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THIS IS THE TEST SITE OF EUROBRICKS! ×
THIS IS THE TEST SITE OF EUROBRICKS!

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Posted

Protector.

These Mages are not strong in power, but are incredibly good at keeping allies safe.

Additional health: 20

Additional Ether: 5

Weapons: Protectors can wield large weapons like Swords, Hammers and Clubs, as well weapons with positive effects for the user. Protectors can also use shields.

Job Traits- Enhancing: Protectors can spend a turn to enhance shields and armour (See Enhancement). Nobility: Protectors have their own form of Diplomacy, convincing people that they just want the best for everyone. Selfless: If a hero has less than a quarter health, the Protector can transfer health from itself to the hero.

Rolls to be determined, but are not the focus.

-Enhancement-

Protectors can spend a turn to enhance their or their allies artefacts or shields with immunity to a scroll they have, or, one of the effects provided below. In addition, scrolls that cast immunity have a 100% chance of success.

Protection: Attacks for the next round are redirected to the Protector. 100% chance, free.

Upgrade: The targets SP is increased by 5 for one battle. 50% chance, cost 5 ether.

Extreme Upgrade: The targets weapon permanently increase in power by 1. 25% chance, Cost equal to level of weapon/shield after upgrade.

Posted

Cryomancer

These mages are cooler than being cool.

* Additional Health: +3

* Additional Ether: +6

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

* Job Trait(s): Frost Cloak - The cryomancer is able to enchant an ally with an icy aura. Ice Companion - The cryomancer is able to create a powerful ice golem while out of combat. Spellcasting - (See mage).

* Battle Style: Ice Cold - Cryomancers give their enemies the cold shoulder.

1. SHIELD:
Cone of Cold
- The cryomancer attacks the enemy with an elemental spell in an amount equal to two times his weapon power added to level (WP:15 x 2 + Level 30 = 60 damage) at the cost of 1 ether. If no gem was chosen, one will be selected at random. The cryomancer’s spell is surrounded by a funnel of frost which hits his target and each enemy listed after it in the enemy battle order for ice damage in an amount equal to the cryomancer’s level, slowing the original target and stunning each additional enemy at the cost of 1 ether per enemy affected (Level 30 = 30 ice damage + slow to target and 30 ice damage + stun to enemies listed next). If no enemy was chosen, the first remaining enemy listed in the enemy battle order will be selected.

2. CRITICAL HIT/GREAT SPELL/THICK FROST CLOAK: The cryomancer attacks or spends 1 ether to cast an elemental spell with strength equal to two times his weapon power added to level (WP:15 x 2 + Level 30 = 60 damage). Optionally, the cryomancer can spend 10 ether to surround an ally with a barrier of cold for six rounds that deals the asleep effect to the ally’s opponent after the ally has received damage from the opponent’s attack.

3. HIT/SPELL/FROST CLOAK: The cryomancer attacks or spends 1 ether to cast an elemental spell with strength equal to his weapon power added to level (WP:15 + Level 30 = 45 damage). Optionally, the cryomancer can spend 10 ether to surround an ally with a barrier of cold for three rounds that deals the asleep effect to the ally’s opponent after the ally has received damage from the opponent’s attack.

4. ICE CLONE: The cryomancer spends 5 ether to create an ice replica of himself. The ice clone has health in an amount equal to the cryomancer’s weapon power and can be placed in the order of actions to serve as a decoy. The ice clone melts at the end of the battle if not destroyed. If the cryomancer is out of ether, nothing happens.

5. DAMAGE/FREEZE: The cryomancer is struck by his opponent’s attack. Optionally, any attempt at coating an ally’s armour in ice fails and he freezes the targeted ally instead.The target receives ice damage that ignores shield power in an amount equal to the cryomancer’s weapon power divided by two rounded up before falling asleep (WP:15/2 = 8 ice damage (ignores SP) + the asleep effect).

6. SPECIAL DAMAGE/DEEP FREEZE: The cryomancer is struck by his opponent’s special damage. Optionally, any attempt at coating an ally’s armour in ice fails and he freezes the targeted ally instead. The target receives ice damage that ignores shield power in an amount equal to the cryomancer’s weapon power divided by two rounded up before falling fast asleep. The sleep is so restful ether using classes regenerate 1 ether each round they are frozen (WP:15/2 = 8 ice damage (ignores SP) + fast asleep effect + transcended while asleep).

ICE COMPANION

Cryomancers have the ability to summon a powerful ice companion to aid their party in and out of combat. The summoning spell requires such concentration that the ice companion can only be summoned while the cryomancer is out of combat at the cost of half the cryomancer’s maximum ether. A cryomancer can not bring a roleplay/Hall summoned ice companion into the beginning of a quest and is required to summon the creature while in the quest.

The Ice Companion’s battle skills:

Level: 60 (Cryomancer’s level x 2)

Health: 130 (100 + Cryomancer’s level)

Ether: 6 (+1 for every ten levels of experience)

Job Traits: Natural Respite - The Ice Companion regains health equal to its level after battle. Spongey - The Ice Companion absorbs ice and water elemental attacks and is able to fling icy pieces of itself. Snow Pile - The Ice Companion has a chance to reconstitute itself upon its destruction.

1. SHIELD:
Pummel
- The ice companion becomes
enraged
, moves to the front row and strikes its target six times with strength equal to its level (Level 60 x 6 = 360 damage).

2. CRITICAL HIT/ICE SPELL: The ice companion attacks its target with strength equal to two times its level (Level 60 x 2 = 120 damage). Optionally, the ice companion can spend 1 ether to cast an ice elemental spell with strength equal to its level (Level 60 = 60 ice elemental damage).

3. HIT/LESSER ICE SPELL: The ice companion attacks its target with strength equal to its level (Level 60 = 60 damage). Optionally, the ice companion can spend 1 ether to cast an ice elemental spell with strength equal to half its level (Level 60 / 2 = 30 ice elemental damage).

4. MISS: The ice companion misses its attack.

5. DAMAGE: The ice companion is struck by its opponents attack.

6. SPECIAL DAMAGE: The ice companion is struck by its opponents special skill.

SNOW PILE

When the ice companion loses all of its health, it crumples into a pile of snow with a maximum health of 1. The ice companion reconstitutes itself from the snow pile after three rounds as long as it remains unharmed. If the snow pile is damaged, the frost companion is destroyed and the cryomancer will have to resummon it outside of combat.

Posted

I personally would not play as a class that is nearly useless against icy enemies.

In other words, this class can't solo some enemies.

Which is only a fault if one thinks any class should be able to solo every enemy...

Posted

In other words, this class can't solo some enemies.

Which is only a fault if one thinks any class should be able to solo every enemy...

Nah, only paragons and prophets are allowed to be that OP. :tongue:
Posted

But it's not nearly useless; I'm pretty sure it can cast spells of any element, and it's shield skill still stuns and slows various enemies, as well as hitting one for Critical Hit damage even if they're all Icy. The Ice companion's spellcasting is useless against Icy enemies, but it can still make standard attacks, so while it's less effective against Icy enemies than it is against Beasts, Plants and Vermin, it's still not nearly useless.

Posted

Artist.

These are unappreciated geniuses are masters of colours and shapes.

Additional Health: 7

Additional Ether: 7

Weapons: Artist can wield light weapons such as Whips, Daggers, Staves and Hammers. They can also use Scrolls.

Job Traits: Mixing Palette-Artists can add an element to an ally's weapons for 1 battle for 1 ether. Creeping Depression: The Artists attacks cause the Depressed effect (Same as poison). Painting: See "Paintings".

Battle Style: Creative-The painter attacks with a maelstrom of colour and shapes.

1-Unappreciated Genius: The Artist paints a masterpiece with the chosen gem, creating an amazing painting (see paintings). He also protects all allies from damage of that element for the rest of the battle. If no gem was chosen, one is chosen at random. If ether is depleted, nothing happens.

2-Muse: The Artist deals damage Equal to 3 times its weapon power added to it's level (E.G. WP:15x3+30=75) in elemental damage. If all ether is depleted, nothing happens.

3-Broad Strokes: The Artist deals damage Equal to 2 times its weapon power added to it's level (E.G. WP:15x2+30=60) in elemental damage. If all ether is depleted, nothing happens.

4-Painted into a corner: The Artist paints the ground around him, causing any enemies that deal free hits to him to suffer physical damage equal to half the painters level.

5-Damage: The artist is hit by the opponent.

6-Mirror Damage: The Artist is hit by the opponents special skill, but reflects it at the enemy if it affects only the Artist.

Painting: On rolls of shield, the Artist paints a masterpiece depending on the chosen element. Each masterpiece costs 1 ether.

Fire- Realist: The Artist causes Fire elemental damage equal to its level and Poisoned-By-1 effect to all enemies. It also encourages all allies.

Light- Starry Night: The Artist causes Light elemental damage equal to its level and Poisoned-By-1 to all enemies. It also makes all allies Lucky.

Darkness- Moon-a Lisa: The Artist causes Dark elemental damage equal to its level and the Sealed and Poisoned-By-1 effects to all enemies.

Wood- Landscape: The Artist causes Wood elemental damage equal to its level and the Bound and Poisoned-By-1 effects to all enemies.

Water- Portrait: The Artist causes Water elemental damage equal to its level and the Asleep and Poisoned-By-1 effects to all enemies.

Lightning- The Scream: The Artist causes Lightning elemental damage equal to its level and the Blinded and Poisoned-By-1 effects to all enemies.

Ice- Relativity: The Artist causes Ice elemental damage equal to its level and the Confused and Poisoned-By-1 effects to all enemies.

Earth- Cubist: The Artist causes Earth elemental damage equal to its level and the Slowed and Poisoned-By-1 effects to all enemies.

Wind- Impressionist: The Artist causes Wind elemental damage equal to its level and Poisoned-By-1 to all enemies. It also hastens all allies.

Posted

I like the everyday job-centric classes like alchemist, harlot, etc. so the final form of the Artist class would be welcomed by me. More roleplay focused classes could reduce the number of recent proclamations about players being in RP-related slumps with their characters.

Illuminator

These mages are so bright you'll have to wear shades.

* Additional Health: +3

* Additional Ether: +6

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

* Job Trait(s): Hard Light Constructs - Illuminators are able to make objects out of solidified light. Polarized Vision - Illuminators are immune to the Blind effect. Spellcasting - (See mage).

* Battle Style: Illuminating - Illuminators bring all things to light.

1. SHIELD:
ROYGBIV
- All enemies afflicted with faerie fire effect take light damage in an amount equal to the enemies’ level multiplied by ten (level 10 enemy x 10 = 100 light damage) consuming the faerie fire effect. Additionally, the illuminator can alter the way a gem refracts light thus changing the “color” of one gem in their possession to any element they desire.

2. CRITICAL HIT/GREAT SPELL/STRONG CONSTRUCT: The illuminator attacks or spends 1 ether to cast an elemental spell with strength equal to weapon power multiplied by two then added to level (WP: 15 x 2 + Level 30 = 60 damage). Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after ten rounds.

3. HIT/SPELL/CONSTRUCT: The illuminator attacks or spends 1 ether to cast an elemental spell with strength equal to weapon power added to level (WP: 15 + Lvl 30 = 45 damage). Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after five rounds.

4. MISS/WEAK CONSTRUCT: The illuminator misses his attack. Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after two rounds.

5. DAMAGE/LIGHT POLLUTION: The illuminator is struck by his opponent’s attack. Additionally, any attempt at creating a hard light construct fails and the illuminator saturates the area with a strange light that
confuses
the illuminator.

6. SPECIAL DAMAGE/LIGHT POLLUTION: The illuminator is struck by his opponent’s special skill. Additionally, any attempt at creating a hard light construct fails and the illuminator saturates the area with a strange light that
confuses
the illuminator.

HARD LIGHT CONSTRUCTS

Illuminators can produce powerful creations of light to aid them in battle by spending 1 ether. The construct is able to attack on the round following its creation and deducts 1 ether from the caster for each round the construct is standing.

Hard light constructs require the illuminator to possess a diamond and can take on any form the illuminator chooses. The construct deals light damage in an amount equal to the illuminator’s weapon power multiplied by 10 (i.e.: WP 15 = 150 light damage to target). Each attack applies the Faerie Fire effect to the enemy surrounding the target in light making it much easier to see which prevents the target from using Flee/Stealth/Hide/etc. All allied characters have a 50/50 chance to completely avoid free hits from the target afflicted with Faerie Fire.

The construct immediately begins to fade and loses level in an amount equal to the illuminator’s weapon power each round beginning at the end of the round following its summoning (WP15 => Round 1 = Level 150, Round 2 = Level 135, etc.). The construct is unable to be damaged so its targeting of an enemy does not negate Free Hits. There is no limit to the amount of constructs standing at one time.

Posted

Can the "Hard Light Constructs" job trait be replaced for something else? I really don't think it should occupy a job trait slot.

By the way: Shades (Immune to Blinded, Faerie Effect and an Illuminator's attacks.) :tongue:

Posted (edited)

Okay, so I put more thought into the Demonologist class and this time I made it as a master class (Like Sandy said).

DEMONOLOGIST

(Requires making a deal with a demon)

These corrupted souls made a pact for power.

Additional Health: +25

Weapons: Demonologists can use medium-weight weapons like staves, broomsticks, longswords, maces, axes, hammers and scythes. They can also use gems and scrolls at the cost of their health.

Job Traits: Spellcasting - Demonologists can remove obstacles from their path outside battle at the cost of 1 health; Healing - Demonologists can heal any ally outside battle at the cost of 1 health; Flee - (see Rogue); Intimidation - (See Black Knight); Demonic Wisdom - Demonologists can spend health to get a hint on any puzzle or riddle that they encounter - the more health they spend, the more revealing the hint is; Hellish Command - Demonologists can bend a lesser demon's actions to their will outside of battle at the cost of 1 health. They can use Diplomacy on demons of greater power.

Battle Style: Sold - Demonologists sacrifice health for power, but they cannot directly damage demons and vice versa.

1. SHIELD - Audi Alteram Partem - The demonologist opens a portal to the void that releases pure elemental energy that attacks all enemies with strength equal to two times their weapon power added to their level and the amount of health they have lost (WP 15x2 + 50 + 10 lost health = 90 elemental damage). Then the demonologist heals the entire party equal to the damage dealt. This costs 1 health.

2. CRITICAL MORTAL HIT/GREAT MORTAL SPELL/GREAT MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to two times their weapon power added to their level and the amount of health they have lost (WP 15x2 + 50 + 10 lost health = 90 (elemental) damage) at the cost of 1 health. Instead of attacking, the demonologist can spend 1 health to restore health to themselves or one of their allies equal to the power of their critical mortal hit.

3. MORTAL HIT/MORTAL SPELL/MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to their weapon power added to their level and the amount of health they have lost (WP 15 + 50 + 10 lost health = 75 (elemental) damage) at the cost of 1 health. Instead of attacking, the demonologist can spend 1 health to restore health to themselves or one of their allies equal to the power of their mortal hit.

4. LIFE DRAIN - The demonologist drains their targets health with strength equal to his level divided by two (50 : 2 = 25 damage done and transfered as health). Optionally, any attempt at healing fails.

5. DAMAGE/NO HEAL - The demonologist is struck by their opponent's attack.

6. SPECIAL DAMAGE/NO HEAL - The demonologist is struck by their opponent's special attack. Optionally, any attempt at healing fails.

By the way, if the demonologist is trying to heal an ally and he/she rolls 4 he/she will drain life from the ally.

Edited by Cutcobra
Posted

I don't see that problem; since you're using health, you don't have the 50+ pool of ether to power your spells you'd have with most level 50 classes. Except for the Shield roll, where it's all basically free. Maybe have the Shield roll not heal the Demonologist? Perhaps it could give him some other buff instead, like bonus power = level, or one of the effects or something.

Also Mortal healing means when you heal yourself, you heal whatever damage you've taken plus a bit more.

Posted

Thanks for the feedback! I've changed it so that the SHIELD roll costs 2 health instead o 1, it only heals the Demonologists allies and it deals the Cursed effect to all enemies. I've changed the heals so that they can only target allies and not themselves. I'm still not sure about the 4 roll, though.

DEMONOLOGIST

(Requires making a deal with a demon)

These corrupted souls made a pact for power.

Additional Health: +25

Weapons: Demonologists can use medium-weight weapons like staves, broomsticks, longswords, maces, axes, hammers and scythes. They can also use gems and scrolls at the cost of their health.

Job Traits: Spellcasting - Demonologists can remove obstacles from their path outside battle at the cost of 1 health; Healing - Demonologists can heal any ally outside battle at the cost of 1 health; Flee - (see Rogue); Intimidation - (See Black Knight); Demonic Wisdom - Demonologists can spend health to get a hint on any puzzle or riddle that they encounter - the more health they spend, the more revealing the hint is; Hellish Command - Demonologists can bend a lesser demon's actions to their will outside of battle at the cost of 1 health. They can use Diplomacy on demons of greater power.

Battle Style: Sold - Demonologists sacrifice health for power, but they cannot directly damage demons and vice versa.

1. SHIELD - Audi Alteram Partem - The demonologist opens a portal to the void that releases pure elemental energy that Curses all enemies and attacks them with strength equal to two times their weapon power added to their level and the amount of health they have lost (WP 15x2 + 50 + 10 lost health = 90 elemental damage). Then the demonologist heals all his allies equal to the damage dealt. This costs 2 health.

2. CRITICAL MORTAL HIT/GREAT MORTAL SPELL/GREAT MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to two times their weapon power added to their level and the amount of health they have lost (WP 15x2 + 50 + 10 lost health = 90 (elemental) damage) at the cost of 1 health. Instead of attacking, the demonologist can spend 1 health to restore health to one of their allies equal to the power of their critical mortal hit.

3. MORTAL HIT/MORTAL SPELL/MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to their weapon power added to their level and the amount of health they have lost (WP 15 + 50 + 10 lost health = 75 (elemental) damage) at the cost of 1 health. Instead of attacking, the demonologist can spend 1 health to restore health to one of their allies equal to the power of their mortal hit.

4. RIFT - At the cost of 1 health, the demonologist temporarly opens a tiny rift to the void that sends a demon to attack their target with strength equal to half the demonologist's level (50 : 2 = 25 damage). The demon deals darkness damage and the Cursed effect.

5. DAMAGE/NO HEAL - The demonologist is struck by their opponent's attack. Optionally, any attempt at healing fails.

6. SPECIAL DAMAGE/NO HEAL - The demonologist is struck by their opponent's special attack. Optionally, any attempt at healing fails.

Posted

Having hosted Guts now, I must say that I really like the way Alchemist has been balanced. Guts is extremely powerful, but that's lessened somewhat by the fact that Alchemist serves more as a support class. Even with the Perquisite trait that makes purchasing buffing consumables easier, a Lucky Alchemist will produce a lot of items (which he can then use in battle while attacking/creating more items). Explosion is a small but effective balancing factor. Everything about the class is synergistic, and the way it turned out is far superior to its original rendition when it had ether for healing and scroll casting. That role has been divided among Chi Monks and Scholars in the Expert Classes, I think, so Alchemist is a unique class that's really fun to play and host. :thumbup:

I meant to comment on Demonologist earlier, but here it is now. I really like the idea of gaining and spending health instead of ether for the class - it makes a neat combination of Rogue Thief, Cleric and Mage. I do think that the rolls need to be better - compared to the other Master Classes, they're pretty weak. I like the idea of the Cursed effect on the SHIELD roll, but the 2xWP+level AOE damage seems out of place. How about something that drains health? Mirroring the Cursed-effect itself, the Demonologist could gain 1/10th of all enemies' max (or current) health. Rift also seems superfluous - Mortal Aim/Spell Aim/Lesser Heal would seem more appropriate. Maybe Special Mirror could be thrown in for the chaotic flavor as well.

Posted

I meant to comment on Demonologist earlier, but here it is now. I really like the idea of gaining and spending health instead of ether for the class - it makes a neat combination of Rogue Thief, Cleric and Mage. I do think that the rolls need to be better - compared to the other Master Classes, they're pretty weak. I like the idea of the Cursed effect on the SHIELD roll, but the 2xWP+level AOE damage seems out of place. How about something that drains health? Mirroring the Cursed-effect itself, the Demonologist could gain 1/10th of all enemies' max (or current) health. Rift also seems superfluous - Mortal Aim/Spell Aim/Lesser Heal would seem more appropriate. Maybe Special Mirror could be thrown in for the chaotic flavor as well.

I have been rethinking the Demonologist/Warlock/Whatever-demony-thing and came to the conclusion that it just doesn't have anything special in particular (the stuff that makes expert and master classes unique). I drew inspiration from Sandy's new "Tin" artifact set so I decided to make a "Demonologist" one. I'll continue this on the General Discussion thread since it isn't very classy (pun intended).

Posted

I've decided to take a crack at Demonologist, because I really like the health cost function, and I think the class has potential. My take puts this class in a unique high risk/high reward role, and all about losing and gaining health quickly. A lot of strategy could be implemented when choosing to sacrifice or restore health.

A summary of the changes:

  • Changed the health boost to reflect the total of 30 characteristic of other Master Classes.
  • "Sold" battle style to "Demonic" - aesthetic change
  • Changed the SHIELD skill significantly. It both Curses the enemy party and heals the allied party, but in a different way than other healing classes. Note that the skill is powerful to begin with, but both sides of its effects decrease with each round. See example below for illustration.
  • Added the ability for the Demonologist to sacrifice any amount of health prior to the attack to add to the damage dealt. Adds to the high risk/high reward aspect.
  • Changed the 4, 5, and 6 rolls. Countering and mirroring add to the high risk/high reward aspect.

DEMONOLOGIST

(Requires making a deal with a demon)

These corrupted souls made a pact for power.

Additional Health: +30

Weapons: Demonologists can use medium-weight weapons like staves, broomsticks, longswords, maces, axes, hammers and scythes. They can also use gems and scrolls at the cost of their health.

Job Traits: Spellcasting - Demonologists can remove obstacles from their path outside battle at the cost of 1 health; Healing - Demonologists can heal any ally outside battle at the cost of 1 health; Flee - (see Rogue); Intimidation - (See Black Knight); Demonic Wisdom - Demonologists can spend health to get a hint on any puzzle or riddle that they encounter - the more health they spend, the more revealing the hint is; Hellish Command - Demonologists can bend a lesser demon's actions to their will outside of battle at the cost of 1 health. They can use Diplomacy on demons of greater power.

Battle Style: Demonic - Demonologists sacrifice health for power, but they cannot directly damage demons and vice versa.

1. SHIELD - Audi Alteram Partem - The demonologist opens a portal to the void that releases pure elemental energy that Curses all enemies. In addition, each party member is healed by half the total amount of health lost by the enemies due to the curse each round, divided as evenly as possible.

2. CRITICAL MORTAL HIT/GREAT MORTAL SPELL/GREAT MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to two times their weapon power added to their level and the amount of health they have lost (WP 15x2 + 50 + 10 lost health = 90 (elemental) damage). Instead of attacking, the demonologist can spend 1 health to restore health to one of their allies equal to the power of their critical mortal hit. The demonologist can choose to sacrifice any amount of health to add to the amount of damage dealt or health restored.

3. MORTAL HIT/MORTAL SPELL/MORTAL HEAL - The demonologist attacks or spends 1 health to cast an elemental spell with strength equal to their weapon power added to their level and the amount of health they have lost (WP 15 + 50 + 10 lost health = 75 (elemental) damage). Instead of attacking, the demonologist can spend 1 health to restore health to one of their allies equal to the power of their mortal hit. The Demonologist can choose to sacrifice any amount of health to add to the amount of damage dealt or health restored.

4. MORTAL COUNTER/MORTAL SPELL COUNTER/LESSER MORTAL HEAL: The demonologist is struck by the opponent's attack but attacks right back or spends 1 health to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the demonologist can spend 1 health to restore health to one of their allies equal to their level. The Demonologist can choose to sacrifice any amount of health to add to the amount of damage dealt or health restored.

5. MIRROR DAMAGE/NO HEALING - The demonologist is struck by the opponent's attack, but if the demonologist survives, they reflect the attack to cause the same amount of damage to the opponent regardless of defense or distance. Optionally, any attempt at healing fails.

6. SPECIAL MIRROR/NO HEALING - The demonologist is struck by their opponent's special attack, but the demonologist reflects it back to cause the same effect on the opponent. Optionally, any attempt at healing fails.

Example:

Round 1 of Battle with 6 identical enemies, each with 1000 health. The Demonologist rolls a SHIELD, the enemies lose a total of 600 max health due to the curse, at the end of the round the heroes gain a divided 300 health. In round 2, the enemies lose a total of 540 max health, and the heroes gain a total of 270. Fast forward to round 5, and the enemies lose a total of 394 max health and the heroes gain a total of 197 health.

I'll admit it's a bit complicated, but a few things to keep in mind include the fact that the health gained by the heroes is largely dependent on the number of enemies and their max health, and the distribution of that health is determined by the size of the hero party. Also, Cursed may seem strong but it's likely that a lot of enemies will take that damage from powerful heroes anyway, so reducing their max health will often not affect total health.

Alternatives could be bestowing the Blessed-effect to the party, or healing the party to full health, or something else.

Posted

Anyone interested in seeing this revisited?

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.

Posted

I like your version of the Demonologist more than mine, JimBee. :thumbup:

Although, now that I think about it, the "Hellish Command" trait I made seems kind of stupid. Maybe we could turn it into something like "Everytime an effect deals damage to an enemy the damage done is transferred equal among the party as health. The demonologist can apply the Cursed effect outside of battle at the cost of 3 health." That way you won't need to explain in in the SHIELD roll.

Posted

I could get behind this class. I think the changes you made work well. It feels like a nice progression for the Witch class.

I'm glad you like it. It is similar to Witch in some ways, but also to Black Knight and Mage. At the same time I feel like it fits a unique role all on its own. :classic:

I like your version of the Demonologist more than mine, JimBee. :thumbup:

Although, now that I think about it, the "Hellish Command" trait I made seems kind of stupid. Maybe we could turn it into something like "Everytime an effect deals damage to an enemy the damage done is transferred equal among the party as health. The demonologist can apply the Cursed effect outside of battle at the cost of 3 health." That way you won't need to explain in in the SHIELD roll.

I was considering changing it, but I reviewed WBD's handy quick guide to creating Expert Classes, and compared the Demonologist's traits to those of the other Master Classes, and it does seem to have a nice balance of in-battle and roleplaying traits. Although Hellish Command does seem a bit too niche... Out-of-battle Cursing seems too powerful/unnecessary too. the ability to Command demons could be restricted to an item, much like the Baron's Epaulets do for short NPCs. And I guess Intimidation already covers a lot of Hellish Command.

So, would Natural Respite/Restoration be OP? How about Track Down? Or something that gives the class in-battle advantages outside of battle, such as the discounts received by Marauders, Alchemists and Artisans, or advantages such as the Decamon Drafter's Decamon Expert trait? Something new entirely? I feel like the trait selection is lacking in a big, advantageous trait such as Zweihander Grip. Or maybe something entirely new would be good. Thoughts?

Gem Master doesn't seem to fit any role that's not covered. It looks like it would play similar to Mage, just without the offensive capability. Making the party immune to a certain type of element as a SHIELD skill isn't that great, considering how few enemies actually deal elemental attacks and the number of heroes who are already immune.

Posted (edited)
Something new entirely? I feel like the trait selection is lacking in a big, advantageous trait such as Zweihander Grip. Or maybe something entirely new would be good. Thoughts?

It's a bit of a crazy idea, but what if they had a trait where they could turn potions, remedies, etc., in their inventory into various venom-styled consumables that give negative effects?

Of course, it sounds more like something a witch would do...

Edited by Lind Whisperer

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