two results determine the mixture.

1+1: Explosion (instant effect) – knocks out the alchemist.
1+2: Diluted Arc Potion – Restores 15 to all allies.
1+3: Diluted Arc Tonic – Restores 10 ether to all allies.
1+4: Purging Water – Removes all positive effects from all enemies.
1+5: Bad Breath – Causes the poisoned-effect to all enemies.
1+6: Last Resort – Revives all knocked out allies with 1 health.
2+2: Arc Potion – Restores 30 health to all allies.
2+3: Arc Elixir – Restores 60 health and 15 ether to all allies and removes negative effects.
2+4: Bravado Brew – Causes the encouraged-effect to all allies.
2+5: Fog Bomb – Causes 15 damage and the blinded-effect to all enemies
2+6: Hyper Arc Potion – Restores full health to all allies.
3+3: Arc Tonic – Restores 20 ether to all allies.
3+4: Cloud of Celerity – Causes the hastened effect to all allies.
3+5: Mystic Bomb – Causes 15 damage and the sealed-effect to all enemies.
3+6: Hyper Arc Tonic – Restores full ether to all allies.
4+4: Purifying Water – Removes all negative effects from all allies.
4+5: Fortune Flush – Causes the lucky-effect to all allies.
4+6: Smile of the Gods – Causes the blessed-effect to all allies.
5+5: Wyvern’s Breath – Causes the badly poisoned–effect to all enemies.
5+6: Cluster Bomb – Causes 30 damage to all enemies.
6+6: Doomsday Bomb – Causes 99 damage to all enemies.



Great reputation among the Ji Pei:
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Chi Monk – These martial artists use only their body and mind to fight and recover.
Additional Health: +12
Additional Ether: +3 (+1 per level for classes without base ether)
Weapons: Chi monks do not wield any weapons, but they can use gems and scrolls.
Job Traits: Natural Respite (see Barbarian); Healing (see Cleric); Iron Fist – The chi monk can break through any obstacle at the cost of 1 ether.
Battle Style: Martial – Chi Monks attack with their bare fists and feet.

1. SHIELD: Chakra – The chi monk focuses inner energy to recover full health and ether and remove all negative effects. The chi monk is then bestowed by the blessed-effect, recovering 3 health at the end of each round. On subsequent rolls of Chakra, the chi monk receives one additional positive effect in the following order: hastened, lucky, encouraged.
2. CRITICAL MARTIAL HIT/HEAL MORE: The chi monk attacks the target with strength equal to three times their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. Level 30 x 3 = 90 (elemental) damage or restore 90 health)
3. MARTIAL HIT/HEAL: The chi monk attacks the target with strength equal to two times their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. Level 30 x 2 = 60 (elemental) damage or restore 60 health)
4. MARTIAL COUNTER/HEAL LESS: The chi monk is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their level. (e.g. Level 30 = 30 (elemental) damage or restore 30 health)
5. DAMAGE/NO HEALING: The chi monk is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL GUARD/NO HEALING: The chi monk is struck by the opponent’s special skill, , but has a 50/50 chance to be protected from any negative effects caused by it. Optionally, any attempt of healing fails.



Great reputation among the Wolfgang:
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Beast Warrior – These savage fighters are connected to their bestial side.
Additional Health: +15
Weapons: Beast Warriors utilize both ravaging and ranged weapons, including axes, bows, clubs, crossbows, greatswords, longswords, throwing weapons and whips.
Job Traits: Natural Respite (see Barbarian); Track Down (see Hunter/Assassin); Animalism – The beast warrior can freely assume their beast form outside of battle, allowing them to pass as the animal and talk to other animals as well.
Battle Style: Animalistic – Beast Warriors can transform into raving beasts.

1. SHIELD: Beast Form – The beast warrior transforms into their familiar beast’s form, fighting in that style until either “SHIELD” or “REVERT” is rolled, the battle ends or they are knocked out (See Beast Form).
2. EXTRA CRITICAL HIT: The beast warrior attacks with strength equal to three times their weapon power added with their level. (e.g. WP 15 x 3 + Level 30 = 75 damage)
3. HIT: The beast warrior attacks the target with strength equal to their weapon power added with their level. (e.g. WP 15 + Level 30 = 45 damage)
4. AIM: The beast warrior steals gold equal to the target’s level.
5. DAMAGE: The beast warrior is struck by the opponent’s attack.
6. SPECIAL DODGE: The beast warrior has a 50/50 chance to dodge the opponent’s special skill so that it hits the next ally in turn instead, unless the skill hits everybody.


Beast Form:
When initiated into the job class, the Beast Warriors are given the ability to transform into a raving beast in the heat of the battle. The beast can be whatever suits their personality the best, even a bird or a reptile. Beasts cannot wield weapons so they do not benefit from the equipped weapon’s effects.

1. SHIELD: Beast Unleashed – The beast charges ferociously at the target with all of its might. A die roll determines how many times the beast strikes with strength equal to three times their level. (e.g. Level 30 x 3 = 90 damage per hit (1-6 hits)) The beast then reverts back to its humanoid form.
2. MASSACRE: The beast attacks all enemies with strength equal to two times their level. (e.g. Level 30 x 2 = 60 damage to all enemies)
3. BITE: The beast chews the target with strength equal to their level and regains an equal amount of health. (e.g. Level 30 = 30 damage and restore 30 health to self)
4. COUNTER: The beast is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level.
5. DAMAGE: The beast is struck by the opponent’s attack.
6. REVERT: The beast reverts back to its humanoid form.


Edited by LEGOman273, 15 June 2012 - 04:48 PM.


#2 LEGOman273

LEGOman273

    Posts: 2424
    Joined: 10-December 11
    Member: 22977

Posted 02 June 2012 - 03:19 PM

Second Post:



UsernameMDM:

Gem Master
Additional Health: +10
Additional Ether: +5
Weapons: Staves, Wands, Hammers, and Maces
Job Traits:
Spell Casting (See Mage)
Flawless Power - Gem Masters select only the finest specimens for their collections.  These flawless gems are able to focus the energies better and therefore cause double elemental damage.
Under Pressure - Gem Masters, like their prized gem, are formed from the heat of battle.  They can only attack from the front row for their Flawless Power to shine.
Battle Style: Lustrous Shine - A Gem Master's true power resides in his collection of gems.

1. SHIELD: Elemental Shield - The Gem Master selects a gem from his collection and imbues the party with its defensive properties.  Each party member now has the elemental immunities associated with the selected gem (Ruby selected, immune to fire and earth based attacks) without depleting ether.
2. CRITICAL HIT/SPELL: The Gem Mastertheir level (WP 25 x 2 (x4 for elemental damage) + level 30 = 80 (130) damage)/cost 1 ether.
3. HIT/SPELL: The Gem Master attacks the target with strength equal to their weapon power added to their level (WP 25 (x2 for elemental damage) + level 30 = 55 (80) damage)/cost 1 ether.
4. Elemental Attunement - The Gem Master selects a gem from his collection and attunes the entire party to the gem's offensive properties.  Each weapon can deal the selected elemental damage as well as any previous elemental weapon damage (Amethyst selected, Fire based weapon now does fire and darkness elemental damage) without depleting ether.
5. DAMAGE: The Gem Master is struck by their opponent's damage.
6. SPECIAL DAMAGE: The Gem Master is struck by their opponent's special skill.

Boulder Bombardier
Additional Health: +10
Additional Ether: ~
Weapons: Axes, Maces, Clubs, Hammers, and Hand Cannons
Job Traits:
Natural Respite (See Barbarian)
Go BOOM!: Boulder Bombardiers are adept at explosives causing elemental bombs to do 5 times their normal damage
Hard as a Rock: Boulder Bombardiers are as tough as the rock they conquer giving them immunity to Earth based attacks, Stunned, Petrified and Poisoned effects
Battle Style: Mountain Mover - Boulder Bombardiers are acclimated with the harsh environment of the mines and utilize their explosive mining skills in battle.

1. SHIELD - EUREKA!: The Boulder Bombardier attacks enemy targets with strength equal to weapon power only and receive gold equal to their level for each enemy hit. Number of enemies attacked it determined by a separate dice roll (6 enemies, WP 25 = 25 damage each enemy, level 30 = 180 gold).
2. CRITICAL HIT - DYNAMITE!: The Boulder Bombardier lobs sticks of dynamite at all enemy targets causing damage equal to weapon power added to their level and has a 50/50 chance to add the Stunned effect to all enemies (WP 25 + level 30 = 55 damage + 50/50 Stunned).
3. HIT: The Boulder Bombardier attacks the target with strength equal to their weapon power added to their level (WP 25 + level 30 = 55 damage).
4. BOOBY TRAP - The Boulder Bombardier rigs an explosive trap in front of the party.  The next time an enemy would deal damage or perform any action to the party or a party member, the enemy instead takes damage equal to the Boulder Bombadier’s WP and does not deal any damage to the party (WP 25 = 25 damage).
5. DAMAGE: The Boulder Bombardier is struck by their opponent's damage.
6. SPECIAL DAMAGE: The Boulder Bombardier is struck by their opponent's special skill.


LEGOman273:

*WiP*


Zepher:

Chaos Defenders

* Additional Health: +6

* Job Trait(s): See Below

* Battle Style: Chaos Defenders are deeply troubled by the force they are sworn to fight, and so switch between Chaos and Order.

*Weapons:  All weapons appropriate for Rouges, Knights, and Barbarians, including shields.

ORDERED:  Job Trait – Order:  Deals Light Elemental Damage.  Diplomacy:  Defenders often times must work with others to stop chaos.  Opportunist: Chaos Defenders may equip 3 artifacts instead of just 2.  

1. SHIELD: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style.  They become Chaotic.  While making the change, the Chaos Defender halves their opponent’s current health.

2. RALLY:  The Defender attacks the enemy with a power equal to their weapon power added to their level.  The Defender also cries out, encouraging their party for the next round.

3. HIT: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4. OPTIMISM:  The Chaos Defender restores health to the entire party equal to their level.

5. DEFENDED DAMAGE:  The Defender takes damage equal to the enemy’s level minus the Defender’s SP.

6. GOD’S BLESSING: The Chaos Defender is struck by its opponent’s special skill.  The Defender prays to their God and is given the Lucky Effect.

CHAOTIC:  Job Trait – Order:  Deals Darkness Elemental Damage.  Intimidation:  Chaos Defenders can scare others into helping them to prevent chaos.  Manipulator: Chaos Defenders may equip 3 artifacts instead of just 2.

1. SHIELD: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style.  They become Orderly.  While making the change, the Chaos Defender brings the opponent to half of their current health.

2. CHAOTIC STRIKE: The Chaos Defender feints and slips past the target to hit a random enemy with strength equal to (WPx3+Level). The originally targeted opponent is distracted by the diversion and does not gain a Free Hit.

3. CRITICAL HIT: The Chaos Defender attacks the target with strength equal to (WPx2+Level).

4. PESSIMISM: The Chaos Defender is hit with the enemy's attack, but then steals gold equal to the enemy's level.

5. DEFENDED DAMAGE:  The Defender takes damage equal to the enemy’s level minus the Defender’s SP.

6. ZOOT’S CURSE: The Chaos Defender is struck by its opponent’s special skill.  The enemy is given the Jinxed Effect.


Brickdoctor:

Posted Image



Kadabra:

Diviner
Diviners are masters of the arcane arts and can predict the future using the raw elements of the world.
Additional Health: +3
Additional Ether: +9
Weaponry: Diviners use arcane weapons - wands and staves.
Job Traits:
Healing: See Cleric

Spellcasting: See Mage.

Divination: Diviners may select 1 element to specialize in. This is the only element they may cast spells with or imbue in their weapons (a weapon may be multi-imbued if the chosen element is one of them), but they cause triple damage when using it and are immune to damage of that type. They can spend 3 Ether to receive a vision of the future, guiding them on their mission.

Battle Style: Elemental - Diviners use their mastery over their Element to wreak arcane havoc among foes.

1. SHIELD: Future Sight- The Diviner sees the future, and plans accordingly. You may replay the next round of battle or cause elemental damage equal to 5 x Weapon Power + level to the original target next round. This costs no ether. (e.g. WP 15 x 5 + Level 30 = 105 elemental damage to target next round, or replay next round.)

2. Titanic Spell/Invigorate: The Diviner spends 1 ether to cast an elemental spell with strength equal to 3x WP plus level, or heals themselves or an ally with such gusto that they restore health equal to the titanic attack and are Hastened. (e.g. WP 15 x 3 + Level 30 = 75 elemental damage, or 75 health restored + hastened effect.)

3. Greater Spell/Heal: The Diviner casts an elemental spell with strength equal to their weapon power x 2 added to their level, or spends one ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g.  WP 15 x 2 + Level 30 = 60 elemental damage or restore 45 health.)

4. Spell/Cure: The Diviner spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of meditating, the Diviner can spend 1 ether to restore health and ether to themselves or one of their allies equal to their level.

5. Magical Retribution: The Diviner is struck by the opponent’s attack, but in return makes the opponent weak to his favored element for the rest of the battle. Optionally, any attempt of healing fails.

6. Special Damage: The Diviner is struck by the opponent's special skill.

Scholar
Great rep with Academy of Enlightenment

* Additional Health: +X
*Additional Ether: +X
* Job Trait(s): Diplomacy (See Knight), Flee (See Rogue), Knowledgeable - Can read and speak any language and translate or decipher codes and symbols.
*Weapons: Scholars wield wands and staves, and can use Scrolls.
* Battle Style - Calculating: Scholars use their knowledge to help allies and hinder foes rather than attacking physically.

    1. SHIELD:  Exponential Damage - The Scholar uses his knowledge of the foe to deliver a decisive blow that does damage equal to WP^2
    2. ELIGHTEN/INSPIRE: The Scholar teaches the foe a life changing fact, Hexing the foe for three rounds.   Optionally, the Scholar makes his ally Lucky by giving them a rare and interesting piece of trivia.
    3. LECTURE/ENCOURAGE: The Scholar lectures the foe on something boring, i.e. history, putting them to Sleep. Optionally, he inspires an ally with an interesting lecture about, i.e., science, Encouraging him.
    4.  BABBLE: The Scholar spews random nonsense, Confusing all members of the battle including himself.
    5. DAMAGE: The Scholar is damaged by the foe. Optionally, any inspiration fails.
    6. SPECIAL DAMAGE: The Scholar is struck by its opponent’s special skill. Optionally, any inspiration fails.


Myrddyn:

Thug
Additional health + 15
Weapons: Thugs use clubs, maces, axes, hammers and spears.
Job traits: Flee - (see Rogue),
Concealed Blade - Thugs can replace an artifact with a dagger and gets extra power equal to the weapon power of the dagger, (e.g, for a critical hit - WP 15 x 2[=30] + Level 30[=60] + WP 7 [dagger]) =67
Look At Me! - When the Thug is first in the battle order, he gets the enemies attention, giving his allies more time to prepare their attacks. (This makes all allies LUCKY).
Battle style: Dirty - Thugs win their fights any way they can.

1. SHIELD: Taking you with me - The thug is Damaged by his opponent. However, he also deals damage equal to his weapon power multiplied by 8, plus his level. (WP 15 x 8 + Level 30 = 150 damage)

2. CRITICAL HIT: The thug strikes for damage equal to their weapon power multiplied by 2 added to their level. (WP 15 x 2 + Level 30 = 60 damage)

3. HIT: The thug strikes for damage equal to their weapon power added to their level. (WP 15 + Level 30 = 45 damage)Perhaps Afraid for 1 turn?

4. CHEAP SHOT: The thug throws dirt in his targets face, stunning them for the remainder of the round.

5. DAMAGE: The Thug is struck with his opponents attack.

6. SPECIAL DAMAGE: The Thug is struck with the opponents special skill.

Psychic
Additional health + 10
Additional ether + 5
Weapons: When nessesary, Psychics use wands, staves and daggers.
Job traits: Empath - Psychics have no need for Diplomacy; Animal Talk - (see Ranger), Track Down - (see Assasin or Hunter).
Battle style: Mind Control - Psychics prefer to play mind games rather than attack physically.

1. SHIELD: Mental Blast - All enemies target the Psychic but become confused for the next round. Costs no Ether.

2. HIT/HEX: Hexes the target for the next round. Costs 5 Ether. Alternatively, the Psychic strikes for damage equal to their weapon power added to their level. (WP 15 + Level 30 = 45 damage)

3. HIT/STUN: Stuns the target for the next round. Costs 5 Ether. Alternatively, the Psychic strikes for damage equal to their weapon power added to their level. (WP 15 + Level 30 = 45 damage)

4. MEDITATE: The Psychic concentrates to restore one ether.

5. DAMAGE: The Psychic is struck with the opponents attack.

6. PRECOGNITION: The Psychic has 50/50 chance to avoid any negative effects caused by the opponent's special skill.


Flipz:


Engineer
Additional Health: +9
Additional Ether: +4
Weapons: Engineers use specialized Tools for the task, like wrenches, hammers, and gears.  They may also use Scrolls, but with limitations; see below.
Job Traits: Mechanical Expertise - Allows the Engineer to repair, alter, and communicate with various machinery encountered; their expertise also allows them and their constructs to deal triple damage to Mechanical enemies.  Synchronous Operation - Engineers share Health and negative Effects with their Constructs, and are Mechanical/Humanoid type due to their cybernetic enhancements; due to their nature, all healing effects (aside from another Engineer's Repairs) are only half-effective.  Database - Engineers retain one Job Trait from their Base Class or their most recently held Advanced Class; this Job Trait is shared with their Construct.
Battle Style: Construction - Engineers build Constructs to aid their party, since their physical blows are somewhat lacking.

1. SHIELD: Eureka! – The Engineer is inspired by an idea, granting a random positive effect to their Construct that lasts until the Engineer rolls another SHIELD.  Additionally, the entire party deals double damage to Mechanical enemies next round.
2. REPAIRS/WEAK SPOT: The Engineer can spend 1 Ether to repair an allied Construct (including his or her own) with strength equal to two times their weapon power added to their level (e.g., WP: 6 x 2 + Lvl 30 = 42 Health restored to Construct).  Alternatively, the Engineer may physically attack an enemy with strength equal to their Weapon Power only while also hitting a weak spot, possibly leaving the enemy Weak and/or Frail for the next Round (determined by dice roll; 1=Both, 2=Weak, 3=Frail, 4=Neither).  (e.g., WP: 6 = 6 Damage to enemy)
3. JURY-RIG/PUNY HIT: The Engineer can spend 1 Ether to heal an allied Construct (including his or her own) with strength equal to their weapon power added to their level (e.g., WP: 6 + Lvl 30 = 36 Health restored to Construct).  Alternatively, the Engineer physically attack an enemy with strength equal to their Weapon Power only (e.g., WP: 6 = 6 Damage to enemy).
4. CONTEMPLATE: The Engineer concentrates to regain 1 Ether.
5. FRUSTRATING ERROR: The Engineer's attempt at repair fails.  The Engineer swears so vehemently that the enemy becomes Afraid.
6. MALFUNCTION: The Engineer's attempt at repair fails catastrophically; the Engineer and Construct take damage equal to its weapon power added to half their level and are Stunned (e.g., Construct's WP: 9 + (Lvl 30 ÷ 2) = 24 Damage and Stunned effect to self).

QM Note: Engineers use Scrolls by imbuing their Construct with the relevant effect (which lasts for the stated duration); for example, an Engineer could use a Scroll of Sleep to imbue his Construct's attacks with the Sleep effect for three Rounds, while using a Scroll of Luck would make the Construct Lucky for the rest of the battle.  This costs twice the listed Ether cost of the Scroll effect (e.g., 6 Ether for Scroll of Sleep, 20 Ether for Scroll of Luck, etc.).

CONSTRUCT
Base Health: Constructs share Health with the Engineer that created them.
Base Ether: none
Weapons: The Construct may be fitted with any weapon the Engineer could use before they became an Engineer, up to three weapons.  Adding weapons to a Construct beyond this limit costs 25 Gold, plus 5 Gold for each additional weapon carried.  Shields may be fitted (if the Engineer could previously use a shield) and take up a weapon slot, but Artifacts may not.  Switching between weapons requires one turn.
Job Trait(s): Synchronous Operation - Constructs share Health and negative Effects with their Engineers, and are Mechanical type; due to their nature, all healing effects (aside from another Engineer's Repairs) are only half-effective.  Database - Engineers retain one Job Trait from their Base Class or their most recently held Advanced Class; this Job Trait is shared with their Construct.  Backup Circuitry - Constructs have mutiple redundant systems, rendering them immune to instant death.  The Engineers themselves do NOT share this immunity.
Battle Style: Adaptive - The Construct adapts itself to its circumstances.
1. SHIELD I (used when Health is above half): Electromagnet: Draws all non-magical enemy attacks to the Construct next round, simultaneously stealing gold equal to the amount of damage dealt.
1. SHIELD II (used when Health is below half): Overload: The Construct unleashes a huge jolt of enemy, dealing Lightning-elemental damage to all enemies equal to three times their Weapon Power added to their Level (e.g., WP:9 x 3 + Lvl 30 = 57 Lightning-elemental damage to all enemies).  After this, the Construct is overloaded, leaving itself and its Engineer Stunned for three rounds; however, the smoke from the overloaded Construct provides the party a 50% chance of dodging enemy attacks and Specials during that time.
2. ADAPTIVE CRITICAL HIT: The Construct attacks the target with strength equal to two times their weapon power added to their level (e.g., WP:9 x 2 + Lvl 30 = 48 Damage).  Next Round, the Construct gains +1 Power for each time it has rolled "Shield", "Hit", or "Critical Hit" in a row (e.g., Hit -> Hit -> Critical Hit = +4 Power next Round.)
3. ADAPTIVE HIT: The Construct attacks the target with strength equal to its weapon power added to the Engineer’s level (e.g., WP:9 + Lvl 30 = 39 Damage).  Next Round, the Construct gains +1 Power for each time it has rolled "Shield", "Hit", or "Critical Hit" in a row (e.g., Hit -> Critical Hit -> Hit = +4 Power next Round.)
4. MEMORY BANK: The Construct uses the Shield effect for its user’s previous Base or Advanced class.  The choice should be listed in the character’s stats and may only be changed in the Heroica Hall Training Room.
5. ADAPTIVE DAMAGE: The Construct is struck by its opponent.  Next Round, the Construct gains SP equal to the number of times it has rolled "Damage" or "Special Damage" in a row, (e.g. "Damage -> Special Damage -> Damage = SP3 next round).
6. ADAPTIVE SPECIAL DAMAGE: The Construct is struck by the opponent’s special skill.  Next Round, the Construct gains SP equal to the number of times it has rolled "Damage" or "Special Damage" in a row, (e.g. "Special Damage -> Damage -> Special Damage = SP3 next round).



Callmepie:

Black Paladin
These paladins have fallen to darkness and had their angels corrupted by vile magics.
Weapons: Black Paladins use heavy blunt and bladed weapons like shields, greatswords, maces, hammers, axes, lances, halberds, and occasionally staves.
Job Traits: Intimidation - See Black Knight/Berserker. Black Healing - Black Paladins can heal allies like any ordinary Cleric, but it has no effect healing undead. Instead, healing will deal damage to Holy and Humanoid enemies.
Battle Style: Unholy - Black Paladins fight for the protection of their allies, as corrupt as they may be.
1. SHIELD - Demonic Retribution: The Black Paladin's corrupted angel protects the party from any damage and negative effects for the next round. Any damage or negative effects that would have been caused to an ally is instead dealt right back to the opponent.
2. CRITICAL HIT/DEFENDED BLACK HEAL MORE - The Black Paladin attacks their target for damage equal to twice their weapon power added to their level. Optionally, they may heal an ally at the expense of 1 ether for the same amount; in addition, the ally gains SP equal to the Black Paladin's for the next round. (WP 15 x 2 + level 30 = 60 damage to opponent or 60 health to ally and SP equal to Black Paladin's for next round)
3. HIT/BLACK HEAL - The Black Paladin attacks their target for damage equal to their weapon power added to their level. Optionally, they may heal an ally at the expense of 1 ether for the same amount. (WP 15 + level 30 = 45 damage to opponent or health to ally)
4. POWER COUNTER/DEFEND - The Black Paladin is hit with their opponent's attack (power of their shield decreases damage), but attacks right back with strength equal to their weapon power added to their shield power. Optionally, any attempt of healing fails, and the ally instead is given SP equal to the Black Paladin's for the next round. (Level 20 enemy - 10 SP, WP 15 + SP 10 = 10 damage to Black Paladin, 25 damage to opponent or SP equal to the Black Paladin's to ally for next round)
5. DEFENDED DAMAGE/NO HEAL - The Black Paladin is struck with the opponent's attack. Their shield power reduces the effect. Optionally, any attempt of healing fails. (Level 20 enemy - 10 SP = 10 damage to Black Paladin)
6. SPECIAL DAMAGE/NO HEAL - The Black Paladin is struck with the opponent's special skill. Optionally, any attempt of healing fails.


Marauder
Marauders are experts in the field of dual-handed combat, and use their skills to decimate their opponents in flurries of their weapons.
Health: +(8 - 12)
Weapons: Marauders use smaller weapons like daggers and longswords, as well as one-handed axes, hammers, and maces.
Job Traits: Flee - See Rogue. Intimidation - See Berserker/Black Knight. Agility - A Marauder's strength lies in flexibility and fluid movements.
Battle Style - Dual Proficiency - Marauders swiftly cut down their enemies with two weapons.

1. SHIELD - SLICE/DICE - If attacking with one weapon, the Marauder executes a short blade dance, dealing the Confused effect to the target and dealing damage equal to three times its weapon power added to their level. (WP: 10 x 3 + level 30 = 60 damage and Confused effect). If using both weapons on the same target, the effect is dealt to the entire enemy party. (WP: 10 x 3 + level 30 = 60 damage and Confused effect to all opponents.)

2. CRITICAL HIT/DOUBLE CRITICAL HIT - The Marauder attacks the target with the chosen weapon for twice its weapon power added to their level. (WP: 10 x 2 + level 30 = 50 damage) If attacking the target with both weapons, add both WP together and multiply by 5. (WP: 10 + WP: 10 x 5 + level 30 = 130 damage).

3. HIT/DOUBLE HIT -  The Marauder attacks the target with the chosen weapon for its weapon power added to their level. (WP: 10 + level 30 = 40 damage) If attacking the target with both weapons, add both WP together and multiply by 3. (WP: 10 + WP: 10 x 3 + level 30 = 90 damage).

4. POMMEL STRIKE/QUICK INCISION - With a single weapon, the Marauder Stuns the target for the next turn. If attacking the target with both weapons, the Marauder takes advantage of the target's weak point, dealing the Weakened effect for the next 3 rounds.

5. DAMAGE/PARRY - If attacking separate targets, the Marauder is struck with that opponent's attack. If attacking the same target with both weapons, the Marauder has a 50/50 to have damage halved.

5. SPECIAL DAMAGE/SPECIAL DAMAGE - The Marauder is struck with the opponent's special skill, in either case.


Jebediahs:

Harlot

* Additional Health: +X
* Job Trait(s): Promiscuous - Harlots have their own form of Diplomacy. Flee (See Rogue)
* Battle Style: Seduction - Harlots prefer to play mind games with their opponents. Partial to whips & chains (Thothwick/Dyric  :innocent: )

    1. SHIELD:  Pleasure House - The Harlot works her magic. All enemies receive a random negative effect from the list below.
    2. KISS AND MAKE UP: The Harlot attacks the target with strength equal to two times her weapon power added to her level. Additionally, target is enamored with her for the next round.
    3. HIT: The Harlot attacks the target with strength equal to her weapon power added to her level.
    4. IT FEELS SO GOOD: The Harlot does her job so well the target’s mind goes numb. Enemy’s level is lowered by WP/2 rounded down.
    5. MASOCHISM: The Harlot is struck by her opponent’s damage but revels in the pain so is encouraged for the next round.
    6. SPECIAL DAMAGE: The Harlot is struck by its opponent’s special skill.

QM Note: Pleasure House Negative effects:

* Poisoned - Don’t worry, it’ll clear up soon.
        * Badly Poisoned - Better have a cleric look at that.
        * Hexed - I’ll do whatever you say.
        * Sealed - Shh, I won't tell your wife.
        * Fast Asleep - Another satisfied customer.
        * Weakened -  I’m exhausted.



Waterbrick Down

Posted Image


Illusionists are first and foremost, performers. They are known for their wit, charm, and unbounded imaginations and possess the ability to bring their and others' very fantasies to life.
  • Health Bonus: +11
  • Ether Bonus: +3 (+1 per level for classes without base ether)
  • Weapons: Staves, Wands, Daggers.
  • Job traits: Figment - Instead of fighting, the illusionist can create a spell that negatively effects an enemy stats (see List of Misconception effects for reference), Misconception - The Illusionist may cast a deception that affects any of the 5 senses for the cost of 1 ether, Flee (see Rogue)
  • Battle style: Conjury – the Illusionist utilizes its creativity to craft spells to disorient and sow confusion and mayhem amongst their enemies.
[indent=1]1. SHIELD: Bafflement – The Illusionist casts an astounding marvel of deception causing all opponents to harm themselves equal to their level times a factor of 2 for good role-playing and causing the confused effect to all opponents.
2. CRITICAL HIT/GREATER ILLUSION: The Illusionist attacks the target with strength equal to two times their weapon power added to their level. Alternatively the Illusionist can use 1 ether to craft an illusion that will disorient the enemy opening themselves up to a gauranteed critical hit x2 during the next round by the first hero that targets them.
3. HIT/ILLUSION: The Illusionist attacks the target with strength equal to their weapon power added to their level. Alternatively the Illusionist can use 1 ether to craft an illusion that will disorient the enemy opening themselves up to a gauranteed hit x2 during the next round by the first hero that targets them.
4. REPLICATE: The Illusionist uses 5 ether to create a duplicate of him/her-self that will take the next strike against the Illusionist before dissipating. Only 2 duplicates may exist at a time.
5. DAMAGE: The Illusionist is struck by the opponent's attack.
6. SPECIAL DAMAGE: The Illusionist is struck by the opponent’s special attack.


Figment spells require 1 ether to maintain per round, the initial casting's effectiveness is dependent upon the target's level.

Target is 10 Levels < Illusionist's Level: 1/6 Chance of success
Target is 5 Levels < Illusionist's Level: 4/6 Chance of success
Target's Level = Illusionist's Level: 3/6 Chance of success
Target is 5 Levels > Illusionist's Level: 2/6 Chance of success
Target is 10 Levels > Illusionist's Level: 1/6 Chance of success

List of Figment Spell effects:
Blinded
Afraid
Slowed
Enamored
Confused

Posted Image




This is by no means a complete list. If you have any changes that you would like me to make, any Classes that you would like me to post, or any questions that you would like to ask me, post them here.

Edited by LEGOman273, 07 July 2012 - 03:00 PM.


#3 Waterbrick Down

Waterbrick Down

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Posted 04 June 2012 - 05:25 AM

Now that the initial reaction to the expert classes have calmed down I'd like to submit for critique 3 expert classes that I've been working upon. I should have all 3 up by the end of the week, but I'll give you the first of them now. For those of you who like to hold on to their gold and would like to play a more dashing and debonair class I present the:

Posted Image


These fancy fencers are in it for the fame and fortune and while they may come across as well to do or even snobbish they are masters of the blade.
  • Additional Health: +14
  • Weapons: Swashbucklers wield short and long bladed weapons and thus utilize Long swords, Great swords, Scimitars, Katanas, and Daggers
  • Job trait: Diplomacy (See knights), Coup de grace – If the Swashbuckler defeats an enemy they are hastened in the next round of battle, Duelist – For every enemy the Swashbuckler defeats in a battle they gain Gold equal to enemy’s level
  • Battle style: Proud – Swashbucklers find their worth in how much standing they have in society, generally measured in how many enemies they have defeated or in how large their purse is.

    1. SHIELD:  Fight to the death – The Swashbuckler attacks the target with strength equal to their weapon power times 4 added to their level; additionally the targeted enemy may only damage the Swashbuckler for the remainder of the battle.
    2. ELITE CRITICAL HIT: The Swashbuckler attacks the target with strength equal to the weapon power times two times their amount of gold divided by 100 rounded up added to their level.
    3. ELITE HIT: The Swashbuckler attacks the target with strength equal to their weapon power times their amount of gold divided by 100 rounded up added to their level.
    4. COUNTER: The Swashbuckler is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level.
    5. DAMAGE: The Swashbuckler is struck by the opponent's attack.
    6. SPECIAL DAMAGE: The Swashbuckler is struck by the opponent’s special attack.

*Notes: I am still up in the air as to whether have the battle style be dependent upon how much Gold the Swashbuckler has or instead make all their hits ignore SP. The Swashbuckler fits more into a roguish catagory in that they don't necessarily aid the party but they find their strength in finishing off opponents. A Swashbuckler's effectiveness really lies in how much gold they have and the player must judge whether a loss in power is worth an upgrade in weapon or an item. I think the implementation of a class like this would lead to more enemies being able to steal gold from the Party. The class could be gained from good reputation with pirates, bandits, or a group like the Ve'er Town Watch as this class was slightly modeled after one of the main protagonists from Rumble Strike's quests.

Currently questing in Sandy's Heroica RPG as:


Posted Image                                  Posted Image

Skrall, Lv. 36 Ogre, Hunter   Polly & Mr. Sanders, Lv. 1 Human, Mage


#4 Zepher

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Posted 04 June 2012 - 05:46 AM

I would 100% play as that class.  It looks awesome AND very in character for Boomingham.

Lord Lawrence Boomingham


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Lil' Zepher In Mafia School


#5 LEGOman273

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Posted 04 June 2012 - 05:52 AM

@Sandy:
What do you think of Bounty Hunter (C&C-wise)?

#6 Zepher

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Posted 04 June 2012 - 05:53 AM

The could use a bit more oomph, though.  Hastened for the rest of the battle after defeating an enemy seems really cool and worthwhile.  It wouldn't happen for the first few rounds, when being hastened is really coveted, so it wouldn't be OP'd and would still leave them to buy smelling salts, but would come in to "clean up house" closer to the end of the battle.  Duelist also seems a little weak.  If you think about how much gold Rogues mop up... that really don't seem like that much in comparision, and their attacks are dependent on reaping gold.

Also, someone with Hybros would destroy with this class, so I'd change the following:

Right now, you have (WPx(g/100)+lvl).  With Hybros' like WP 15 weapon and 1000 gold, that would be a ridiculously high number.  So, I advise this change:

Critical Hit:  ((WP+(Gold/100))x2+lvl)

Hit:  ((WP+(Gold/100))+lvl)

Lord Lawrence Boomingham


&


Lil' Zepher In Mafia School


#7 CallMePie

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Posted 04 June 2012 - 05:56 AM

I like it. It's based on 1-1 fights, and gets more intense as time passes (with the hastened effect and gaining more power from defeated enemies.) If I could make a recommendation, I think you should use Special Dodge. (50/50 chance to hit another party member on a special damage.) It'll really round off the selfish jackass style of the class.   :grin:

Edited by CallMePie, 04 June 2012 - 05:57 AM.

Posted ImagePosted ImagePosted Image
Atramor Gibbin, Level 33 Regulator in Sandy's Heroica RPG
Miderun, Level 4 Barbarian in Sandy's Heroica RPG

#8 Waterbrick Down

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Posted 04 June 2012 - 05:58 AM

View PostZepher, on 04 June 2012 - 05:53 AM, said:

The could use a bit more oomph, though.  Hastened for the rest of the battle after defeating an enemy seems really cool and worthwhile.  It wouldn't happen for the first few rounds, when being hastened is really coveted, so it wouldn't be OP'd and would still leave them to buy smelling salts, but would come in to "clean up house" closer to the end of the battle.  Duelist also seems a little weak.  If you think about how much gold Rogues mop up... that really don't seem like that much in comparision, and their attacks are dependent on reaping gold.

Also, someone with Hybros would destroy with this class, so I'd change the following:

Right now, you have (WPx(g/100)+lvl).  With Hybros' like WP 15 weapon and 1000 gold, that would be a ridiculously high number.  So, I advise this change:

Critical Hit:  ((WP+(Gold/100))x2+lvl)

Hit:  ((WP+(Gold/100))+lvl)
Good idea on the revamp of the Gold modifier, I originally had the Counter allow the Swashbuckler to steal gold in addition to striking back but I thought that was OP. Also the Coup de grace originally started as "Perfectionist - For every 15 enemies the Swashbuckler defeats their WP increases by 1 permenantly" this was similar to the Mystic Knight's enchantment in that the bonus couldn't be transferred from weapon to weapon, but I thought the trait conflicted with the decision players have to make between upgrading their weapon or keeping their melee bonus.

EDIT: Forgot the number 15.

Edited by Waterbrick Down, 04 June 2012 - 06:00 AM.

Currently questing in Sandy's Heroica RPG as:


Posted Image                                  Posted Image

Skrall, Lv. 36 Ogre, Hunter   Polly & Mr. Sanders, Lv. 1 Human, Mage


#9 Rumble Strike

Rumble Strike

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Posted 04 June 2012 - 12:33 PM

As I said to WBD privately, this is exactly the thing I had in mind when creating Hlin.  I love the class and am glad that others do too.  Top work WBD!
here all entwined in dreams once long I slept

#10 JimBee

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Posted 04 June 2012 - 06:54 PM

I like it, too. The method of using gold for power is really neat and fitting for this class. And I agree with Zepher that the hastened effect should be permanent, since it won't come into effect until about halfway through the battle and it's not guaranteed that the Swashbuckler will deliver the finishing hit to an enemy.

Also, I would change the weapons that a Swashbuckler can use to fit the official weapon types (scimitars and katanas are not).

Quote

With Hybros' like WP 15 weapon and 1000 gold, that would be a ridiculously high number.
Not that it's likely Hybros would advance to this class (out of character), but he only has a WP: 12 scythe and 800 some gold.  :tongue: But even with those stats that you said, it would only be 15*10 + 30 so 180 damage... so yeah a little OP.  :laugh:

Posted ImagePosted Image
Currently playing Hybros, 53-year-old male imp Chi Monk in the Heroica RPG

Currently playing Jerry Bergeron in Red Menace Mafia
Stats | Bio


#11 Poison Ivy

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Posted 04 June 2012 - 07:59 PM

A little something I came up with earlier:
Juggernaut
*picture coming*
Health Bonus +13
These fighters brutally obliterate enemies with no regard for personal safety.
Job traits: Risky:The Juggernaut can only target the enemy with the highest level.
Destroyer: The Juggernaut hits hard, but can only target one enemy at a time (similar to a Berserker)
Intimidation: The Juggernaut uses their armored appearance to strike fear into other's hearts.
Challenger: The Juggernaut never flees from a fight, even when a Smoke Bomb is thrown.
SHIELD: Rolling Hero: The Juggernaut attacks the three enemies with the most remaining HP with strength equal to five times their weapon power added to their level. (e.g. WP:10 x 5 + level 30 = 80 damage to three enemies)
EXTREMELY CRITICAL HIT: The Juggernaut hits the enemy with strength equal to three times their weapon power added to their level times two. (e.g WP:10 x 3 + level 30 x 2 = 90 damage to the target.
POWERFUL HIT: The Juggernaut hits the target with strength equal to two times their weapon power added to their level. (e.g. WP:10 x 2 + level 30 = 50 damage)
HELPER: The Juggernaut aids an ally below it in the battle order, hitting the ally's target with their weapon power only (e.g. WP:10 = 10 damage done)
DAMAGING COUNTER: The Juggernaut is damaged by it's opponent, but strikes back with its bare hands, dealing damage back to the enemy equal to the Juggernaut's level only.
SPECIAL COUNTER: The Juggernaut is struck by it's opponent's Special, but has a 50/50 chance of deflecting the special back to the target (determined by a dice roll)
Played as Pinocchio in Sandy's Mafia School: A Bedtime Story.

Posted Image
Alisha Mortek, 22 yr old female Human, Level 4 Barbarian
Equipped Items - Bone Axe (Greataxe) WP: 11
Inventory - 3 Potions, 4 Meads
Gold - 0
Health - 11/11.
Power - 14

Join the forum I co-moderate, the Ninjago RPG!
An EXO-FORCE lover and proud of it.

#12 Scubacarrot

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Posted 04 June 2012 - 08:05 PM

View PostPoison Ivy, on 04 June 2012 - 07:59 PM, said:

snip

Two things: it seems extremely overpowered, and with a job trait like the first one, why would you even need to be around with the battle, you can only attack one enemy anyway :sceptic:.

Posted Image


#13 Capt.JohnPaul

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Posted 04 June 2012 - 08:26 PM

Juggernaut! :excited: :wub_drool:  
That is OP! Way too much. Here's some suggestions for change:
Only +13 health??? Waaayy too little, it's a juggernaut.
.Make it permanently slowed.
.Get rid of Challenger
.Mention that it can carry shields and has a high defense. (Perhaps have it where its armor could be destroyed? Then the Hero has to pay to "fix" it.)

I'll keep thinking. :shark:

#14 CallMePie

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Posted 04 June 2012 - 08:44 PM

I like the idea, but it does seem unnecessarily powerful. Juggernauts struck me as defenders, not attackers, having both at such extremes in one class is a little too much in my mind. I like how they always have to go for the strongest opponent, though. Maybe less powerful hits, or a removal of the counters?
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Atramor Gibbin, Level 33 Regulator in Sandy's Heroica RPG
Miderun, Level 4 Barbarian in Sandy's Heroica RPG

#15 Poison Ivy

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Posted 04 June 2012 - 08:49 PM

View PostScubacarrot, on 04 June 2012 - 08:05 PM, said:

Two things: it seems extremely overpowered, and with a job trait like the first one, why would you even need to be around with the battle, you can only attack one enemy anyway :sceptic:.
How do you mean?

View PostCapt.JohnPaul, on 04 June 2012 - 08:26 PM, said:

Juggernaut! :excited: :wub_drool:  
That is OP! Way too much. Here's some suggestions for change:
Only +13 health??? Waaayy too little, it's a juggernaut.
.Make it permanently slowed.
.Get rid of Challenger
.Mention that it can carry shields and has a high defense. (Perhaps have it where its armor could be destroyed? Then the Hero has to pay to "fix" it.)

I'll keep thinking. :shark:
Thanks for the feedback! Dammit, I did forget to say that it could carry shields. :facepalm: The permananantly Slowed effect is a good idea too.

View PostCallMePie, on 04 June 2012 - 08:44 PM, said:

I like the idea, but it does seem unnecessarily powerful. Juggernauts struck me as defenders, not attackers, having both at such extremes in one class is a little too much in my mind. I like how they always have to go for the strongest opponent, though. Maybe less powerful hits, or a removal of the counters?
I was going with the more literal interpretation of the word  "Juggernaut", which the dictionary says means "a huge, powerful, or overwhelming force or institution". That's what I was going for there, something that can kill enemies quickly. Capt. JohnPaul's idea for permanently Slowed makes sense though, I'm going to change it so that either that becomes a job trait or the Shield leaves the Juggernaut Stunned for the next round, similar to a Black Knight's shield skill.
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#16 Scubacarrot

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Posted 04 June 2012 - 08:55 PM

View PostPoison Ivy, on 04 June 2012 - 08:49 PM, said:

How do you mean?

Because it can only attack the enemy with the highest level, in most cases, that would leave 0% room for strategy.

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#17 Capt.JohnPaul

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Posted 04 June 2012 - 09:29 PM

Also, what "faction" would you have to have a great reputation with to get the juggernaut? Is there a juggernaut group?? Ooooh... *scribble scribble*

#18 Jebediahs

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Posted 04 June 2012 - 10:10 PM

The permanently slowed is very fitting. Also, since "The Juggernaut uses their armored appearance to strike fear into other's hearts" you could factor SP into their damage.

For instance the SHIELD damage could be: (WP + LvL) x SP/2 rounded up.
(WP: 10 + Level 30) x SP: 10 / 2 = 200 dmg

The CRITICAL HIT damage could be: WP x SP / 2 + LvL rounded up.
WP: 10 x SP: 10 / 2 + Level 30 = 80 dmg

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#19 Poison Ivy

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Posted 05 June 2012 - 12:21 AM

View PostScubacarrot, on 04 June 2012 - 08:55 PM, said:

Because it can only attack the enemy with the highest level, in most cases, that would leave 0% room for strategy.
Not always, for example if there were two Lvl 10 enemies and a Lvl 5 enemy, the hero could choose to hit either Lvl 10 enemy until one or both are defeated, in which case they would attack the Lvl 5 enemy. :wink:

View PostCapt.JohnPaul, on 04 June 2012 - 09:29 PM, said:

Also, what "faction" would you have to have a great reputation with to get the juggernaut? Is there a juggernaut group?? Ooooh... *scribble scribble*
I dunno, I haven't figured that out yet. :def_shrug:

View PostJebediahs, on 04 June 2012 - 10:10 PM, said:

The permanently slowed is very fitting. Also, since "The Juggernaut uses their armored appearance to strike fear into other's hearts" you could factor SP into their damage.

For instance the SHIELD damage could be: (WP + LvL) x SP/2 rounded up.
(WP: 10 + Level 30) x SP: 10 / 2 = 200 dmg

The CRITICAL HIT damage could be: WP x SP / 2 + LvL rounded up.
WP: 10 x SP: 10 / 2 + Level 30 = 80 dmg
That would be great, thanks for the input! :thumbup:
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#20 Waterbrick Down

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Posted 05 June 2012 - 03:23 AM

Alright, taking the suggestions into account, here is the revamped Swashbuckler.

These fancy fencers are in it for the fame and fortune and while they may come across as well to do or even snobbish they are masters of the blade.
  • Additional Health: +14
  • Weapons: Swashbucklers wield short and long bladed weapons and thus utilize Long swords, Great swords, and Daggers
  • Job trait: Diplomacy (See knights), Coup de grace – If the Swashbuckler defeats an enemy they are hastened for the remainder of the battle. Duelist – For every enemy the Swashbuckler defeats in a battle they gain Gold equal to two times the enemy’s level
  • Battle style: Proud – Swashbucklers find their worth in how much standing they have in society, generally measured in how many enemies they have defeated or in how large their purse is.

    1. SHIELD:  Fight to the death – The Swashbuckler attacks the target with strength equal to their weapon power times 4 added to their level; additionally the targeted enemy may only damage the Swashbuckler for the remainder of the battle.
    2. ELITE CRITICAL HIT: The Swashbuckler attacks the target with strength equal to the weapon power times two, added to their amount of gold divided by 100 rounded up, added to their level. Ex. ((WPx2)+(Gold/100)+Level)
    3. ELITE HIT: The Swashbuckler attacks the target with strength equal to their weapon power, added to their amount of gold divided by 100 rounded up, added to their level. Ex. (WP+(Gold/100)+Level)
    4. COUNTER: The Swashbuckler is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level.
    5. DAMAGE: The Swashbuckler is struck by the opponent's attack.
    6. SPECIAL Dodge: The Swashbuckler has a 50/50 chance to dodge the opponent's special skill so that it hits the next ally in turn instead, unless the skill hits everybody.

Notes:
  • Weapons fixed.
  • Coup de grace now hastens the Swashbuckler for the entire battle.
  • Duelist is now buffed to deliver 2 times an enemies level in gold after a kill.
  • Elite Critical Hit and Elite Hit now add the Gold/100 factor instead of multiplying by it.
  • Special Damage has been switched to Special Dodge.
There still remains the issue as to how the Swashbuckler obtains their gold, I've also considered adding a "Steal" effect to "Counter" and calling it "Riposte", if I do that should I debuff "Duelist"? I still want to keep the class balanced but at the same time fun to play and part of the balance part is adding some sort of weakness to the class, right now that is a player's potential lack of gold to maximize their power. What are the thoughts on "Fight to the death"?

Edited by Waterbrick Down, 05 June 2012 - 03:23 AM.

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#21 CallMePie

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Posted 05 June 2012 - 03:35 AM

I think Fight to the Death should also include 'While the enemy is focused on the Swashbuckler, its SP is reduced to 0' or something to that effect. Also, yes, Counter should include taking gold (I called it Counterthief, I think Chaos Defender has it too), but at the cost of Duelist.
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#22 JimBee

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Posted 05 June 2012 - 03:49 AM

View PostWaterbrick Down, on 05 June 2012 - 03:23 AM, said:

There still remains the issue as to how the Swashbuckler obtains their gold, I've also considered adding a "Steal" effect to "Counter" and calling it "Riposte", if I do that should I debuff "Duelist"?
I think that you should keep Duelist and Counter how they are, however if you choose to add a steal effect then I think that you should remove the Duelist trait entirely. To keep the gold income limited so as not to make the Swashbuckler too powerful.

And I've also revamped the Werewolf class, based on the suggestions given. Let me know what you think.

Werewolf
The cursed beings have the ability to transform between man and beast. The start of a battle will instigate a transformation into beast form, while the end of the battle will force it back to default form.
Additional Health: +12
Weapons: None – Werewolves cannot use any weapons in battle, and instead rely on their own strength to dispose of enemies.
Job Traits: Strongman – Werewolves are immune to the Afraid, Weakened, and Fragile effects. Natural Respite – See Barbarian. Fearless – Werewolves are encouraged for all battles, but cannot fight from the back row unless forced to.
Battle Style: Fearless – Werewolves are afraid of nothing, and will jump into battle immediately.
Default form:
1. SHIELD: Howl – The Werewolf lets out a piercing howl, petrifying the target.
2. POWERFUL CRITICAL HIT – The Werewolf attacks with twice their current power.
3. POWERFUL HIT – The Werewolf attacks with strength equal to their power.
4. AGILITY – The Werewolf limbers up so that becomes hastened for the next round.
5. DAMAGE – The Werewolf is struck with the opponent’s attack.
6. SPECIAL DODGE – The Werewolf has a 50/50 chance of avoiding the enemy's special skill and passing it on to the next ally in the battle order, unless the special targets all party members.  

Notes:
- Doubled additional health to 12.
- Lifted the artifact limitation.
- Changed "Sheer Power" to "Fearless", which gives the permanent encouraged effect but prevents back row fighting (unless induced by an enemy's special skill or otherwise).
- Changed Special Damage to Special Dodge

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#23 Zepher

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Posted 05 June 2012 - 04:05 AM

WBD, please give it out as a prize to something I am a part of, I absolutely 100% want to play that class.  It is awesome and fits Boomingham perfectly.

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#24 CallMePie

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Posted 05 June 2012 - 04:08 AM

View PostZepher, on 05 June 2012 - 04:05 AM, said:

WBD, please give it out as a prize to something I am a part of, I absolutely 100% want to play that class.  It is awesome and fits Boomingham perfectly.

I have to agree here. But keep Barty as a disgraced angel or something.  :grin:
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#25 Scubacarrot

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Posted 05 June 2012 - 06:23 AM

Swashbuckler seems really good, it's something I would like to play as!

JimB, I think the werewolf Shield effect could be stronger, other than that, it looks good!

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