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Posted

That's just like Scuba's Infiltrator, though.

Oh, right! My subconsciousness apparently dug up the idea from that class. :blush:

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Posted (edited)

Sandy, what do you think of the enemy stats I sent you? I'm worried I made the boss's level too high in relation to his HP...

Edited by Endgame
Posted

4. COUNTERTHIEF: The Wren Hunter is hit with the enemy's attack, but then steals gold equal to the enemy's level times two. (e.g., level 10 enemy = damage to the hero but 20 gold stolen from enemy)

5. DAMAGE: The Wren Hunter takes damage from one random enemy equal to the enemy's level.

6. SPECIAL DEFLECT: The Wren Hunter has a 50/50 chance to get hit with the enemy's special skill. If the special skill fails, to Wren Hunter steals gold equal to the enemy's level times two. (e.g., level 10 enemy = 20 gold stolen)

May I use (variations of) these for my 30+ Class?

Quest question:

Would this weapon be acceptable?

Venomous Tooth

Has a low WP (4-5), and cannot be upgraded. However:

Has a permanant *Poisoned* effect, and can impart that effect to any other weapon, lasting the length of a battle. The Tooth's never loses its effect, and can be used in a battle after poisoning another weapon. (Think: never-ending vial of Venom - with battle capabilities.)

Note: I only intend to have one in the Quest, and it is in the hands of an NPC. At the end of the Quest, it may be given to a PC, or perhaps they could buy it. Regardless, it will be in the hands of a PC after the Quest.

Posted (edited)

Chaos Defenders

* Additional Health: +6

* Job Trait(s): Diplomacy – Chaos Defenders are used to working with others, Track Down – Chaos Defenders can track down any opponent, Order/Chaos – See Below

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

ORDERED: Job Trait – Order: Deals Light Elemental Damage.

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 Chaos Defender attacks with strength equal to (WPx2+Lvl). The Chaos Defender rallies his allies after the attack, giving those above and below them in the battle order the Lucky and Encouraged Effect for the following round.

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

4.
REST
: The Chaos Defender restores health to themselves equal to their level.

5.
OPTIMISM
: The Chaos Defender is struck by the opponent’s attack. The Chaos Defender, however, thinks positively, and restores health to the entire party equal to ¼ the damage taken.

6.
SPECIAL DAMAGE
: The Chaos Defender is struck by its opponent’s special skill.

CHAOTIC: Job Trait – Chaos: Deals Darkness Elemental Damage.

1.
SHIELD
: Internal Conflict – The Chaos Defender goes through inner conflict, changing their battle style. They become Ordered. 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.
HIT
: The Chaos Defender attacks the target with strength equal to their weapon power added to their level.

4.
COUNTER-THIEF
: The Chaos Defender is hit with the enemy's attack, but then steals gold equal to the enemy's level times two.

5.
DAMAGE
: The Chaos Defender is struck by the opponent’s attack.

6.
ZOOT’S BLESSING
: The Chaos Defender is struck by its opponent’s special skill. However, Zoot gives the opponent thee Fragile Effect.

Refined Pitch!

Edited by Zepher
Posted

If the finalized class is anything like this one, I'm definitely going to try it. :thumbup: Only a few notes. Rally seems kind of overpowered/complicated, even if it's only for one round. Maybe all heroes just get the Lucky effect for the next round?

Also, I think Diplomacy/Track Down should be intertwining with the styles, like Ordered gets Order and Diplomacy, while Chaotic gets Chaos and Track Down. :classic:

Posted

Rally is to make the heroes think. It is important that the battle order is considered. It's essentially the Barbarian's Shield, only with a lesser time and for less people, and with a bit of damage. If we think it's too strong, I could make it a strength of a normal hit with the effect.

Also, the effects all come from different NPCs met in the Wren Quests. We've got Hans, Felton, Poletad, Vipera, and Phil all in there. I'm pretty happy with that. :laugh:

Posted

Wait, is it those above in the battle order get Lucky and below get Encouraged? Oh. :blush: You should specify that more.

Yeah, I'm definitely going to have to try that class when I hit level 30. :sweet:

Posted

Rally is to make the heroes think. It is important that the battle order is considered. It's essentially the Barbarian's Shield, only with a lesser time and for less people, and with a bit of damage. If we think it's too strong, I could make it a strength of a normal hit with the effect.

Also, the effects all come from different NPCs met in the Wren Quests. We've got Hans, Felton, Poletad, Vipera, and Phil all in there. I'm pretty happy with that. :laugh:

I don't think it's too strong at all. Sandy did say that these are intended to be a lot stronger than Advanced Classes; it makes sense, we have to go through 40 battles after Level 15 to get there, there SHOULD be a major reward to it. :wink: I like Rally as-is, and I don't think the job traits should be split up, either. :thumbup:

Posted

No, I'm sorry, the heroes directly above and below get those effects. For example:

Hero

Hero

Hero

Hero

Chaos Defender

Hero

If Rally was rolled, the heroes in bold would be lucky and encouraged the next round. But I actually understand the confusion now. :blush:

Posted

4. COUNTERTHIEF: The Wren Hunter is hit with the enemy's attack, but then steals gold equal to the enemy's level times two. (e.g., level 10 enemy = damage to the hero but 20 gold stolen from enemy)

5. DAMAGE: The Wren Hunter takes damage from one random enemy equal to the enemy's level.

6. SPECIAL DEFLECT: The Wren Hunter has a 50/50 chance to get hit with the enemy's special skill. If the special skill fails, to Wren Hunter steals gold equal to the enemy's level times two. (e.g., level 10 enemy = 20 gold stolen)

May I use (variations of) these for my 30+ Class?

Quest question:

Would this weapon be acceptable?

Venomous Tooth

Has a low WP (4-5), and cannot be upgraded. However:

Has a permanant *Poisoned* effect, and can impart that effect to any other weapon, lasting the length of a battle. The Tooth's never loses its effect, and can be used in a battle after poisoning another weapon. (Think: never-ending vial of Venom - with battle capabilities.)

Note: I only intend to have one in the Quest, and it is in the hands of an NPC. At the end of the Quest, it may be given to a PC, or perhaps they could buy it. Regardless, it will be in the hands of a PC after the Quest.

I have a few more questions:

1. How does this weapon sound?

Amethyst Sword:

Darkness elemental, hollow blade, WP 9

2. Can a class have limited magic ability? I.E. Can only use spells of a certain element, cannot use scrolls, etc.

Posted

Wow... This class is simple, powerful and fun - exactly what it should be. Just add one more job trait and a list of usable equipment, and I have no qualms in approving it. :thumbup:

Now you just have to think of a faction who would give out this class. :wink:

Yeah, Harlot started out as joke but then I began thinking about the veteran Lady Luck (not that she was a harot, mind you :blush: ) and saw how the class might be viable.

A change I'd throw in is making the Pleasure House abilities take effect for the next round only. Maybe substitute the hexed effect for stun, only because as a QM I wouldn't know how to handle multiple hexed enemies. :grin:

I'm also disappointed that Harlot doesn't have a gold generating ability as I considered it sort of a Rogue-ish class. Perhaps her third Job Trait could be:

Money Maker - The harlot dances provocatively. Each /roll has a 50/50 chance of target throwing gold at her in an amount based on enemy level.

Weapons: Daggers, throwing, flexible (whips & chains)

As for the faction...no clue heh. Maybe it could be related to the spying section of the Wolfgang or someone can create a new faction.

What do you guys think?

My Thoughts on the Engineer Class:

Don't give up yet! Seems like an acceptable solution is close. Perhaps wait until Necromancer is introduced (assuming it is pet class of course) to see if it sparks ideas on how to better present this class.

Posted

HeroicaClass-Skirmisher3.jpg

Changes:

  • Rewording of the 'Weapons' information to make it clearer.
  • Specified that if a Shield is rolled while Phalanx is in effect, Phalanx is extended by an additional three Rounds. I think this should make Phalanx powerful enough; a Skirmisher now has the potential to halve the party's Damage taken for the entire battle, and still have plenty of chances to deal Damage himself.
  • Rewording of 'Defend' to make it clearer.

Posted

That includes greatswords, I'm assuming?

Harlot seems interesting ( :laugh: ) but I can't see many people choosing it, unless maybe it's rolled into a Gambler sort of class like Sandy had planned? It would certainly appeal to me, and many other rogues - if it had a different name. :tongue: I actually like Pleasure House how it is, it doesn't do direct damage, but I think shortening to one round would just kill any effectiveness it has.

Harlot seems interesting ( :laugh: ) but I can't see many people choosing it...

Eric leaned against Freeda's shack, crossing his arms across his chest. Craftily he put on his best seductive smile and replied:

"I can say I have an eye for all thins exquisite and fine, and I must say your shiny and scaly skin have not escaped my gaze. The green hue of your scales matches your benign eyes perfectly"

He chuckled softly and moved in a bit closer. "I'm kind of thirsty and longing for some of that great ale. I'm willing to take ten bottles of your sweet hands. I'm sure a fine damsel as you can give me three bottles for free?"

Eric let his hand slide through his blond hair as he finished the last part of his sentence. He put on his best smile once more and waited Freeda's reply.

Nevermind. You don't need to change the name. :laugh_hard:

Posted

Here's an expert class I came up with. Yes, of course it had to be Werewolf... :hmpf::laugh:

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: +6

Weapons: None – Werewolves cannot use any weapons in battle, and instead rely on their own strength to dispose of enemies. Additionally, Werewolves cannot wear any artifacts or permanent items.

Job Traits: Strongman – Werewolves are immune to the Afraid, Weakened, and Fragile effects. Natural Respite – See Barbarian. Sheer Power – While Werewolves cannot use weapons, they rely on their sheer strength. They are encouraged during battle.

Battle Style: Fearless – Werewolves are afraid of nothing, and will jump into battle immediately.

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. 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 DAMAGE – The Werewolf is struck by the opponent’s special skill.

Any feedback on this would be appreciated. I'm not the most experienced with RPGs, so I wouldn't be surprised if there is something terribly wrong with this class.

Posted

I don't like it, personally. It's interesting, but completely discounting both artifacts and weapons is a real turn-off. Plus, Sandy said the Beast Master class involves transforming into animals anyway.

Posted

Well it's hard to know what is doable with new creations until Sandy puts out the official class descriptions he's brewin' up. But as long as we keep applying pressure by suggesting similar classes, he'll be forced to put them out for display even sooner. :tongue:

I do like the fearless Battle Style. Could change it to a Job Trait (for this class or another), Fearless - Encouraged but unable to attack from the back row.

Posted

I don't like it, personally. It's interesting, but completely discounting both artifacts and weapons is a real turn-off. Plus, Sandy said the Beast Master class involves transforming into animals anyway.

That's why the class has a built-in encouraged effect, which is potentially much more powerful than WP+Level. If a character is say, level 15, their power is automatically 30, so they wouldn't have to pour money into weapon upgrades or Meads. Not being able to use artifacts is a balancing factor to that, but I might change it.

And this class doesn't have any transforming abilities beyond that of roleplaying, while the Beast Master sounds like its actual game mechanics will revolve around transformation.

I do like the fearless Battle Style. Could change it to a Job Trait (for this class or another), Fearless - Encouraged but unable to attack from the back row.

I like that. :thumbup: I think I will change Sheer Power to this to reflect that.

Posted

Well it's hard to know what is doable with new creations until Sandy puts out the official class descriptions he's brewin' up.

Indeed. I plan to tweak the Engineer class some more, but not until after Sandy releases the official Expert Classes; right now, we can only balance these for Advanced Classes, and I'm starting to get the feeling that we're under-powering our concepts because of it.

Posted

Still, weapons and artifacts add massive depth to planning out battles. Maybe it's just me. :shrug_confused: The effects do make it powerful, though.

Posted

Here's my issue with the class. It seems pretty well thought out and balanced... only, with the ability to both hasten and encourage, and the inability to use weapons and artifacts, plus a row is necessary... are battles going to change for that player? They get to pick to either attack, or take a potion... that's just about it. Besides, loot would be (mostly) useless to them, and without weapons to upgrade, gold would be nearly just as useless. It's not a bad class balance or creativity wise, but to dump all your weapons and artifacts at that point and lose control over your battle strategy... I don't know how much fun one would have.

Posted

Zealot

* Additional Ether: +X

* Weapons: Staves, wands, and daggers.

* Job Traits: Multi-Target - Attacks hit all enemies. Bring ‘Em On! - Attacks get stronger as the number of enemies increase. Spellcasting - (see Mage).

* Battle Style: Wide Arc - A Zealots’ power is wasted on a single enemy. Unable to attack physically.

1. SHIELD: Arcane Explosion - The zealot creates a magical explosion with a random element for damage equal to their power multiplied by the number of enemies at no ether loss. (e.g.(WP 25 + level 30) x 4 enemies = 220 damage).

2. GREAT SPELL: The zealot strikes for damage equal to their weapon power multiplied by the number of enemies added to their level at the cost of 1 ether. (e.g.WP 25 x 4 enemies + level 30 = 130 damage).

3. SPELL: The zealot attacks the target with strength equal to their weapon power added to their level at the cost of 1 ether. (e.g. WP 25 + level 30 = 55 damage).

4. FOCUS: The zealot attacks the target with strength equal to weapon power only at the cost of 1 ether. (e.g. WP 25 = 25 damage).

5. DAMAGE: The zealot is struck by their opponent’s damage.

6. SPECIAL DAMAGE: The zealot is struck by their opponent’s special skill.

QM Note: Zealots do not target all enemies. Their attacks can not prevent free hits if the number of enemies outnumber the players in the party.

Posted (edited)

Here's my first go at the Mining Engineer:

Mining Engineer

Additional Health: +5

Additional Ether: ~

Weapons: Axes, Maces, Clubs, Hammers, and Hand Cannons

Job Traits:

Natural Respite (See Barbarian)

Go BOOM!: Mining Engineers are adept at explosives causing

elemental bombs to do 5 times their normal damage

Hard as a Rock: Mining Engineers are as tough as the rock they

conquer giving them immunity to Earth based attacks, Stunned, Petrified and Poisoned effects

Battle Style: Mountain Mover - Mining Engineers are acclimated with the harsh environment of the mines and utilize their mining skills in battle.

1. SHIELD: Dynamite! - The Mining Engineer lobs sticks of dynamite at all enemy targets causing damage equal to weapon power added to their level and adds the Stunned effect to all enemies (WP 25 + level 30 = 55 damage).

2. CRITICAL HIT: The Mining Engineer strikes for damage equal to their weapon power x2 added to their level (WP 25 x 2 + level 30 = 80 damage).

3. HIT: The Mining Engineer attacks the target with strength equal to their weapon power added to their level. (WP 25 + level 30 = 55 damage).

4. EUREKA!: The Mining Engineer attacks all enemy targets with strength equal to weapon power only and receive gold equal to their level for each enemy hit. (6 enemies, WP 25 = 25 damage each enemy, level 30 = 180 gold).

5. DAMAGE: The Mining Engineer is struck by their opponent's damage.

6. SPECIAL DAMAGE: The Mining Engineer is struck by their opponent's special skill.

Edited by UsernameMDM

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