Sandy Posted June 1, 2012 Author Posted June 1, 2012 Can advanced class Heroes have multiple shield actions? You mean expert class heroes, right? Just like with enemies that have multiple specials, you'd have to figure out how the multiple shield skills would be played out (in which order or in which situations, for example). Remember that a player cannot choose to use a shield skill, it all depends how the die rolls. Quote
LEGOman273 Posted June 1, 2012 Posted June 1, 2012 You mean expert class heroes, right? Just like with enemies that have multiple specials, you'd have to figure out how the multiple shield skills would be played out (in which order or in which situations, for example). Remember that a player cannot choose to use a shield skill, it all depends how the die rolls. Level 30+. They would be randomly generated (dice roll). BTW, how do my weapons look? Quote
Sandy Posted June 1, 2012 Author Posted June 1, 2012 Level 30+. They would be randomly generated (dice roll). BTW, how do my weapons look? In that case it depends on what the actual skills are. Remember that an expert class should focus on one field of expertise, not be an all around master of everything (that's left for the master classes). Sorry, things get easily lost in this topic, and I don't really have the time to reply to absolutely everything. At least the "eternally poisoned weapon that also poisons other weapons" seems somewhat pointless. I don't think anyone would use it as a weapon (since it can't be upgraded), just as an endless source of poisoning. I'd rather see players spending their gold on Venoms. I have previously talked about not making weapons and artefacts too complicated. It's beginning to strip down the uniqueness of such items when every other item has some sort of complicated mechanic in how it works. Quote
LEGOman273 Posted June 1, 2012 Posted June 1, 2012 In that case it depends on what the actual skills are. Remember that an expert class should focus on one field of expertise, not be an all around master of everything (that's left for the master classes). Sorry, things get easily lost in this topic, and I don't really have the time to reply to absolutely everything. At least the "eternally poisoned weapon that also poisons other weapons" seems somewhat pointless. I don't think anyone would use it as a weapon (since it can't be upgraded), just as an endless source of poisoning. I'd rather see players spending their gold on Venoms. I have previously talked about not making weapons and artefacts too complicated. It's beginning to strip down the uniqueness of such items when every other item has some sort of complicated mechanic in how it works. 1. I intend for this class to be a step up from Assassin. 2. The reason that I said that the tooth could not be upgraded is so that it would not be too powerful. If it were ipgradable, would it be ok to use? Quote
Sandy Posted June 1, 2012 Author Posted June 1, 2012 Here's the long awaited list of Expert Job Classes. Please note that at this stage these are all subject to change, so if you find some faults in them, please let me know. Great reputation among the Hinckwells: 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: 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: 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: Raising 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. The undead cannot be damaged and once raised they will follow the necromancer from battle to battle, but if the necromancer is knocked out, all the undead will disappear. The undead will automatically disappear at the end of each quest. 2. AMPLIFIED HIT/AMPLIFIED SPELL/HEAL MORE: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level multiplied by the amount of undead raised. 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 critical 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 GUARD/NO HEALING: The necromancer 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 Bonapartes: 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. AIM/AIMED BOMBARD: The cannoneer focuses their shot to attack their target with strength equal to their weapon power only. Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to their weapon power only. (e.g. WP 15 + Bomb = 15 elemental damage to all enemies) The bomb is consumed. 5. DEFENDED 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: These scientists can use and create items at whim. • Additional Health: +7 • Additional Ether: +3 (+1 per level for classes without base ether) • Weapons: Alchemists can wield various cutting and crushing weapons in battle, including axes, clubs, daggers, hammers, maces and scythes. They can also use scrolls. • Job Traits: Healing (see Cleric), Flee (see Rogue), Instant Items – The alchemist can use one item per turn while still being able to attack or heal as well. • Battle Style: Experimental – Alchemists concoct special items for battle. 1. SHIELD: Mixture – The alchemist can mix ingredients together for a surprising result (See the List of Mixtures for reference). 2. CRITICAL HIT/NURTURE MORE: The alchemist attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. All bad effects will be removed from the target as well. (e.g. WP 15 x 2 + Level 30 = 60 damage or restore 60 health + remove effects) 3. HIT/NURTURE: The alchemist attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. All bad effects will be removed from the target as well. (e.g. WP 15 + Level 30 = 45 damage or restore 45 health + remove effects) 4. POISON BADLY/NURTURE LESS: The alchemist causes the badly poisoned-effect to the target. Instead of poisoning, the alchemist can spend 1 ether to restore health to themselves or one of their allies equal to their level. All bad effects will be removed from the target as well. 5. DAMAGE/NO HEALING: The alchemist is struck by the opponent’s attack. Optionally, any attempt of healing fails. 6. SPECIAL GUARD/NO HEALING: 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. Optionally, any attempt of healing fails. List of Mixtures: The outcome of the alchemist’s mixture is determined by rolling a die twice. With the lucky-effect, the die is rolled four times, and the highest two results determine the mixture. 1+1: Explosion – Causes 10 damage to everyone in the battle. 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: These martial artists use only their body and mind to fight. • Additional Health: +13 • Additional Ether: +2 (+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), Spellcasting (see Mage), 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 an additional positive effect in the following order: hastened, lucky, encouraged. 2. CRITICAL MARTIAL HIT: 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. (e.g. Level 30 x 3 = 90 (elemental) damage) 3. MARTIAL HIT: 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. (e.g. Level 30 x 2 = 60 (elemental) damage) 4. MARTIAL COUNTER: 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. (e.g. Level 30 = 30 (elemental) damage) 5. DAMAGE: The chi monk is struck by the opponent’s attack. 6. SPECIAL GUARD: 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. Great reputation among the Wolfgang: 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), Animal Talk (see Ranger), Track Down (see Hunter/Assassin) • Battle Style: Transforming – 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 (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. STEAL: 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 do ranged damage even if a ranged weapon is equipped by the Beast Warrior. 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 two times their level. (e.g. Level 30 x 2 = 60 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. Quote
CMP Posted June 1, 2012 Posted June 1, 2012 Those are really awesome classes, Sandy, I'm particular partial to Minstrel and Alchemist. Cannoneer looks rather hard to get into, though the bombard attacks look useful. Quote
Tanma Posted June 1, 2012 Posted June 1, 2012 ...need Chi Monks... All of these classes look beautiful, at least in my eyes. Best of all I already have idea for how De'kra could be motivated to become a Chi Monk, now that I know the exact details. Quote
UsernameMDM Posted June 1, 2012 Posted June 1, 2012 Those are some cool classes Sandy! The bombadier & mining engineer are different enough I think but have a similar flavor. Quote
Flipz Posted June 1, 2012 Posted June 1, 2012 Holy cow! Somebody find me a Hinckwell to murder, I need to wipe out that rep and gain some prestige with the Shadeaux! Quote
Scubacarrot Posted June 1, 2012 Posted June 1, 2012 I like them, The alchemist, the necromancer and the dragoon are my favorites. The Bombardier seems the least desirable of the lot though, you can only use 1 weapon (is there even one in the game?), and you need a constant supply of bombs to be effective, and you don't have a gold-generating ability, maybe it can have one, or maybe it can have an ability that creates a random bomb, something like that? As for UsernameMDM's Mining Engineer, I really like it, I would change roll 4 though, if I were you. Quote
CMP Posted June 1, 2012 Posted June 1, 2012 ...or maybe it can have an ability that creates a random bomb, something like that? That's what I was thinking. It'd be preferable to Aim, anyway. Does the (+1 per level for classes without base ether) apply to Minstrels, too? Quote
Sandy Posted June 1, 2012 Author Posted June 1, 2012 The Bombardier seems the least desirable of the lot though, you can only use 1 weapon (is there even one in the game?), and you need a constant supply of bombs to be effective, and you don't have a gold-generating ability, maybe it can have one, or maybe it can have an ability that creates a random bomb, something like that? That's true, but you can buy handcannons from the smithy at the Marketplace, and bombs are very cheap and commonly found in quests. Compared to the ability to cause ranged elemental damage to all enemies with every hit, I'd say that's a low price to pay. You should be more concerned about the Minstrel, who uses a weapon type that hasn't even been introduced in this game yet. I will add a fauxthril instrument to the Marketplace before anyone hits Level 30, though. Since most of these classes use restricted weapon types, it will be impossible to change into that class before you've acquired a suitable weapon. Does the (+1 per level for classes without base ether) apply to Minstrels, too? Of course. It was just an undeliberate omission. Quote
UsernameMDM Posted June 1, 2012 Posted June 1, 2012 As for UsernameMDM's Mining Engineer, I really like it, I would change roll 4 though, if I were you. Thanks. Roll 4 keeps the gold seeking flavor of a prospecting miner while generating income to purchase bombs. How would you make it different? Quote
Scubacarrot Posted June 1, 2012 Posted June 1, 2012 Thanks. Roll 4 keeps the gold seeking flavor of a prospecting miner while generating income to purchase bombs. How would you make it different? The thing is that lower rolls are the better rolls, and the Lucky effect works like that as well, since it is one of the better rolls, I would suggest either moving it to Roll 2 (critical hit) or roll 1 and move the dynamite to roll 2, and in the place of roll 4 add something like a stun, or another effect, or something along those lines, something interesting, at least! I would drop the critical hit you have now altogether. Does this makes sense, at all? And in light of the reveal of Sandy's expert classes, I'd say it deserves some more health, and how would you get access to it, exactly? Quote
UsernameMDM Posted June 1, 2012 Posted June 1, 2012 Here's one for the ether lovers: 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. Quote
LEGOman273 Posted June 1, 2012 Posted June 1, 2012 These classes look brilliant, Sandy. Holy cow! Somebody find me a Hinckwell to murder, I need to wipe out that rep and gain some prestige with the Shadeaux! If you stand by for my Quest, you may have a chance. Quote
Brickdoctor Posted June 1, 2012 Posted June 1, 2012 I love Minstrel. Just not sure if I want to give up my bow and shield. Quote
K-Nut Posted June 1, 2012 Posted June 1, 2012 Great work with these! Love Necromancer and Alchemist, and Dragoon is pretty awesome too. And Necromancer's having the ability to talk to spirits? Quote
Masked Builder Posted June 1, 2012 Posted June 1, 2012 Sandy you've done an amazing job yet again! So many good choices. Quote
LEGOman273 Posted June 1, 2012 Posted June 1, 2012 (edited) Tentitive Class description: Bounty Hunter Additional Health: +12 Additional Ether: +3 (+1 for each Level in non-Ether users) Weapons: Anything suitable for a Rogue, Ranger, or Mage, plus any Weapons taken from enemy leaders (and only leaders), elemental (even elements other than Darkness) weapons. Job Traits: Flee (see Rogue) Grift/Threaten (see Black Knight) Spell Casting (See Mage) Battle Style: Badass - Just keep reading and you will see. Extra Information: Bounty Hunters can cast spells, but only of Darkness. They are immune to Darkness attacks, but are weak to ones of Light. Bounty Hunters can use Scrolls. 1. SHIELD: One of 3 Shield effects is chosen at random, via a dice roll. 2. CRITICAL HIT/SPELL: The Bounty Hunter Attacks its target with the strength of its WP x2 (x4 for spells), and has a 1/6 chance of an instant kill - unless the target is immune to instant kill - / cost 1 Ether for spells. 3. HIT/SPELL: The Bounty Hunter attacks the target with the strength of its WP + its Level (Level x2 for spells), and has a 1/6 chance of an instant kill - unless the target is immune to instant kill - / cost 1 Ether for spells. 4. SUPERFICIAL HIT/SPELL: The Bounty Hunter attacks the target with strength equal to its WP (x2 for spells), and has a 1/6 chance of an instant kill - unless the target is immune to instant kill - / cost 1 Ether for spells. 5. DAMAGE/DEFLECTION: The Bounty Hunter has a 50/50 chance of A. Deflecting its target's Damage to another (randomly-chosen) enemy (if only one enemy remains, the Damage is reflected back to it), or B. Being struck by its opponent's damage. 6. SPECIAL DAMAGE/SPECIAL DEFLECTION: The Bounty Hunter has a 50/50 chance of either A. Deflecting the target's Special to another (randomly-chosen) enemy (if only one enemy remains, the effect is deflected back to it), or B. Being struck by its opponent's special skill. SHIELD ACTIONS: 1-2. Bait and Switch - The Bounty Hunter switches a (randomly-generated 2-6) Shield effect with a (randomly-chosen) Party member who has also rolled a Shield. 3-4. Lethal Mug - The Bounty Hunter instantly kills its target, and steals an amount of Gold equal to the target's Level. In the case of a target's being immune to instant kill, the Bounty Hunter only steals the Gold. 5-6. Dark Blast - The Bounty Hunter unleashes a blast of Darkness-Elemental energy equal to its WP x2 on all enemies, and steals Gold from each target equal to each target's respective Level / costs no Ether. C&C please. Edited June 1, 2012 by LEGOman273 Quote
CMP Posted June 1, 2012 Posted June 1, 2012 (edited) Isn't that a little overpowered? You can fight from a range or cast spells in addition to having instant kills and a very complicated shield, not to mention it's pretty unlikely you'll ever get hit. And you'll get filthy rich doing it. Edited June 1, 2012 by CallMePie Quote
Flipz Posted June 1, 2012 Posted June 1, 2012 Isn't that a little overpowered? You can fight from a range or cast spells in addition to having instant kills and a very complicated shield, not to mention it's pretty unlikely you'll ever get hit. And you'll get filthy rich doing it. Agreed. I like the concept of a class being "elementally locked," though. Try using the third Shield effect listed, with a 1/3 chance of assasination, and remove instant kill from all other rolls. Instead of Flee, they should get Track Down, and the note about only being able to use Darkness spells should become a new Job Trait (i.e. "Dark Spirit--Bounty Hunters may cas spells, but only of the darkness element; in addition, they may not wield any weapon that is not Darkness-imbued (dual-imbued weapons are allowed, so long as one of the elements is Darkness). Bounty Hunters are immune to Darkness damage but take double damage from Light.") Superficial Hit needs to go, as does Special Deflect. Damage Deflection should change so that it has a 50/50 chance of Deflecting the damage to another (randomly-chosen) participant in the battle, whether it be friend or foe. Spot 4 should be something along the lines of "DECOY - The Bounty Hunter hides behind an ally next to them in the party Battle Order. Next Round, any damage or effect dealt to the Bounty Hunter affects the ally instead." Quote
LEGOman273 Posted June 1, 2012 Posted June 1, 2012 Isn't that a little overpowered? You can fight from a range or cast spells in addition to having instant kills and a very complicated shield, not to mention it's pretty unlikely you'll ever get hit. And you'll get filthy rich doing it. Eh. . .perhaps. I have seen other classes with (more) complicated Shields/effects, so I didn't think that three variations would be a problem. I based this mostly off Assassin, as I wanted this to be a step up from that: Gold Reaper is almost exactly like my Gold-earning rolls, but with Assassin you will always recieve Gold with a Shield - with Bounty Hunter, you only have 2/3 chance. I (and most other Assassins) really don't want to lose the instant-kill when moving on from Assassin, so I left it in. I tried to weaken the class a bit by limiting it to only Darkness-spells. FYI, I got the idea for damage/deflection from your "Wren Hunter" class. Quote
Flipz Posted June 1, 2012 Posted June 1, 2012 Eh. . .perhaps. I have seen other classes with (more) complicated Shields/effects, so I didn't think that three variations would be a problem. I based this mostly off Assassin, as I wanted this to be a step up from that: Gold Reaper is almost exactly like my Gold-earning rolls, but with Assassin you will always recieve Gold with a Shield - with Bounty Hunter, you only have 2/3 chance. I (and most other Assassins) really don't want to lose the instant-kill when moving on from Assassin, so I left it in. I tried to weaken the class a bit by limiting it to only Darkness-spells. FYI, I got the idea for damage/deflection from your "Wren Hunter" class. One thing to keep in mind--mostly, we're designing classes that other people will play, not us; after all, if a class of ours is approved, WE have to give them out to Heroes who complete relevant Quests of ours; since we can't go on our own Quests for obvious reasons, we can't earn the classes we design. Quote
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