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Posted

Jeez, I keep nearly forgetting to put up an idea, and I'm only a third of the way through now. :blush:

PIRATE

These rowdy sailors do whatever it takes to get some treasure.

· Additional Health: +13

· Weapons: Pirates wield brutal boarding weapons such as axes, clubs, daggers, longswords, throwing weapons, and handcannons.

· Job Traits: Flee (See Rogue), Seafarer - Pirates are Inspired when in the presence of the sea, Treasure Hunter - Pirates have a natural affinity for finding more treasure when digging or mining.

· Battle Style: Thieving: Pirates go wherever the coin is.

1. SHIELD:
Arrhh
- The pirate flies into a (probably drunken) rage, dealing 2-12 hits to the target with strength equal to their weapon power added to their level. Each strike has a 1/3 chance of stealing gold equal to the opponent’s level, if they carry gold.

2. MUG: The pirate deals damage to the opponent equal to three times their weapon power added to their level. If the target carries gold, the pirate steals gold equal to the target’s level.

3. HIT: The pirate deals damage to the opponent equal to their weapon power added to their level.

4. SWIG: The pirate downs some questionable liquor, gaining the encouraged- and enraged- effects. If the pirate is already encouraged- and enraged-, they steal gold equal to the target’s level, if they carry gold.

5. DAMAGE: The pirate is struck by the opponent's attack.

6. SPECIAL COVER: The pirate has a 50/50 chance of being protected from any damage caused by the opponent’s special skill.
Posted

TEMPLAR

These holy crusaders utilize their faith to deal stronger blows and keep allies free of debilitating effects.

I like the style of this class, but the cleansing/dispel abilities are too weak and cost too much in comparison to Nurture for Druids, which both heals and removes all effects at the cost of 1 ether. I think it's too complex for the dispel to have three levels of effect, it should be restricted to just Dispel/No Dispel.

1. SHIELD:
Arrhh
- The pirate flies into a (probably drunken) rage, dealing 2-12 hits to the target with strength equal to their weapon power added to their level. Each strike has a 1/3 chance of stealing gold equal to the opponent’s level, if they carry gold.

That skill should obviously be called Yarr! Don't you know your pirate lingo? :tongue:

Posted

I like the style of this class, but the cleansing/dispel abilities are too weak and cost too much in comparison to Nurture for Druids, which both heals and removes all effects at the cost of 1 ether. I think it's too complex for the dispel to have three levels of effect, it should be restricted to just Dispel/No Dispel.

That skill should obviously be called Yarr! Don't you know your pirate lingo? :tongue:

Didn't even think about that. I suppose that makes more sense.

As does that. :laugh:

I feel like this is tenth time I've worked on this class. Hoping it's not too much like Chi Monk...

SPELLBLADE

These intuitive fighters use the elements to empower their attacks, protect from others, and take advantage of opponents’ weaknesses whenever they can.

· Additional Health: +8

· Additional Ether: +3

· Weapons: Spellblades use versatile weapons like longswords, greatswords, axes, maces, and spears. They also wield gems to great effect.

· Job Traits: Natural Respite: (See Barbarian), Elemental Aura: The spellblade may cast elemental auras outside of battle for five rounds at the cost of 5 ether. Iron Blade: The spellblade may cut through any obstacle at the cost of 1 ether.

· Battle Style: Enchanting - Spellblades use their enemy's elemental strengths and weaknesses against them.

1. SHIELD:
Elemental Embodiment
- The spellblade takes their (random, if the spellblade wasn't using an imbued hit) element to heart. For the duration of the battle, all attacks with this element, both by the spellblade and allies, deal x4 damage to opponents weak to it rather than x2. Additionally, elemental auras of the element now deal elemental damage to the attacker whenever the ally the aura surrounds is hit. If the spellblade is already embodying an element, they deal damage to the target equal to four times their weapon power added to their level.

2. IMBUED CRITICAL HIT/GREATER ELEMENTAL AURA: The spellblade attacks the target with strength equal to twice their weapon power added to their level. Optionally, they may choose to imbue the attack with an element available to them at the cost of 1 ether. Instead of attacking, the spellblade may cast an elemental aura around themselves or an ally, granting immunity to that element for the next five rounds at the cost of 5 ether. (WP: 15 x 2 + level 30 = 60 (elemental) damage)

3. IMBUED HIT/ELEMENTAL AURA: The spellblade attacks the target with strength equal to their weapon power added to their level. Optionally, they may choose to imbue the attack with an element available to them at the cost of 1 ether. Instead of attacking, the spellblade may cast an elemental aura around themselves or an ally, granting immunity to that element for the next three rounds at the cost of 5 ether. (WP: 15 + level 30 = 45 (elemental) damage)

4. ENCHANTMENT The spellblade spends ether to enhance their weapon, permanently increasing weapon power by one. The ether cost is equal to the power of the weapon after the enchantment. If there is not enough ether, nothing happens.

5. DAMAGE: The spellblade is struck by the enemy’s attack.

6. SPECIAL DAMAGE: The spellblade is stuck by the enemy's skill.
Posted

So CMP doesn't have to double post...

Rager - These devastating maulers destroy enemies one by one.

Requirements: Must have played a Barbarian class for at least 10 quests.

* Additional Health: +15

* Weapons: Ragers use large weapons such as clubs, halberds, spears, great swords/axes.

* Job Trait(s): Super Encouraged - The encouraged effect causes the rager to do x4 damage instead of x2.

Barbarous Rage - The rager’s presence riles up other barbarians making the damage component of their SHIELD abilities apply to all enemies (if they don’t already) but causes each barbarian to be permanently Enraged.

Natural Respite - (See barbarian).

* Battle Style: Ragin’! - Ragers channel their anger to go super saiyin increase their power level.

1. SHIELD:
Pick A Weapon, Damnit!
- The rager attacks her target with strength equal to her weapon power multiplied by three then added to her level (ex. WP:20x3 + Level 30 = 90 damage). Additionally, the rager may choose a weapon type to favor. The rager does x2 damage with her favored weapon type on all successful strikes.

2. EXTRA CRITICAL HIT/RAGE UP MORE: The rager hits her target with strength equal to weapon power multiplied by three then added to level (WP: 20x3 + Level 30 = 90 damage). Optionally, the rager roars to temporarily increase her maximum health by the power of her extra critical hit and her level by her weapon power for three rounds (+90 health, +20 Level). Unfortunately, the stress of the rage returns her stats to normal then minimizes the rager for three rounds after the rage effect expires. The rager is unable to rage again until the minimized effect is removed. Consecutive Rage Up effects refresh the three round timer and do not stack.

3. CRITICAL HIT/RAGE UP: The rager hits her target with strength equal to weapon power multiplied by two then added to level (WP: 20x2 + Level 30 = 70 damage). Optionally, the rager roars to temporarily increase her maximum health by the power of her critical hit and her level by her weapon power divided by two rounded up for three rounds (+70 health, +10 Level). Unfortunately, the stress of the rage returns her stats to normal then minimizes the rager for three rounds after the rage effect expires. The rager is unable to rage again until the minimized effect is removed. Consecutive Rage Up effects refresh the three round timer and do not stack.

4. N/A:

5. DAMAGE/NO RAGE UP: The rager is struck by the enemy’s attack. Optionally, any attempt to rage up fails.

6. SPECIAL DAMAGE/NO RAGE UP: The rager is struck by the enemy’s special skill. Optionally, any attempt to rage up fails.

Posted

And to go along with the barbarian theme of Jeb's class...

BRIGAND

These mighty combatants decimate their opponents with unmatchable strength.

· Additional Health: +5

· Additional Power: +5

· Weapons: Brigands can use axes, clubs, greatswords, halberds, hammers, and spears.

· Job Traits: Natural Respite (See Barbarian), Combat Opportunity - Brigands gain an additional 5 power fighting in the front row, and an extra 5 maximum health in the back row, Well-Needed Rest - Brigands rest whenever they can, regaining five health every round they are Asleep or Fast Asleep.

· Battle Style: Savage: Brigands use everything they can to crush their opponents.

1. SHIELD:
Rage
- The brigand goes into a battle craze, dealing damage to the enemy party equal to their weapon power added to their level. Additionally, each enemy randomly receives either the Weakened, Fragile, or Stunned effects. The brigand then takes a brief respite, falling Fast Asleep.

2. EXTRA CRITICAL HIT: The brigand deals damage to the opponent equal to three times their weapon power added to their level.

3. CRITICAL HIT: The brigand deals damage to the opponent equal to twice their weapon power added to their level.

4. COUNTER: The brigand is struck by the opponent’s attack, but attacks right back with power equal to their weapon power added to their level.

5. DAMAGE: The brigand is struck by the opponent's attack.
Posted

Hydromancer

These mages go with the flow.

* Additional Health: +3

* Additional Ether: +6

* Weapons: Staves, Wands, Scrolls, Daggers, Gems

* Job Trait(s): Liquid Mastery - Immune to water based attacks and poisons and able to grant water elemental damage to weapons.

Water Breathing Aura - The hydromancer’s presence allows the party to breathe comfortably underwater.

Spellcasting - (See mage).

* Battle Style: Fluid - Hydromancers like it wet.

1. SHIELD:
Water Prison Technique
- The hydromancer surrounds 1-3 targets in a strong watery sphere which dooms yet reinforces the targets at the cost of 1 ether per target. Unfortunately, due to the complexity of the spell, there is a 50/50 chance the spell is cast on the allied party instead.

2. CRITICAL HIT/GREAT SPELL/HARDER WATER: The hydromancer attacks or spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level (WP:20 x 2 + Level 30 = 70 damage). Optionally, the hydromancer can spend 10 ether to encase their target’s weapon in water causing it to deal water elemental damage only for the remainder of the battle. Additionally, the weapon is granted the badly poisoned effect which expires from the weapon after the first successful strike.

3. HIT/SPELL/HARD WATER: The hydromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level (WP:20 + Level 30 = 50 damage). Optionally, the hydromancer can spend 10 ether to encase their target’s weapon in water causing it to deal water elemental damage only for the remainder of the battle. Additionally, the weapon is granted the poisoned effect which expires from the weapon after the first successful strike.

4. SPLASHBACK: The hydromancer attacks or spends 1 ether to cast an elemental spell with strength equal to weapon power (WP:20 = 20 damage dealt). The blast splashes back at the hydromancer, damaging him in an amount equal to weapon power divided by two (WP:20/2 = 10 damage received).

5. DAMAGE/NO WATER: The hydromancer is struck by their opponent’s attack. Additionally, any attempt at coating a target’s weapon in water fails.

6. SPECIAL DAMAGE/NO WATER: The hydromancer is struck by their opponent’s special damage. Additionally, any attempt at coating a target’s weapon in water fails.

Posted

Hmm, has CallMePie forgotten the past 5 days? :tongue:

Interesting concept, Jeb, I remember your Pyromancer from a while back. It's a fun idea, but I don't think the element alone is enough to make a class. If you've played Magic: The Gathering, maybe you could associate some of the color strategies used in that game with your classes (such as Red: burn through ether quickly to cause quick and simple fire/earth damage or White: restore ether/health and focus on supporting/defending allies and self with light/wind based attacks).

Posted (edited)

Hmm, has CallMePie forgotten the past 5 days? :tongue:

Completely. :blush:

I'm not sold on this class's Shield, but I think the concept is good. I'm also convinced this is the coolest Damage roll ever. :grin:

NINJA

These stealthy assassins use any means at their disposal to rid of enemies without attracting attention.

· Additional Health: +5

· Weapons: Ninjas uses swift, silent weapons such as daggers, longswords, throwing weapons, bows, staves, and spears.

· Job Traits: Flee: (See Rogue), Stealth: (See Thief), Agility - Ninjas are notably acrobatic, and can use this to their advantage outside of battle.

· Battle Style: Silent – Ninjas uses poisons to take out their enemies as quietly as possible and to avoid taking damage.

1. SHIELD:
Paid Assassin –
The ninja stabs the target in the back with strength equal to six times their weapon power added to their level, ignoring defense. If the ninja defeats the target next round they will receive 100 gold. Each additional round it takes for the ninja to defeat the target reduces the reward by 10 gold, and can expire. ((WP: 15 x 6) + level 30 = 120 damage ignoring defense).

2. BADLY POISONED CRITICAL HIT: The ninja attacks the target with a badly poisoned weapon with strength equal to twice their weapon power added to their level. ((WP: 15 x 2) + level 30 = 60 damage with badly poisoned-effect)

3. BADLY POISONED HIT: The ninja attacks the target with a badly poisoned weapon with strength equal to their weapon power added to their level. (WP: 15 + 30 = 45 damage with badly-poisoned effect)

4. BADLY POISONED AIM: The ninja attacks the target with a badly poisoned weapon with strength equal to their weapon power only. (WP: 15 = 15 damage with badly-poisoned effect)

5. INTO THE SHADOWS: The ninja is struck by the opponent’s attack, then retreats into the shadows, recovering three health per turn and avoiding any action that might come their way while doing so. The ninja may choose to leave the shadows at any time, but will automatically do so after full health is restored.

6. SPECIAL DAMAGE: The ninja is struck by the opponent’s special skill.
Edited by CallMePie
Posted (edited)

Doubt I'll have 30 classes total up by the end of the month, but I've still got a few ideas yet I've left to post. :grin: This is one of my personal favorites.

GAMBLER

These shrewd rogues use devious tricks to gain as much gold as they can from opponents.

· Additional Health: +7

· Weapons: Gamblers wield small, concealable weapons like daggers, throwing weapons, whips, clubs, and maces.

· Job Traits: High Roller – Gamblers may specify before attacking if they want to spend gold to reroll the battle die. Cost of rerolling is equal to the number of the roll times five. Die can only be rerolled once per round. Flee (See Rogue), Black Market – Gamblers receive an automatic 15% discount at all shops and merchants.

· Battle Style: Risky: Gamblers aren’t afraid to take a chance for a shot at big money.

1. SHIELD: Blackjack: The gambler’s last seven rolls, excluding results that were rerolled, are added up (roll immediately as necessary until seven rolls have occurred in total). If the sum is equal to or less than 20, the gambler attacks that many times with strength equal to their weapon power added to their level, hits divided equally among the enemy party, each attacking having a 1/6 chance of gaining gold equal to damage dealt if the enemy carries gold. If the sum is 21, the 1/6 chance automatically succeeds. If the sum is over 21, the gambler attacks each member of the enemy party once, but must pay gold equal to the sum.

2. GREEDY CRITICAL HIT: The gambler deals damage equal to twice their weapon power added to their level, and has a 1/6 to gain gold equal to damage dealt if the enemy carries gold.

3. HIT: The gambler deals damage equal to their weapon power added to their level.

4. THE DIE IS CAST: The gambler gains one of the lucky-, encouraged-, hastened-, fragile-, weakened-, or doomed-effects.

5. PICKPOCKET: The gambler is struck by the opponent’s attack, but they manage to snatch gold equal to the opponent’s level if they carry gold.

6. SPECIAL DAMAGE: The gambler is struck by the opponent’s special skill.

Edited by CallMePie
  • 3 weeks later...
Posted (edited)

I said I was working on a Sailor Scout/ Magical Girl/ Pretty Solider class, and here's what I've come up with. Once again, this is a very rough draft. It's basically a mash up of Paladin and Warden with a dash of the counterstrike gloves.

Celestial Soldier

Requirements: ???

-These warriors carry out swift and virtuous justice to dark and sinister forces in an effort to make the world a better place.

-Additional Health: +20

-Additional Ether: +15

-Weapons: Celestial Soldiers can carry any weapon, so long as it's a light elemental. Dual element weapons can be wielded, so long as the other element isn't dark. They can also carry shields.

-Job Traits: Heal (see cleric), Diplomacy (see knight) Virtuous Aura: A Celestial Soldier gains bonuses when in combat with dark elemental enemies and undead. A Celestial Soldier cannot be affected by negative effects caused by dark elemental or undead. As well, the Celestial Soldier ignores SP of all dark elemental and undead enemies

-Battle Style: Virtuous: Celestial Warriors carry out their actions with faith and good merit, always looking to strike down evil.

1. Shield: Celestial Protection: The Celestial Soldier protects the party from any damage that would come a party members way by redirecting the attack to the Celestial Soldier for the rest of the round. All damage received is halved. The Celestial Soldier then counterstrikes the opponent for damage equal to the Celestial Soldier's weapon power. Removes one ether.

2. Blessed Critical Hit/ Blessed Critical Heal: The Celestial Soldier attacks the opponent for damage equal to their weapon power times two plus their level. The Celestial Soldier then regains health equal to the amount of damage dealt to the opponent divided by four. Alternatively, any attempt at healing succeeds with the Celestial Soldier regaining health equal to there weapon power times two. Removes one ether.

3. Blessed Hit/ Blessed Heal: The Celestial Soldier attacks the opponent for damage equal to their weapon power plus their level. The Celestial Soldier then regains health equal to the amount of damage dealt to the opponent divided by eight. Alternatively, any attempt at healing succeeds with the Celestial Soldier regaining health equal to there weapon power. Removes one ether.

4. Miss/ Minor Blessed Heal: Nothing happens. Alternatively, any attempt at healing succeeds. The Celestial Soldier then regains health equal to their weapon power divided by two. Removes one ether

5. Damage/ No Heal: The Celestial Soldier is struck by the opponents attack. Alternatively, any attempt at healing fails. Remove one ether.

6. Special Guard/ No Heal: The Celestial Soldier has a 50/50 chance of being protected from negative effects caused by an opponents special skill. Alternatively, any attempt at healing fails. Remove one ether.

Edited by Kintobor
Posted

Seems kind of overpowered to me. The health and ether is more than Prophet, a Master class. :look: I think you should just use a normal list of weapons. Also, the rolls are a little over-the-top too. Healing yourself on any successful action is way too much, in my opinion.

Posted

I'm wondering what happened to Swashbuckler. That thing was awesome. WBD, Rumble, I expect a Ve'er Quest that gives that out, Hlin was one of my favorite NPCs and that was such a cool class idea. (One thing I might add to it is a way to obtain the *Hilariously Drunk* effect that doubles Power if you make a pun when you post your action, but that's just me. :grin: Perhaps whenever you use a consumable that effect is automatically added as well?) I don't remember why exactly that class was denied, .i thought it looked good enough to post as player-available.

Posted

I'm wondering what happened to Swashbuckler. That thing was awesome. WBD, Rumble, I expect a Ve'er Quest that gives that out, Hlin was one of my favorite NPCs and that was such a cool class idea. (One thing I might add to it is a way to obtain the *Hilariously Drunk* effect that doubles Power if you make a pun when you post your action, but that's just me. :grin: Perhaps whenever you use a consumable that effect is automatically added as well?) I don't remember why exactly that class was denied, .i thought it looked good enough to post as player-available.

I don't think it was denied, I just don't think it's come up in a Quest yet.

Posted

I don't think it was denied, I just don't think it's come up in a Quest yet.

In that case, let me say it again: I expect a Quest from Rumble/WBD that offers it pronto. I'd love to see Swashbucklers running around and I'd love to make my second character (if I ever get that far :look: ) one. :grin:

Posted

I'm wondering what happened to Swashbuckler. That thing was awesome. WBD, Rumble, I expect a Ve'er Quest that gives that out, Hlin was one of my favorite NPCs and that was such a cool class idea. (One thing I might add to it is a way to obtain the *Hilariously Drunk* effect that doubles Power if you make a pun when you post your action, but that's just me. :grin: Perhaps whenever you use a consumable that effect is automatically added as well?) I don't remember why exactly that class was denied, .i thought it looked good enough to post as player-available.

Perhaps in the "Battle Style" blurb, it says something along the lines of "Swashbucklers must use their wit to make a clever quip or pun with their attack in order to benefit from their positive effects", sort of how the bit about Sages being unable to attack physically is in their Battle Style blurb instead of listed as a job trait?

Posted

Perhaps in the "Battle Style" blurb, it says something along the lines of "Swashbucklers must use their wit to make a clever quip or pun with their attack in order to benefit from their positive effects", sort of how the bit about Sages being unable to attack physically is in their Battle Style blurb instead of listed as a job trait?

I feel like it would be better as a bonus than a requirement in case players wished to go for a more serious take on a Swashbuckling figure, based more on snark, sarcasm, gallows humor, arrogant dickery, or what-have-you, but that could definitely work,

Posted

I'm wondering what happened to Swashbuckler. That thing was awesome. WBD, Rumble, I expect a Ve'er Quest that gives that out, Hlin was one of my favorite NPCs and that was such a cool class idea. (One thing I might add to it is a way to obtain the *Hilariously Drunk* effect that doubles Power if you make a pun when you post your action, but that's just me. :grin: Perhaps whenever you use a consumable that effect is automatically added as well?) I don't remember why exactly that class was denied, .i thought it looked good enough to post as player-available.

The class has several issues; the job traits need more work, the Shield-skill is broken, Taunt does not match the effects it resembles (potentially causing confusion), having Counter in place of Damage is overpowered...

No, the class certainly has not been approved yet.

Posted

The class has several issues; the job traits need more work, the Shield-skill is broken, Taunt does not match the effects it resembles (potentially causing confusion), having Counter in place of Damage is overpowered...

No, the class certainly has not been approved yet.

So it was denied, I knew it. Thanks for the clarification, that makes a lot of sense now that I look back at it. Shows why class design is best left to QMs, those things all look fine on paper to first glance to me. :classic:

Posted

So it was denied, I knew it. Thanks for the clarification, that makes a lot of sense now that I look back at it. Shows why class design is best left to QMs, those things all look fine on paper to first glance to me. :classic:

Actually the class was revamped awhile ago here and I don't think it was ever rereviewed. The counter was removed and the job traits spelled out a little better. Taunt was never meant to be a replacement for a sorcerer's confuse, but a way for the Swashbuckler to do more damage, albeit at a greater risk. I'd be interested to see what the thoughts are on it and if it's well received it very well may be fit in to an upcoming quest.

  • 4 weeks later...
Posted

I have decided to continue with the planning of the "expert basic job classes". Here's what I've got in mind so far:

VETERAN JOB CLASSES:

At Level 40, a hero can choose to train to become an expert in his or her basic job class, following the footsteps of the original Veterans of Heroica. It is required that they have successfully completed at least 10 quests or purchased the right to these classes in the Fields of Glory for 40 Glory Points.

Barbarian Chieftain – These eminent warriors lead their comrades like a unified tribe, just as the Walking Mountain did in his days.

~ High attack

~ Counter

~ Can cause inspired-effect

High Cleric – These marvellous healers defy even death itself, like the Miracleworker used to do.

~ Can "Arc Heal" all party members

~ Can revive fallen allies

Guardian Knight – These stalwart sentinels will not let anything pass them, in the name of the Golden Dragon.

~ High defense

~ Can use Aura

~ Can deflect more effectively

Archmage – These supreme spellcasters can bend the forces of nature to their will, just like the Doomsayer could.

~ Can cast "Arc Spells" to all enemies

~ Can drain ether from enemies

Sylvan Ranger – These silent hunters deeply respect their environment, following the teachings of the Fey One.

~ Can attack multiple enemies from back row

~ Can control some enemies

~ Uses flora & fauna in battle some way

Rogue Thief – These stealthy robbers leave their victims hanging out dry, just as Lady Luck was wont to do.

~ Can steal gold and drops

~ Can hide

~ Can inflict negative effects

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