[COMMUNITY PROJECT] MISSIONGARDE -- CLASS REFINING IN PROGRESS
Posts
I'm just fine with Dragon Warrior IV NES graphics.
Also, I renamed the songs for the Bard to make sure that they will all fit:
Two Mandolins is now 2Mandolins
Heroic March - Q1 - Raises all party members strength slightly
Tale of Breathless - Q1 - May inflict mute to all enemies
Minstrelosity - Q1 - CAN ONLY BE USED INSIDE BATTLE Heals the Bard (His/Her vain pride causes him/her to continue fighting) (Has the same tune as the tale of the spoony bard)
Lay of Weasel Turd - Q2 - Makes the enemies ears bleed! (Causes damage to all enemies)
Ye Olde Jokester - Q2 - Inflicts enemies with chaos
Accordion's Discorda- Q3 - Inflicts all enemies with discord
Lay of Drying Mud - Q3 - Inflicts everyone except for the bard (both enemies and party members) with sleep
Storming of DaratDar - Q3 - Uppers the party
Brawler's Theme - Q4 - Bikills and Hastes party
Ancient's Battle Lay - Q4 - Inflicts everyone except the bard (both enemies and party members) with berserk
Agony - Q4 - Makes the enemies' ears explode! (Causes larger damage to all enemies)
Also, I renamed the songs for the Bard to make sure that they will all fit:
Two Mandolins is now 2Mandolins
Heroic March - Q1 - Raises all party members strength slightly
Tale of Breathless - Q1 - May inflict mute to all enemies
Minstrelosity - Q1 - CAN ONLY BE USED INSIDE BATTLE Heals the Bard (His/Her vain pride causes him/her to continue fighting) (Has the same tune as the tale of the spoony bard)
Lay of Weasel Turd - Q2 - Makes the enemies ears bleed! (Causes damage to all enemies)
Ye Olde Jokester - Q2 - Inflicts enemies with chaos
Accordion's Discorda- Q3 - Inflicts all enemies with discord
Lay of Drying Mud - Q3 - Inflicts everyone except for the bard (both enemies and party members) with sleep
Storming of DaratDar - Q3 - Uppers the party
Brawler's Theme - Q4 - Bikills and Hastes party
Ancient's Battle Lay - Q4 - Inflicts everyone except the bard (both enemies and party members) with berserk
Agony - Q4 - Makes the enemies' ears explode! (Causes larger damage to all enemies)
Dragon Warrior IV graphics would be totally fine and would probably fit best with the vibe of the game. BUT considering the ridiculous glut of quality NES-style RPGs to come out lately, maybe 16-bit graphics might be more distinctive (though more difficult to implement)?
I vote we go for 4-color Game-Boy style graphics, complete with frame around the field view.
To be able to do this, we would need to have a fire, ice, lightning, poison, dark, heavy fire, heavy ice, heavy lightning, silence, fire/ice/lightning, ultima version of every single weapon in the game, so that I would be able to programmatically switch weapons in battle to the Enchanted item.
There is a workaround for this, I used it in a mini-game in Iron Gaia: Virus; essentially, limit the weapon-summoner/spellsword to a SMALL SUBSET of weapons only they can use. Call them magic swords, or whatever, and have them cast spells to summon magic swords out of the Aether.
Tamer (maybe... Are you thinking of actually having monsters fight by your side, or more of a Rydia-type Caller where she summons a Chocobo that does damage? The former isn't really possible in Rm2k3)
Not only possible, but not that challenging. I did it, not particularly well, in both Iron Gaia: Virus AND Eldritch (Eldritch interestingly has both types of summons you described there). However, obviously, one cannot break the four-person-party limit.
author=kentona link=topic=3474.msg69635#msg69635 date=1239035933
List, Redux:
Basic:
Soldier
Cleric
Evoker
Generica Kid
Druid
Mage
Ranger
Raider
Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Knight
Tamer
Garou
Elite:
God Hand
Barbarian
Wizard
Archmage
These guys could beat Jesus in a fight:
Huntsman
Ninja
We need to consider trimming the list, and refining the existing classes. So basically we're approaching "Last Call for new Classes"...heads up to anyone interested in posting ideas. Because once I begin the task of balancing all the classes, I will be loathe to add new ones.
Alright, I am going to attempt to apply some order to the class list....taking charge and all that. Stop me if I go too far...
Basic assumptions...
1) We want a balance of class "Archetypes": x physical, x magic, x stealth, x ???. Hybrids belong to both categories, and hence complicate things. We want the same number of options for every possible archetype.
2) Characters begin as Basic Classes and can GRADUATE to advanced Classes. Each type of basic class should have the same number of advanced classes it can graduate to. Likewise, Advanced Classes can graduate and become Elite classes. (If this is incorrect, correct me now.)
3) I have no idea what the purpose of the fourth category (beat jesus in a fight) is and I am freely admitting that.
Begin organization as of next post...
BASIC CLASSES
Physical
Soldier
Generica Kid**
Magic
Cleric
Evoker
Mage
Druid
Stealth
Ranger
Raider
*These classes that appear on two lists? They're hybrids.
**RECOMMENDED CUTS: I strongly recommend losing "Generica Kid" entirely. It is not fitting with the tone of the rest of the classes and is also pretty uninteresting; and do we really need more than one uninteresting class besides soldier? I also recommend moving Evoker to Advanced, as long as it's the one by F-G that used to be enchanter.
***These are new classes. See below.
Notes, by Class:
Raider:
I like this guy, but he needs more abilities. There are too many classes with few or no abilities. How about a steal skill?
Soldier, Cleric, Mage:
These are just about perfect.
Ranger:
I can only make an argument for keeping this if there are actual traps in the game that can be disarmed. Also I am unhappy that this class is lifted directly from Hero's Realm. Also I strongly feel Cleanse should be moved to druid. Give rangers a dual-attack with bows instead.
Evoker:
I can't find the stats for this anywhere. Did it used to be Enchanter? Anyway, I think it should be moved to Advanced, and here's why....
1) It is the only HYBRID class in basic and sticks out like a sore thumb.
2) It makes symmetry more difficult. Symmetry is having the same number of classes for each archetype; see below.
Druid:
Needs more CLEANSE. Cleanse is a classic druid ability. Also, I suggest giving it buffs.
General Thoughts on the Basic Classes
As it stands, we have two to three physical, four magical, and one to two stealth, depending on where you put Raider.
Assuming my proposed ideas go through, we are left with..
Physical
Soldier
Raider?
???
Magic
Cleric
Mage
Druid
Stealth
Ranger
Raider?
??????
Now out of these, I REALLY like how Magic gets distributed; we have one natural magic, one arcane magic, one divine magic PERFECT. I am going to try and fill in some of those question marks; we need one new physical and two new stealth, or vice versa; it'd be good if Darken would way in on where he wants Raider to stand.
In the mean time, I will try to do one new basic physical and one new basic stealth, and try to make them not redundant with any of the current classes at any level. More in my next post.
Physical
Soldier
Generica Kid**
Magic
Cleric
Evoker
Mage
Druid
Stealth
Ranger
Raider
*These classes that appear on two lists? They're hybrids.
**RECOMMENDED CUTS: I strongly recommend losing "Generica Kid" entirely. It is not fitting with the tone of the rest of the classes and is also pretty uninteresting; and do we really need more than one uninteresting class besides soldier? I also recommend moving Evoker to Advanced, as long as it's the one by F-G that used to be enchanter.
***These are new classes. See below.
Notes, by Class:
Raider:
I like this guy, but he needs more abilities. There are too many classes with few or no abilities. How about a steal skill?
Soldier, Cleric, Mage:
These are just about perfect.
Ranger:
I can only make an argument for keeping this if there are actual traps in the game that can be disarmed. Also I am unhappy that this class is lifted directly from Hero's Realm. Also I strongly feel Cleanse should be moved to druid. Give rangers a dual-attack with bows instead.
Evoker:
I can't find the stats for this anywhere. Did it used to be Enchanter? Anyway, I think it should be moved to Advanced, and here's why....
1) It is the only HYBRID class in basic and sticks out like a sore thumb.
2) It makes symmetry more difficult. Symmetry is having the same number of classes for each archetype; see below.
Druid:
Needs more CLEANSE. Cleanse is a classic druid ability. Also, I suggest giving it buffs.
General Thoughts on the Basic Classes
As it stands, we have two to three physical, four magical, and one to two stealth, depending on where you put Raider.
Assuming my proposed ideas go through, we are left with..
Physical
Soldier
Raider?
???
Magic
Cleric
Mage
Druid
Stealth
Ranger
Raider?
??????
Now out of these, I REALLY like how Magic gets distributed; we have one natural magic, one arcane magic, one divine magic PERFECT. I am going to try and fill in some of those question marks; we need one new physical and two new stealth, or vice versa; it'd be good if Darken would way in on where he wants Raider to stand.
In the mean time, I will try to do one new basic physical and one new basic stealth, and try to make them not redundant with any of the current classes at any level. More in my next post.
Infiltrator
Class Rank: Basic
Class Points: Omitted at this stage.
Description: Your classic spy/ninja/rogue. Everyone loves 'em.
HP: 3
MP: 2
STR: 4
DEF: 2
INT: 3
AGL: 6
Battle Commands: (Explain any new ones)
FIGHT
HIDE - Adds "Hide" Status to self; evade all physical attacks but not spells. Should have MP cost or cooldown time. I can code this if necessary.
STEAL - Self evident.
ITEM
ESCAPE
Spells:
None.
Condition/Attribute Resistances:
Could argue slight resistance to illusion/enchantment magic (Sleep, Confuse, Berserk, etc.); the tricky are trickier to trick.
Dual Wield? No.
Mighty Guard? No.
AI Control? No.
Lock Equip.? No.
EXP leveling: (Average)
Equipment Notes: Daggers do low damage but can inflict status effects later in game; light crossbows do better damage, no status effect. Bucklers and light armor.
General Notes: Mediocre stats, no spells, weak equipment, but excellent unique battle abilities; a utility class with some variety, and also hard to kill (except for mages).
Knight (Adjusted)
Class Rank: Basic.
Class Points: Omitted at this time.
Description:Noble paragons of chivalry, knights are leaders of men who fight to rescue fair maidens and defend the weak.
HP: 5
MP: 3
STR:5
DEF:5
INT:1
AGL:1
Battle Commands: (Explain any new ones)
FIGHT
RALLY (See below.)
ITEM
ESCAPE
Orations:
(Spell Name - Level Gained - explanation if unusual)
Moving Oration - Q2 - Increases entire party's speed.
Battle Scream - Q2 - Inflicts Fear (minor reduction to all stats) on all enemies.
Call to Arms - Q1 - Increases (physical) attack power of entire party.
Heroic Stand - Q1 -Restores some health to entire party.
Shield of Honor - Q1 - Increases defense of entire party.
Coat of Arms - Q3 - Increases own defense, attack power, and speed.
Clarion Call - Q3 - Lowish % chance to revive dead allies.
Stare Down - Q4 - Good chance to paralyze one enemy.
Condition/Attribute Resistances:
Immune to fear based effects.
Dual Wield? No.
Mighty Guard? Yes.
AI Control? No.
Lock Equip.? No.
EXP leveling: Average. (V.Slow/Slow/Average/Fast/V.Fast)
Equipment Notes: Knights can equip all heavy armor, swords, maces, and shields. They can't equip light armor, medium armor, or other types of weapons; Soldiers CAN.
General Notes: The Knight is essentially a tank with a twist. The Knight is a slightly weaker Soldier with skills. The Knight relies on charisma; these skills, likewise, rely on leadership and intimidation to buff/debuff. The Knight has very low MP, though, and so can't use these skills more than a few times before he's out.
A less tough, more versatile version of the Soldier; the Knight now has just 20 points worth of attributes. That's only one more than the Soldier (and I've taken points out of things like HP, STR and Defense which keep you alive and put them into relatively, but 6 less than the Carnitank. In short, as a basic class is where the Knight belongs.
That's it tonight. I'm waiting for feedback and a nod from Kentona before going further but I will attempt to do the Advanced classes some time tomorrow.
Class Rank: Basic
Class Points: Omitted at this stage.
Description: Your classic spy/ninja/rogue. Everyone loves 'em.
HP: 3
MP: 2
STR: 4
DEF: 2
INT: 3
AGL: 6
Battle Commands: (Explain any new ones)
FIGHT
HIDE - Adds "Hide" Status to self; evade all physical attacks but not spells. Should have MP cost or cooldown time. I can code this if necessary.
STEAL - Self evident.
ITEM
ESCAPE
Spells:
None.
Condition/Attribute Resistances:
Could argue slight resistance to illusion/enchantment magic (Sleep, Confuse, Berserk, etc.); the tricky are trickier to trick.
Dual Wield? No.
Mighty Guard? No.
AI Control? No.
Lock Equip.? No.
EXP leveling: (Average)
Equipment Notes: Daggers do low damage but can inflict status effects later in game; light crossbows do better damage, no status effect. Bucklers and light armor.
General Notes: Mediocre stats, no spells, weak equipment, but excellent unique battle abilities; a utility class with some variety, and also hard to kill (except for mages).
Knight (Adjusted)
Class Rank: Basic.
Class Points: Omitted at this time.
Description:Noble paragons of chivalry, knights are leaders of men who fight to rescue fair maidens and defend the weak.
HP: 5
MP: 3
STR:5
DEF:5
INT:1
AGL:1
Battle Commands: (Explain any new ones)
FIGHT
RALLY (See below.)
ITEM
ESCAPE
Orations:
(Spell Name - Level Gained - explanation if unusual)
Moving Oration - Q2 - Increases entire party's speed.
Battle Scream - Q2 - Inflicts Fear (minor reduction to all stats) on all enemies.
Call to Arms - Q1 - Increases (physical) attack power of entire party.
Heroic Stand - Q1 -Restores some health to entire party.
Shield of Honor - Q1 - Increases defense of entire party.
Coat of Arms - Q3 - Increases own defense, attack power, and speed.
Clarion Call - Q3 - Lowish % chance to revive dead allies.
Stare Down - Q4 - Good chance to paralyze one enemy.
Condition/Attribute Resistances:
Immune to fear based effects.
Dual Wield? No.
Mighty Guard? Yes.
AI Control? No.
Lock Equip.? No.
EXP leveling: Average. (V.Slow/Slow/Average/Fast/V.Fast)
Equipment Notes: Knights can equip all heavy armor, swords, maces, and shields. They can't equip light armor, medium armor, or other types of weapons; Soldiers CAN.
General Notes: The Knight is essentially a tank with a twist. The Knight is a slightly weaker Soldier with skills. The Knight relies on charisma; these skills, likewise, rely on leadership and intimidation to buff/debuff. The Knight has very low MP, though, and so can't use these skills more than a few times before he's out.
A less tough, more versatile version of the Soldier; the Knight now has just 20 points worth of attributes. That's only one more than the Soldier (and I've taken points out of things like HP, STR and Defense which keep you alive and put them into relatively, but 6 less than the Carnitank. In short, as a basic class is where the Knight belongs.
That's it tonight. I'm waiting for feedback and a nod from Kentona before going further but I will attempt to do the Advanced classes some time tomorrow.
I'll take one last crack at this:
Poacher
Class Rank: Advanced
Class Points: Meh.
Description: A hunter that specializes in killing monsters. As he levels, he gains insight as to the weak points of more enemy types.
HP: 4
MP: 3
STR: 5
DEF: 4
INT: 2
AGL: 6
Battle Commands: (Explain any new ones)
FIGHT
HUNT - Poacher command. Deal triple damage to certain enemy types. As levels are gained, more enemy types can be affected.
SCAN - Waits a few turns, and then views the selected enemy's data, and maybe a blurb of background information as well.
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
A spell for every common enemy type, such as:
Silver Arrow - Deals triple damage to wolves and werewolves.
Burial - Deal triple damage to undead.
Wyrmkiller - Deal triple damage to dragons.
Interesting idea: Perhaps Poachers should learn their skills once the party defeats a certain number of that enemy type? With more powerful enemy types requiring more kills to learn?
Condition/Attribute Resistances:
Dual Wield? Nope.
Mighty Guard? Nope.
AI Control? Nope.
Lock Equip.? Nope.
EXP leveling: Average
Equipment Notes: Bows, spears, muskets(?), whips, other weapons associated with hunting.
General Notes:
Feel free to rename the class as you wish. Also, not every enemy type needs a skill.
*Changed to Advanced form of Ranger.
Yeah, that sounds about right to me, Max. But where does that leave stealth?
Poacher
Class Rank: Advanced
Class Points: Meh.
Description: A hunter that specializes in killing monsters. As he levels, he gains insight as to the weak points of more enemy types.
HP: 4
MP: 3
STR: 5
DEF: 4
INT: 2
AGL: 6
Battle Commands: (Explain any new ones)
FIGHT
HUNT - Poacher command. Deal triple damage to certain enemy types. As levels are gained, more enemy types can be affected.
SCAN - Waits a few turns, and then views the selected enemy's data, and maybe a blurb of background information as well.
ITEM
ESCAPE
Spells:
(Spell Name - Level Gained - explanation if unusual)
A spell for every common enemy type, such as:
Silver Arrow - Deals triple damage to wolves and werewolves.
Burial - Deal triple damage to undead.
Wyrmkiller - Deal triple damage to dragons.
Interesting idea: Perhaps Poachers should learn their skills once the party defeats a certain number of that enemy type? With more powerful enemy types requiring more kills to learn?
Condition/Attribute Resistances:
Dual Wield? Nope.
Mighty Guard? Nope.
AI Control? Nope.
Lock Equip.? Nope.
EXP leveling: Average
Equipment Notes: Bows, spears, muskets(?), whips, other weapons associated with hunting.
General Notes:
Feel free to rename the class as you wish. Also, not every enemy type needs a skill.
*Changed to Advanced form of Ranger.
Yeah, that sounds about right to me, Max. But where does that leave stealth?
Poacher seems very well balanced to me, Chaos. He would work well as an Advanced class for the Ranger.
Helpful guide to where I think we should be:
Basic: 18-22 POINTS worth of attributes.
Boring/Balanced example:
HP: 3
MP: 3
STR: 3
DEF: 3
INT: 3
AGL: 3
Advanced: 23-30 POINTS worth of attributes.
Boring/Balanced example:
HP: 4
MP: 4
STR: 4
DEF: 4
INT: 4
AGL: 4
Elite: 30-36 POINTS worth of attributes.
Boring/Balanced example:
HP: 5
MP: 5
STR: 5
DEF: 5
INT: 5
AGL: 5
Your Poacher class is right on the borderline between Basic and Advanced. We could add him as a third Stealth class, but he's very similar to Ranger (both are bow-hunting naturalists) so why not make him an Advanced class of Ranger? That's my two cents, anyway.
Helpful guide to where I think we should be:
Basic: 18-22 POINTS worth of attributes.
Boring/Balanced example:
HP: 3
MP: 3
STR: 3
DEF: 3
INT: 3
AGL: 3
Advanced: 23-30 POINTS worth of attributes.
Boring/Balanced example:
HP: 4
MP: 4
STR: 4
DEF: 4
INT: 4
AGL: 4
Elite: 30-36 POINTS worth of attributes.
Boring/Balanced example:
HP: 5
MP: 5
STR: 5
DEF: 5
INT: 5
AGL: 5
Your Poacher class is right on the borderline between Basic and Advanced. We could add him as a third Stealth class, but he's very similar to Ranger (both are bow-hunting naturalists) so why not make him an Advanced class of Ranger? That's my two cents, anyway.
1) We want a balance of class "Archetypes": x physical, x magic, x stealth, x . Hybrids belong to both categories, and hence complicate things. We want the same number of options for every possible archetype.1) I am fine with that.
2) Characters begin as Basic Classes and can GRADUATE to advanced Classes. Each type of basic class should have the same number of advanced classes it can graduate to. Likewise, Advanced Classes can graduate and become Elite classes. (If this is incorrect, correct me now.)
3) I have no idea what the purpose of the fourth category (beat jesus in a fight) is and I am freely admitting that.
2) I was struggling with how to handle the balancing of Basic, Advanced and Elite classes. This will work well.
3)Vastly overpowered and game breaking. I was going to put "...can beat Chuck Norris in a fight" but was worried about roundhouse kicks to the head.
So, do Raiders also steal, now that we have an infiltrator?
I'm fine with doing away with the Ranger. And the idea of Traps - though I found it useful to have a class that had access to skills that cost no MP but had a reduced chance to hit. How about an Engineer class with TOOLS?
Lastly, here is a list of other battle commands that I have considered trying to incorporate:
GOLD TOSS -- use gold to toss at all enemies. Always hits
ALCHEMY -- mix potions for magic-like items
BLUE MAGIC -- Learn enemy skills
TOOLS -- spell-like effects that cost no MP
THROW -- spell-like effects that cost no MP
STEAL GOLD -- steal gold, not an item
MUG -- Steal + attack
STRIKE -- FIGHT, but with chance to do a x5 attack, or superstrong attack
GEOMANCY -- spells based on area fighting in
CALCULATOR -- skills that work based on the monsters LVL/INT/STR/etc.., like Lvl. 5 Doom and Lvl ? Pearl.
MIMIC -- copy the last attack (is this even feasible?)
oh shit i missed this.
can i halp anyway? otherwise, just ignore this post entirely
I for one am up for some spriting, say something a bit more eye-catching than Dungeon Quest (or better)? And a few tunes for that matter.
I found some old documents on my computer and posted them here, even though I'm too late to signup. FREE CONCEPTS ANY1?
General spells/skills that may prove useful;
Thunder Stroke/Knock (Make a surprise attack with the weapons hilt/haft that stuns opponents.)
Half-sword (A quicker, surprise-attack with any two-handed weapon. It either auto-hits or raises the defense of the attacker while inflicting moderate damage)
Tackle/grapple (Stuns both the Brigand and target but requires no energy or such)
Sandman... heheheh (Throws sand at one enemies eyes, inducing blind)
Throw Rock (Tosses an improvised projectile at a target enemy)
Bind wounds (A quick tearing of available clothing may stop bleeding)
Combo (allows for double attacks the next attack)
Strength (Doubles the offense for the next round. In combination with Combo and dualwield, we have a winner)
Cripple/Maim/Disarm/etc (good for reducing enemy stats/resistances/causing statuses)
Throat Slash (Causes silence and bleeding if successful)
Deadly Arc (Causes heavy damage and bleed)
Beheading (Has a small chance of causing death)
Wild Swing (Attacks all enemies)
Blood for Power (Sacrifice half the caster's current hp for full mana restore)
Concentrate (Doubles the Intelligence of the caster for the next round. Spells based on the intelligence of the caster will benefit nicely from this one)
Also, Brigands and Minstrels are cooler than soldiers and bards.
I also had an idea from my old game; Scholars. They are weak most ways but can learn any skill from anyone, and they level-up fast.
More ideas from my old project include
- Weapons and armour (dirty, pre 15th-century medieval europe-style)
- Essential damage attributes (about eight of them)
- Non-combat Items and Skills (Torches, ropes, thieving skills, npc reaction modifiers, etc.)
bye now
can i halp anyway? otherwise, just ignore this post entirely
Now that Worldbuilding has been split off, can we chat about game aesthetics? My original plan was to use Dragon Warrior IV NES graphics, since they are incredibly easy to use (and I already have a great collection of battlechars and spell animations from my work on Generica and Hellion). But I am open to other ideas. Given the nature of the game, we need a lot of charsets and matching battlechars. Also, I HATE the default Rm2k3 happy-bouncy battlechar style. I do have a good set of battlechars and weapons from my other game, Hero's Realm, too, that I can adapt. A FFIV-styled game works for me, too. I have the FFIV tilesets somewhere on my harddrive...
The other idea bounced around is the SNES version of Dragon Quest (as seen in Dragon Fantasy: My Hero). We'd need some battlechars and more charsets done up, though. I have very little spriting skill (cute little castles and windmills in sigs aside).
Thoughts?
I for one am up for some spriting, say something a bit more eye-catching than Dungeon Quest (or better)? And a few tunes for that matter.
I found some old documents on my computer and posted them here, even though I'm too late to signup. FREE CONCEPTS ANY1?
General spells/skills that may prove useful;
Thunder Stroke/Knock (Make a surprise attack with the weapons hilt/haft that stuns opponents.)
Half-sword (A quicker, surprise-attack with any two-handed weapon. It either auto-hits or raises the defense of the attacker while inflicting moderate damage)
Tackle/grapple (Stuns both the Brigand and target but requires no energy or such)
Sandman... heheheh (Throws sand at one enemies eyes, inducing blind)
Throw Rock (Tosses an improvised projectile at a target enemy)
Bind wounds (A quick tearing of available clothing may stop bleeding)
Combo (allows for double attacks the next attack)
Strength (Doubles the offense for the next round. In combination with Combo and dualwield, we have a winner)
Cripple/Maim/Disarm/etc (good for reducing enemy stats/resistances/causing statuses)
Throat Slash (Causes silence and bleeding if successful)
Deadly Arc (Causes heavy damage and bleed)
Beheading (Has a small chance of causing death)
Wild Swing (Attacks all enemies)
Blood for Power (Sacrifice half the caster's current hp for full mana restore)
Concentrate (Doubles the Intelligence of the caster for the next round. Spells based on the intelligence of the caster will benefit nicely from this one)
Also, Brigands and Minstrels are cooler than soldiers and bards.
I also had an idea from my old game; Scholars. They are weak most ways but can learn any skill from anyone, and they level-up fast.
More ideas from my old project include
- Weapons and armour (dirty, pre 15th-century medieval europe-style)
- Essential damage attributes (about eight of them)
- Non-combat Items and Skills (Torches, ropes, thieving skills, npc reaction modifiers, etc.)
bye now
So, allow me to post the revised class list of basic classes so far. With the lack of input from some people, I have made some executive decisions; I sensed I was getting the nod from Kentona.
Oh, and to answer Chaos's question, "Stealth" here is really a vague term meaning all utility, miscellaneous, and "other" characters who aren't casters or tanks or caster-tank hybrids. Craze likes to call this category "damage output" which is a pragmatic but limited way to look at things.
BASIC CLASSES
Physical
Soldier
Knight*
Raider
Magic
Cleric
Mage
Druid
Stealth
Ranger**
Infiltrator
Artificier***
*As I mentioned, this was powered down somewhat and is now more on par with a Soldier than a Carnitank. (Does anyone else feel that a game with boring class names like Soldier and bizarre class names like Carnitank and everything in betweenis a bit...eyebrow raising?)
***See below.
Artificier
Class Rank: Basic
Class Points: Omitted at this time.
Description: A skillful tinkerer, not the fastest or the strongest character you will find, but rather brilliant with gadgets.
HP: 3
MP: 3
STR: 2 (Important note: does not effect damage for Muskets.)
DEF: 2
INT: 6
AGL: 3
Battle Commands: (Explain any new ones)
FIGHT
MUSKET - Okay, so here's how this will work. The artificier carries a normal weapon, set up through the DBS normally, and a firearm. In game terms, this command switches to the musket and fires it. In metagame terms, it's just a battle command that deals a highly and exponentially randomized amount of damage (something like d64 * d64 so anything from 1 to 4096; the middle ground would be 1024; obviously these numbers need to be scaled down to be appropriate to enemy HP, but the idea is on the high end it could seriously mess up a boss or one hit a normal enemy, but on the low end, it would do like 8 damage) to a single enemy; it might have to be a random enemy, if I recall how 2k3 works. I toyed with the idea of the musket having limited ammo or needing to be reloaded, but I feel that we should not overcomplicate things at this stage. Finally, if the PC upgrades to a different firearm (say, something like ye olde shotgun, which damages all enemies) then yes, we'd need to find a way to change the battle command, which might be a pain in the ass.
ARTIFICE - Tools, like from Final Fantasy 6. They should be item-linked; they should either consume items with each use (preferred) or if that proves difficult to code, they should require certain items to be in the inventory or equipped or consumed to learn them. A la FF6.
ITEM
ESCAPE
Tools:
Tools do not cost MP unless they need to for balance reasons. (I always felt the engineer from FF6 was a little broken, and also I think traps in HR are a little too good, but it's up to you guys). Also, this stuff is pretty far-fetched, because I assumed Missiongarde was not trying to be too realistic to the medieval period.
(Tool Name - Level Gained - explanation if unusual)
- Q1 - Quadbow - Launches a flurry of crossbow bolts at all enemies. Mod. dam
- Q1 - Hurrikan Shield - Raises party's resistance to ranged/arrow based damage, assuming that this is a common enough type of damage to make this skill not completely crap.
- Q2 - Dragon's Maw - Single-target highish damage flamethrower.
- Q2 - Accelerator - Low chance to haste entire party. Like "Cheer Song" in FFT.
- Q3 - Crystallizer - Highish ice damage on one enemy, low chance to petrify.
- Q3 - Positron - Small heal and removes some status effects for entire party; lowish hit%
- Q4 - Hydra - Four-barreled shotgun; like Quadbow only better.
- Q4 - Alchemist's Fire - Low chance of low fire damage, confusion, and poison to all enemies.
Condition/Attribute Resistances:
None.
Dual Wield? No. (Only in his own way.)
Mighty Guard? No.
AI Control? No.
Lock Equip.? No. (Except for the Musket, as explained above.)
EXP leveling: Slow
Equipment Notes: All crossbows, light armor, muskets and other firearms.
General Notes: Same as the other two classes I made; poor attributes, interesting skills. This is a basic class that will really shine late in the game, with the exception of his Musket. His Musket starts out ridiculously strong and gets weaker and weaker, since it has no growth, but his skills get stronger and stronger. He has a miscellaneous skill set, not to be confused with an all encompassing one.
Oh, and to answer Chaos's question, "Stealth" here is really a vague term meaning all utility, miscellaneous, and "other" characters who aren't casters or tanks or caster-tank hybrids. Craze likes to call this category "damage output" which is a pragmatic but limited way to look at things.
BASIC CLASSES
Physical
Soldier
Knight*
Raider
Magic
Cleric
Mage
Druid
Stealth
Ranger**
Infiltrator
Artificier***
*As I mentioned, this was powered down somewhat and is now more on par with a Soldier than a Carnitank. (Does anyone else feel that a game with boring class names like Soldier and bizarre class names like Carnitank and everything in betweenis a bit...eyebrow raising?)
***See below.
Artificier
Class Rank: Basic
Class Points: Omitted at this time.
Description: A skillful tinkerer, not the fastest or the strongest character you will find, but rather brilliant with gadgets.
HP: 3
MP: 3
STR: 2 (Important note: does not effect damage for Muskets.)
DEF: 2
INT: 6
AGL: 3
Battle Commands: (Explain any new ones)
FIGHT
MUSKET - Okay, so here's how this will work. The artificier carries a normal weapon, set up through the DBS normally, and a firearm. In game terms, this command switches to the musket and fires it. In metagame terms, it's just a battle command that deals a highly and exponentially randomized amount of damage (something like d64 * d64 so anything from 1 to 4096; the middle ground would be 1024; obviously these numbers need to be scaled down to be appropriate to enemy HP, but the idea is on the high end it could seriously mess up a boss or one hit a normal enemy, but on the low end, it would do like 8 damage) to a single enemy; it might have to be a random enemy, if I recall how 2k3 works. I toyed with the idea of the musket having limited ammo or needing to be reloaded, but I feel that we should not overcomplicate things at this stage. Finally, if the PC upgrades to a different firearm (say, something like ye olde shotgun, which damages all enemies) then yes, we'd need to find a way to change the battle command, which might be a pain in the ass.
ARTIFICE - Tools, like from Final Fantasy 6. They should be item-linked; they should either consume items with each use (preferred) or if that proves difficult to code, they should require certain items to be in the inventory or equipped or consumed to learn them. A la FF6.
ITEM
ESCAPE
Tools:
Tools do not cost MP unless they need to for balance reasons. (I always felt the engineer from FF6 was a little broken, and also I think traps in HR are a little too good, but it's up to you guys). Also, this stuff is pretty far-fetched, because I assumed Missiongarde was not trying to be too realistic to the medieval period.
(Tool Name - Level Gained - explanation if unusual)
- Q1 - Quadbow - Launches a flurry of crossbow bolts at all enemies. Mod. dam
- Q1 - Hurrikan Shield - Raises party's resistance to ranged/arrow based damage, assuming that this is a common enough type of damage to make this skill not completely crap.
- Q2 - Dragon's Maw - Single-target highish damage flamethrower.
- Q2 - Accelerator - Low chance to haste entire party. Like "Cheer Song" in FFT.
- Q3 - Crystallizer - Highish ice damage on one enemy, low chance to petrify.
- Q3 - Positron - Small heal and removes some status effects for entire party; lowish hit%
- Q4 - Hydra - Four-barreled shotgun; like Quadbow only better.
- Q4 - Alchemist's Fire - Low chance of low fire damage, confusion, and poison to all enemies.
Condition/Attribute Resistances:
None.
Dual Wield? No. (Only in his own way.)
Mighty Guard? No.
AI Control? No.
Lock Equip.? No. (Except for the Musket, as explained above.)
EXP leveling: Slow
Equipment Notes: All crossbows, light armor, muskets and other firearms.
General Notes: Same as the other two classes I made; poor attributes, interesting skills. This is a basic class that will really shine late in the game, with the exception of his Musket. His Musket starts out ridiculously strong and gets weaker and weaker, since it has no growth, but his skills get stronger and stronger. He has a miscellaneous skill set, not to be confused with an all encompassing one.
author=Max McGee link=topic=3474.msg69978#msg69978 date=1239211627
it might have to be a random enemy, if I recall how 2k3 works.
Not at all. Make it an "Attack" Architype and inflict "Wait" condition upon using it. Then, remove it at the end of the event.
Conditional branches in 2k3 battle events have a "If (enemy) was targeted" condition.
Even better, this can be a copy-paste event, without worrying about adding or removing branches.
*As I mentioned, this was powered down somewhat and is now more on par with a Soldier than a Carnitank. (Does anyone else feel that a game with boring class names like Soldier and bizarre class names like Carnitank and everything in betweenis a bit...eyebrow raising?)Yeah, somewhat. You definitely see Craze's touch in that one.
But number of basic names outdo the number of weirdtastic names, so if we feel the need to change names, we should change the Carnitank.
I really like the Artificer, by the way. And to determine the rules between attacking all/attacking 1, we can just set up a common event that checks the weapon equipped and sets the appropriate flag for the Battle Event to use.
ie-
<> SHOTGUN
Cond has equipped
<> SHOTGUN
End Cond
...repeat for each shotgun-type musket item.
I've managed to pry myself away from FFT v1.3 long enough to get back to this thread and add another list. I have also fixed some typos and copy/paste garbage, edited the changed knight into List 1, replaced the Ranger with the recently introduced Infiltrator on List 2, and eliminated the Generica Kid.
LIST 3
DRUID: Basic (700)
With command over the laws of nature, they are well-balanced supporters.
Stats
FIGHT
NATURE (MAGIC)
ITEM
ESCAPE
--------
(Heal1) (START)
(Heal2) (Q2)
(Heal3) (Q4)
(HealAll1) (Q3)
(Life1) (Q2)
(Earth1) (Q1)
(Earth2) (Q2)
(Earth3) (Q3)
(EarthAll) (Q4)
(Poison1) (Q1)
(Poison2) (Q2)
(Poison3) (Q3)
(PoisonAll) (Q4)
(Antidote) (Q3)
(Remedy): Removes ALL (except DEATH) (Q3)
(RemedyAll): All removes ALL (except DEATH) (Q4)
--------
Resist NONE; Immune POISON; Weakness NONE
Fast LV.UP
Equipment Classes: Light; Magic; Staves/Rods
BARBARIAN: Expert (1600)
Manifestations of pure power, who crush their enemies with multiple strikes!
Stats
FIGHT
IMPACT: Increases the number of attacks dealt with the FIGHT command, based on level/quarter (Minimum x2; Maximum x5)
BATTLECRY: All BIKILL
ITEM
ESCAPE
--------
Resist NONE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Axes/Clubs; Personal Set Available (Armors)
WIZARD: Expert (2300)
Mages of the highest order, with limitless incantations!
Stats
FIGHT
ALLSPELL (MAGIC)
ITEM
ESCAPE
--------
(Wizards know every non-enemy spell in the game!)
--------
Resist NONE; Immune NONE; Weakness NONE
Very Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods
MONK: Basic (500)
Many rely on the healing ability of these trained martial artists!
Stats
FIGHT
AURA (MAGIC)
MEDITATE
ITEM
ESCAPE
--------
(Heal1) (START)
(HealAll1) (Q1)
(HealAll2) (Q2)
(HealAll3) (Q3)
(Life1) (Q2)
(Regen) (Q2)
(Remedy): Removes ALL (except DEATH) (Q3)
(PlmStrike): Minor HP/MP damage, restored to user (Q1)
(StunBlow): Single NUMB (Q2)
(EtherFist): Major Single Light elemental strike (UNDEAD only) (Q3)
--------
Resist FEAR; Immune CHAOS; Weakness SLEEP
Dual Wield; Fast LV.UP
Equipment Classes: Light; Physical; Claws/Staves; Personal Set Available (Katars)
CULTIST: Advanced (800)
Evil encarnate, with a penchant for mind games and blood rites.
Stats
FIGHT
DARKNESS (MAGIC)
ITEM
ESCAPE
--------
(Dark1) (Q1)
(Dark2) (Q2)
(Dark3) (Q3)
(DarkAll) (Q4)
(Sap) (Q1)
(Weak) (Q2)
(Slow) (Q3)
(Fear) (Q3)
(FearAll) (Q4)
(BloodyCry): All DEATH (only affects enemies inflicted with FEAR) (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods/Knives; Personal Set Available (Scythes)
BARD: Advanced (1000)
Their eerie melodies can either lift spirits, or drown enemies in sorrow.
Stats
FIGHT
MELODY (MAGIC)
DUALITY: Doubles the number of attacks per round with FIGHT (must be equipped with a Mandolin)
ITEM
ESCAPE
--------
(WarMarch): All BIKILL (Start)
(SirenSong): All MUTE (Q1)
(Harmonize): Minor Self HP Recovery (IN-BATTLE exclusive) (Q1)
(LoudVerse): Minor All Non-elemental spell (Q2)
(ChaosAria): All CHAOS (Q2)
(OddNoise): All DISCORD (Q3)
(Lullaby): All SLEEP (both enemy and ally, except Self) (Q3)
(Symphony): All UPPER (Q4)
(WarAnthem): All BIKILL/HASTE (Q4)
(RiotHymn): All BERSERK (both enemy and ally, except Self) (Q4)
(LastTheme): Massive All Non-elemental spell (Q4)
--------
Resist MUTE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Harps; Personal Set Available (Mandolins)
ARTIFICIER: Basic (650)
Skillful tinkerers, who are rather brilliant with gadgets.
Stats
FIGHT
MUSKET: Does random damage; requires a Firearm equipped; additional effects dependent on equipped Firearm
ARTIFICE (MAGIC)
ITEM
ESCAPE
--------
(All Artiface skills are stock based; they use the appropriate item from inventory, until they are no longer available)
(Quadbow): Major All Non-elemental strike (Q1)
(BigShield): All resistance increase to RANGED damage (Q1)
(DrgnMaw): Massive Single Fire spell (Q2)
(Acclrator): All HASTE (Q2)
(CrystlGun): Massive Single Ice spell; Single NUMB (Q3)
(Positron): Minor All HP recovery; All remove WEAK/SAP/DISCORD/SLOW/POISON/NUMB; low % chance (Q3)
(Hydra): Massive All Non-elemental strike (Q4)
(AlchmFire): Major All Fire Spell; All CHAOS/POISON; low % chance (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Physical; Crossbow; Personal Set Available (Firearms)
Basic:
Soldier
Knight
Raider
Cleric
Mage
Druid
Raider
Infiltrator
Artificier
Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Tamer
Garou
Monk
Cultist
Bard
Elite:
God Hand
Barbarian
Wizard
Archmage
LIST 3
DRUID: Basic (700)
With command over the laws of nature, they are well-balanced supporters.
Stats
FIGHT
NATURE (MAGIC)
ITEM
ESCAPE
--------
(Heal1) (START)
(Heal2) (Q2)
(Heal3) (Q4)
(HealAll1) (Q3)
(Life1) (Q2)
(Earth1) (Q1)
(Earth2) (Q2)
(Earth3) (Q3)
(EarthAll) (Q4)
(Poison1) (Q1)
(Poison2) (Q2)
(Poison3) (Q3)
(PoisonAll) (Q4)
(Antidote) (Q3)
(Remedy): Removes ALL (except DEATH) (Q3)
(RemedyAll): All removes ALL (except DEATH) (Q4)
--------
Resist NONE; Immune POISON; Weakness NONE
Fast LV.UP
Equipment Classes: Light; Magic; Staves/Rods
BARBARIAN: Expert (1600)
Manifestations of pure power, who crush their enemies with multiple strikes!
Stats
FIGHT
IMPACT: Increases the number of attacks dealt with the FIGHT command, based on level/quarter (Minimum x2; Maximum x5)
BATTLECRY: All BIKILL
ITEM
ESCAPE
--------
Resist NONE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Axes/Clubs; Personal Set Available (Armors)
WIZARD: Expert (2300)
Mages of the highest order, with limitless incantations!
Stats
FIGHT
ALLSPELL (MAGIC)
ITEM
ESCAPE
--------
(Wizards know every non-enemy spell in the game!)
--------
Resist NONE; Immune NONE; Weakness NONE
Very Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods
MONK: Basic (500)
Many rely on the healing ability of these trained martial artists!
Stats
FIGHT
AURA (MAGIC)
MEDITATE
ITEM
ESCAPE
--------
(Heal1) (START)
(HealAll1) (Q1)
(HealAll2) (Q2)
(HealAll3) (Q3)
(Life1) (Q2)
(Regen) (Q2)
(Remedy): Removes ALL (except DEATH) (Q3)
(PlmStrike): Minor HP/MP damage, restored to user (Q1)
(StunBlow): Single NUMB (Q2)
(EtherFist): Major Single Light elemental strike (UNDEAD only) (Q3)
--------
Resist FEAR; Immune CHAOS; Weakness SLEEP
Dual Wield; Fast LV.UP
Equipment Classes: Light; Physical; Claws/Staves; Personal Set Available (Katars)
CULTIST: Advanced (800)
Evil encarnate, with a penchant for mind games and blood rites.
Stats
FIGHT
DARKNESS (MAGIC)
ITEM
ESCAPE
--------
(Dark1) (Q1)
(Dark2) (Q2)
(Dark3) (Q3)
(DarkAll) (Q4)
(Sap) (Q1)
(Weak) (Q2)
(Slow) (Q3)
(Fear) (Q3)
(FearAll) (Q4)
(BloodyCry): All DEATH (only affects enemies inflicted with FEAR) (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Magic; Staves/Rods/Knives; Personal Set Available (Scythes)
BARD: Advanced (1000)
Their eerie melodies can either lift spirits, or drown enemies in sorrow.
Stats
FIGHT
MELODY (MAGIC)
DUALITY: Doubles the number of attacks per round with FIGHT (must be equipped with a Mandolin)
ITEM
ESCAPE
--------
(WarMarch): All BIKILL (Start)
(SirenSong): All MUTE (Q1)
(Harmonize): Minor Self HP Recovery (IN-BATTLE exclusive) (Q1)
(LoudVerse): Minor All Non-elemental spell (Q2)
(ChaosAria): All CHAOS (Q2)
(OddNoise): All DISCORD (Q3)
(Lullaby): All SLEEP (both enemy and ally, except Self) (Q3)
(Symphony): All UPPER (Q4)
(WarAnthem): All BIKILL/HASTE (Q4)
(RiotHymn): All BERSERK (both enemy and ally, except Self) (Q4)
(LastTheme): Massive All Non-elemental spell (Q4)
--------
Resist MUTE; Immune NONE; Weakness NONE
Average LV.UP
Equipment Classes: Light; Physical; Harps; Personal Set Available (Mandolins)
ARTIFICIER: Basic (650)
Skillful tinkerers, who are rather brilliant with gadgets.
Stats
FIGHT
MUSKET: Does random damage; requires a Firearm equipped; additional effects dependent on equipped Firearm
ARTIFICE (MAGIC)
ITEM
ESCAPE
--------
(All Artiface skills are stock based; they use the appropriate item from inventory, until they are no longer available)
(Quadbow): Major All Non-elemental strike (Q1)
(BigShield): All resistance increase to RANGED damage (Q1)
(DrgnMaw): Massive Single Fire spell (Q2)
(Acclrator): All HASTE (Q2)
(CrystlGun): Massive Single Ice spell; Single NUMB (Q3)
(Positron): Minor All HP recovery; All remove WEAK/SAP/DISCORD/SLOW/POISON/NUMB; low % chance (Q3)
(Hydra): Massive All Non-elemental strike (Q4)
(AlchmFire): Major All Fire Spell; All CHAOS/POISON; low % chance (Q4)
--------
Resist NONE; Immune NONE; Weakness NONE
Slow LV.UP
Equipment Classes: Light; Physical; Crossbow; Personal Set Available (Firearms)
Basic:
Soldier
Knight
Raider
Cleric
Mage
Druid
Raider
Infiltrator
Artificier
Advanced:
Carnitank
Cryomancer
Magic Hunter
Randomizer
Tamer
Garou
Monk
Cultist
Bard
Elite:
God Hand
Barbarian
Wizard
Archmage
Kentona didn't seem to give a yay/nay about it, so I ignored it.
I'll put it up tomorrow with a Blue Mage class of my own, if I remember. (goes to bed)
I'll put it up tomorrow with a Blue Mage class of my own, if I remember. (goes to bed)
Summoner
Class Rank: Advanced)
Class Points: (Omitted since Max Magee did it first)
Description: Everything that is wrong with an RP---I mean, a class of mage that summons mighty creatures of lore(tm) into combat for him.
HP:
MP:
STR:
DEF:
INT:
AGL:
Battle Commands: (Explain any new ones)
FIGHT
SUMMON - Summons one of the Mighty Creatures of Lore(tm) into battle to devastate the enemy with a fancy, gratuitously graphic intensive, attack!
COMMUNE - Needed to create a link between the Summoner and Summoned Creature. Also will restore some of those badly needed Magic Points.
ITEM
ESCAPE
Spells:
NOTE: Summoners do not gain their summons with levels. Instead, they must enter a spirit circle and do battle with the elemental to gain their power. All Summoners start with one summon, usually Fire, Lighting, or Water.
The first rank are Elemental, creatures that specifically utilize one elemental trait.
(Summon Salamander - Summons a Fire Elemental for moderate fire-typed damage)
(Summon Yeti - Summons a Ice Elemental for moderate ice-typed damage)
(Summon Will-o-wisp - Summons a Lighting Elemental for moderate lightning-typed damage)
(Summon Naiad - Summons a Water Elemental for moderate water-typed damage)
(Summon Whirlwind - Summons a Air Elemental for moderate air-typed damage)
(Summon Dyrad - Summons a Earth Elemental for moderate earth-typed damage)
The second rank are the Loa, which embodies the particular element or attribute completely.
(Summon Efreet - Summons a Fire Loa for moderate-to-heavy fire-typed damage)
(Summon Wendigo - Summons a Ice Loa for moderate-to-heavy ice-typed damage)
(Summon Thunderbird - Summons a Loa Elemental for moderate-to-heavy lightning-typed damage)
(Summon Naga - Summons a Water Loa for moderate-to-heavy water-typed damage)
(Summon Djinni - Summons a Air Loa for moderate-to-heavy air-typed damage)
(Summon Golem - Summons a Earth Loa for moderate-to-heavy earth-typed damage)
The third rank is the Totems. Totems are the top of the foodchain for an element or attribute.
(Summon Phoenix - Summons the Fire Totem for heavy fire-typed damage)
(Summon Snow Queen - Summons the Ice Totem for heavy ice-typed damage)
(Summon Raiden - Summons the Lighting Totem for heavy lightning-typed damage)
(Summon Poseidon - Summons the Water Totem for heavy water-typed damage)
(Summon Nin'lil - Summons the Air Totem for heavy air-typed damage)
(Summon TItan - Summons the Earth Totem for heavy earth-typed damage)
There will be more, and some non-elemental, when I get a free moment.
Condition/Attribute Resistances: Somewhat resistant to magic.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: (Average)
Equipment Notes: Summoners are limited to one class of weapon.Whether this be a whip (like Rydia), a rod (like Garnet), or a staff (like Yuna), is up to the specific tastes of someone else, since I personally want to see the Summoners wield a Colt .45, or a Tomahawk, whichever looks cooler. Okay, after thinking about the whole summoning circle motif, I think that the Summoner should be limited to the Chakram, a circle-like weapon.
General Notes: It's a summoner. You can even give it a near horn on its head if you want to completely rip off Squareenix. Now to be serious, I can see the Summoners being like Tribal Shaman, dressing in furskins, wearing paint (or tatoo) depicting runes and the names of their Summon Gods/Totems/Whatnot. I would recommend that the Summoners be treated in this fashion, as it makes sense from a story standpoint that any magi that directly summons things would have a spiritual connection.
EDIT: Added more content.
Class Rank: Advanced)
Class Points: (Omitted since Max Magee did it first)
Description: Everything that is wrong with an RP---I mean, a class of mage that summons mighty creatures of lore(tm) into combat for him.
HP:
MP:
STR:
DEF:
INT:
AGL:
Battle Commands: (Explain any new ones)
FIGHT
SUMMON - Summons one of the Mighty Creatures of Lore(tm) into battle to devastate the enemy with a fancy, gratuitously graphic intensive, attack!
COMMUNE - Needed to create a link between the Summoner and Summoned Creature. Also will restore some of those badly needed Magic Points.
ITEM
ESCAPE
Spells:
NOTE: Summoners do not gain their summons with levels. Instead, they must enter a spirit circle and do battle with the elemental to gain their power. All Summoners start with one summon, usually Fire, Lighting, or Water.
The first rank are Elemental, creatures that specifically utilize one elemental trait.
(Summon Salamander - Summons a Fire Elemental for moderate fire-typed damage)
(Summon Yeti - Summons a Ice Elemental for moderate ice-typed damage)
(Summon Will-o-wisp - Summons a Lighting Elemental for moderate lightning-typed damage)
(Summon Naiad - Summons a Water Elemental for moderate water-typed damage)
(Summon Whirlwind - Summons a Air Elemental for moderate air-typed damage)
(Summon Dyrad - Summons a Earth Elemental for moderate earth-typed damage)
The second rank are the Loa, which embodies the particular element or attribute completely.
(Summon Efreet - Summons a Fire Loa for moderate-to-heavy fire-typed damage)
(Summon Wendigo - Summons a Ice Loa for moderate-to-heavy ice-typed damage)
(Summon Thunderbird - Summons a Loa Elemental for moderate-to-heavy lightning-typed damage)
(Summon Naga - Summons a Water Loa for moderate-to-heavy water-typed damage)
(Summon Djinni - Summons a Air Loa for moderate-to-heavy air-typed damage)
(Summon Golem - Summons a Earth Loa for moderate-to-heavy earth-typed damage)
The third rank is the Totems. Totems are the top of the foodchain for an element or attribute.
(Summon Phoenix - Summons the Fire Totem for heavy fire-typed damage)
(Summon Snow Queen - Summons the Ice Totem for heavy ice-typed damage)
(Summon Raiden - Summons the Lighting Totem for heavy lightning-typed damage)
(Summon Poseidon - Summons the Water Totem for heavy water-typed damage)
(Summon Nin'lil - Summons the Air Totem for heavy air-typed damage)
(Summon TItan - Summons the Earth Totem for heavy earth-typed damage)
There will be more, and some non-elemental, when I get a free moment.
Condition/Attribute Resistances: Somewhat resistant to magic.
Dual Wield? No
Mighty Guard? No
AI Control? No
Lock Equip.? No
EXP leveling: (Average)
Equipment Notes: Summoners are limited to one class of weapon.
General Notes: It's a summoner. You can even give it a near horn on its head if you want to completely rip off Squareenix. Now to be serious, I can see the Summoners being like Tribal Shaman, dressing in furskins, wearing paint (or tatoo) depicting runes and the names of their Summon Gods/Totems/Whatnot. I would recommend that the Summoners be treated in this fashion, as it makes sense from a story standpoint that any magi that directly summons things would have a spiritual connection.
EDIT: Added more content.


















