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Create you "Ultimate class"


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I begin :

  • Class name : Destroyer
  • Sword : +4 
  • Lance : +3
  • Axe : +3
  • Bow : +3
  • Certification Requirement : Sword (A rank), Lance (B rank), Axe (B rank) and Bow (B rank)
  • Abilites : Swordfaire, Lancefaire, Axefaire and Bowfaire
  • Mastery (300 XP) : Astra
  • Growth Rates : All stats (+20%)
  • Professor rank : A
Edited by drattakbowser
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Berserker should've been added to Three Houses and could be an Ultimate Class

Axe + 4

Certificate Requirement: Axe (S Rank)

Skills: Axefaire, Crit +30, Death Blow

Mastery: Rally Strength

Growths: 30% HP, 30% Str, 0% Mag, -5% Dex/skill, 20% Spd, 10% Def, 0% Res

 

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You know what? I'm game.

Flying Fortress

Even clothed in heavy armor, this fierce knight remains mobile astride an ironclad wyvern.

Certification: A Axes, A Armor, A+ Flight

Skill boosts: Axe +3, Armor +2, Flight +3, Lance +2

Class Abilities: Axefaire, Canto, Weight -5

Base Stats: 34 HP, 21 Str, 10 Mag, 21 Dex, 23 Spd, 20 Lck, 22 Def, 15 Res, 0 Cha

Stat Modifiers: HP +6, Str +4, Dex +2, Spd +2, Def +8, Cha +2, Mov +3

Growth Modifiers: HP +0.40, Str +0.20, Dex +0.10, Spd +0.10, Def +0.40, Cha +0.10

Mastery: Flickering Flower, Pass

Units I see using this class: Edelgard, Petra, Raphael, Seteth, Gilbert

Edited by Shanty Pete's 1st Mate
Wording.
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I'll give it a go. Also I'm just trying out some numbers here.

 

Edit: Just had to change the name that’s it

 

A hunter whose an expert at close and long range combat, they roam the fields to hunt their enemies.

 

Assault Rider

Certification: Bows A Rank, Lance A Rank, Riding A

Class Abilities: Lancefaire, Bowfaire, Canto

Base Stats: 32 HP, 20 Str, 10 Magic, 22 Dex, 22 Speed, 21 Luck, 16 Res, 0 Charm

Stat Modifiers: HP +5, Str +4, Dex +3, Speed +3, Defense +5, Charm +3, Move +4

Growth Modifiers: HP +35%, Str +15%, Dex +15%, Defense +10%, Res + 5%, Charm +10%

Mastery: Wind God, Uncanny Blow

Edited by Barren
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     Just cause I have no creativity 

Revenant Knight

Certification: Axe A+, Reason B, Flying A

Class abilities:  Axefaire, Trample, Canto

Growths:  HP 20%, Str 15%, Mag 10%, spd 5%, Def 15%, Res 15%

Mastery skill: Magic counter 

   I've missed this class dearly since fates, without it Edelgard and Annette lack anything that makes use of both their axe/reason strengths. 

 

And just for funsies

Devil Slayer

Certification: Sword S, Fist A

Class abilities: Swordfaire, Fistfaire, Crit+20

Growths: HP 20%, Str 20%, Dex 10%, Spd 15%, Lck 25%

Mastery skill: Dance Macabre: Sword based combat art that hits ten times at one fifth might, with +20 crit, and costs 12 durability 

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Dusk Wyvern (Malig Knight)

Totally not designed with Magelgard and Flysithea in mind.

Certification: Axe C, Reason A, Flying A

Class Abilities: Black Tomefaire, Dark Tomefaire, Canto

Base Stats: 32 HP, 8 Str, 17 Mag, 16 Dex, 18 Spd, 12 Lck, 17 Def, 18 Res, 0 Cha, 8 Mov

Skill Boosts: Axe +3, Reason +3, Flying +3

Growths: HP 10%, Mag 10%, Dex 5%, Spd 5%, Res 10%, Cha 5%

Mastery: Savage Blow

Fashion Emblem: Redesigned slightly from Fates so it still looks "dark" without looking overtly "evil". After all, using Reason magic doesn't neccesarily make anyone a bad person in 3H. Instead of an undead wyvern, Dusk Wyverns simply get a jet-black wyvern with violet eyes and a silver bridle and saddle. The wyvern otherwise looks no different from Wyvern Lord's, so none of Fates's extra claws and spikes and crap. The class outfit looks slightly different too, being sort of a cross between Fates's female Malig Knight and Witch, with a little bit of Camilla thrown in too. I'm imagining something like Malig Knight's upper body armor without the cloth piece, a lightly armored version of Witch's skirt and black leg armor similar to Camilla's but without the gold.

Misc: Female only (suck it, Dark Mage/Bishop), Dark Seal required, full magic access

Also, just a side note, but we may want to lower the rank requirement from 40 to 30 (or just make them master classes) just so these classes can actually see some use for more than two or three chapters. By the time most characters are at Lv.40 (unless you're auxiliary grinding every Saturday), there's not all that much game left to really use, let alone master, a brand new class.

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Let's do another.

Colonel

With combat abilities martial and magical, this hardened officer is most renowned for their peerless leadership.

Certification: B+ Sword, B+ Reason, S Authority

Skill boosts: Sword +3, Reason +3, Authority +3

Class Abilities: Offensive Tactics, Defensive Tactics, General

Base Stats: 32 HP, 17 Str, 17 Mag, 17 Dex, 17 Spd, 20 Lck, 17 Def, 17 Res, 0 Cha

Stat Modifiers: HP +3, Str +3, Mag +3, Dex +3, Spd +3, Def +3, Res +3, Cha +6, Mov +2

Growth Modifiers: HP +0.20, Str +0.10, Mag +0.10, Dex +0.10, Spd +0.10, Def +0.10, Res +0.10, Cha +0.30

Mastery: Commander

Units I see using this class: Byleth, Edelgard, Dorothea, Dimitri, Claude, Lysithea, Seteth, Yuri

11 hours ago, RainbowMoon said:

Dusk Wyvern (Malig Knight)

Nice, I like seeing Malig Knights come back! They were one of the coolest new classes Fates brought to-

11 hours ago, RainbowMoon said:

Misc: Female only (suck it, Dark Mage/Bishop), Dark Seal required, full magic access

Hubert: "We were on the verge of greatness. We were this close."

On 12/20/2020 at 10:16 PM, Femboy Advance SP said:

Devil Slayer

Certification: Sword S, Fist A

Class abilities: Swordfaire, Fistfaire, Crit+20

Growths: HP 20%, Str 20%, Dex 10%, Spd 15%, Lck 25%

Mastery skill: Dance Macabre: Sword based combat art that hits ten times at one fifth might, with +20 crit, and costs 12 durability 

I'm here for a Swords-and-Brawling class. Would be nice for Catherine to have something better to go into. And Dance Macabre sounds like a better Astra.

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Sure, why not.

Saint

S Faith

Combat White magic x3 uses, White tomefaire, White magic range +2

Mag + 25%, Dex +10%, Lck +20%, +2 Move

Mastery: Intervention: If HP > 50%, killing blows will leave you at 1 HP. Saint only.

----

Apparition

S Reason, A Flying

Received damage/2, Hover(has flier movement), Imbue(physical attacks get 25% of mag as added damage)

Str +10%, Mag +20%, Res +20%, +2 Move

Mastery: Phase: All the unit's attacks on player phase become brave, regular brave attacks are unaffected. Apparition only.

----

Commander(mounted)

S Authority, A Riding

Battalion slot +1(can equip two battalions at once basically), Canto, Battalion damage +10. Brave attacks are impossible.

HP -10%, Str +5%, Mag +5%, Spd -20%, Cha + 30%, +3 Move

Mastery: Supreme: Slot 1 battalion bonuses are shared with allied units within 1 range. Commander only.

 

Edited by Cysx
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9 hours ago, Shanty Pete's 1st Mate said:

Hubert: "We were on the verge of greatness. We were this close."

LOL

Though Dark Knight may still be Hubie's more practical option thanks to his Axe and Flying banes and the fact that he already wants Lance training for Frozen Lance.

Now for the other kind of magic...

Seraph Knight

A Swordfaire master class that doesn't suck! Granted it's more or less just Fates's Pegasus Knight, but it does its job of being the much-needed endgame class for swordies and healers that Mortal Savant and Holy Knight aren't.

Certification: Sword A, Faith A, Flying B+

Class Abilities: Swordfaire, White Magic Uses x2, Canto

Base Stats: 32 HP, 18 Str, 18 Mag, 14 Dex, 18 Spd, 12 Lck, 13 Def, 14 Res, 0 Cha, 8 Mov

Skill Boosts: Sword +3, Faith +3, Flying +3

Growths: HP 30%, Str 10%, Mag 10%, Spd 15%, Res 5%, Cha 10%

Mastery: Galeforce

Fashion Emblem: Seraph Knights ride atop a snowy white, long-maned pegasus with an enormous wingspan and bright silver armor. The class outfit closely resembles Azura's, with long white sleeves, a corselet of silver mail designed after her top and a billowy skirt with white leggings and silver riding boots. And yes, that's the class outfit for everyone. Nothing changes for the guys. Nothing at all.

Who I see using this class: Byleth, Yuri, Hapi, Linhardt, Ingrid, Marianne, Ignatz, Catherine, Flayn, Manuela

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  • 2 weeks later...
1 hour ago, crimsonechidna said:

I think my big thing is I'd probably tweak Enlightened One. 

Ditch Terrain Resistance and give it Fistfaire and White Magic Uses x2. 

 

Right there, boom! That way you can do all sorts of setups. Like the white magic avoid +20, or brawl avoid +20. Or even both if you wanted to 

Edited by Barren
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  • 2 weeks later...

I'll give this a go:

 

Poacher

Wily hunters hired by many but trusted by only themselves.

Certification: Sword: A, Axe: C, Bow: A, Brigand Mastered, Assassin Mastered

Class Abilities: Bow Range +2, Defiant Res

Base Stats: 34 HP, 10 Str, 6 Mag, 16 Dex, 16 Spd, 10 Lck, 9 Def, 15 Res, 1 Cha, 7 Mov

Skill Boosts: Sword +3, Axe +2, , Bow+3

Growths: HP 15%, Str 15%, Dex 10%, Spd 10%, Def -5%, Res 15%, Cha 5%

Mastery: Highway Man (if the enemy cannot counter-attack, enemy’s Strength and Speed -3 after the battle)

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Vanguard:

Legendary champions of the battlefield. These one-man armies lead by example and dominate where the fighting's thickest. They take inspiration from a legendary swordsman that once journeyed through Fodlan from a distant land.

Appearance: Their armor combines Ike's lord outfit from Path of Radiance with his Vanguard outfit from Radiant Dawn while also incorporating the more practical elements of Fodlan armour.

On the legs, they wear solid metal greaves and poleyns (lower leg armour and knee armour respectively) over boots and segmented upper leg armour (like kind that Jeralt has) over cloth pants.

On the chest, they wear a long coat that goes down to the knees (like Ike's lord outfit from Path of Radiance) underneath a cuirass (chest and back armour). Over the cuirass is a cape that goes down to the ankles and is tattered and worn at the bottom from many battles.

On the right arm is the same armor that one sees on the hero class in this game (minus the huge attachment to the shoulderpad), while the left arm is covered in armour like that on Ike's right arm in the Vanguard class in Radiant Dawn. 

 

Proficiencies: Sword, Axe, Authority

Suggested Ranks for Certification: Sword A, Axe B+, Authority C

Base Stats: HP 33, Str 18, Mag 10, Dex 19, Spd 19, Lck 12, Def 15, Res 12, Cha 0, Mov 6

Growths: HP 30%, Str 10%, Dex 20%, Spd 15%, Lck -5%, Res -5%, Cha 10%

Skill Boosts: Sword +3, Axe +3, Authority +3

Abilities: Swordfaire, Axefaire, Vantage

Mastered Ability: Front-line Fighter (If anyone can think of a better name for this, let me know; my first thought was "Path of Radiance", but that felt too on-the-nose): Hit/Avoid + 5 for every enemy unit for which this unit is within attacking range.

Mastered Art: Aether: Two consecutive hits: the first hit heals for half of damage dealt, and the second ignores half the enemy's defense. +0 might, +0 hit, -10 crit, range 1, durability cost 6.

 

What do you think?

Edited by vanguard333
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I'll give this a whirl.

Sage

A master of magic, whose skill have been honed by long years of research.

Certification: Reason- A+, Faith-A+, Authority -C+, Warlock Certification

Skill Bonuses: Reason +4, Faith +3, Authority +2

Class Bases: HP-34, Str-8, Mag-28, Dex-17, Spd-20, Lck-14, Def- 10, Res-26, Cha- 14.

Class Abilities: Black Tomefaire, White Magic Uses X2,  Black Magic Uses X2

Growths: Hp+5, Str-10, Mag+15 Spd+5, Res+ 10

Mastery: Rewarp, Functions like Fates' Version of Warp.

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Okay sure, I resisted posting here long enough.

Inquisitor

Protector of the weak, fighting on the frontlines

Suggested Ranks: Faith S, Axes B+, Armor A (is armored)

Bases: high HP, DEF and reasonable RES

Class abilities: White Magic uses x2, Weight -5 , White Magic Range -1/+1 (Not just for attack magic, so yes, heal spell becomes range 0-2 meaning you can heal yourself too)

Mastery Skill: Guard (You and adjacent allies receive 2 damage less from all sources)

Whisper

Like a whisper in the wind, you won't hear your death coming.

Suggested Ranks: Sword S, Bow S, Flying C+ (is not actually flying)

Bases: High SPD and DEX

Class Abilities: Steal+ (includes locktouch), Pass, Stillness (so long as an enemy can attack another ally, they cannot attack this unit)

Mastery Skill: Backstab (After combat, if your opponent survived, deal 5 irreducable damage)

Summoner

A powerfull magic wielder that can summon monsters.

Suggested Ranks: Reason S+, Authority B+ (or be Hapi)

Bases: High Magic

Class abilities: Black&Dark Magic damage +5, Rescue (grants spell or uses x2), Summon (summons a demonic beast to the battlefield, it is not allied to any group, gives no experience or items)

Mastery Skill: Control (Brings a demonic beast without shields to your side, story and boss monsters are obviously immune, only 1 at a time.)

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On 1/22/2021 at 9:09 AM, whase said:

Inquisitor

Protector of the weak, fighting on the frontlines

Suggested Ranks: Faith S, Axes B+, Armor A (is armored)

Bases: high HP, DEF and reasonable RES

Class abilities: White Magic uses x2, Weight -5 , White Magic Range -1/+1 (Not just for attack magic, so yes, heal spell becomes range 0-2 meaning you can heal yourself too)

Mastery Skill: Guard (You and adjacent allies receive 2 damage less from all sources)

Interesting, though I'm not sure if that description fits what most people think of when they hear "inquisitor". 

What does it mean by "White Magic Range -1/+1"? Is that a typo?

 

I'm skipping Whisper because I have nothing to say about it other than it sounds good.

 

On 1/22/2021 at 9:09 AM, whase said:

Summoner

A powerful magic wielder that can summon monsters.

Suggested Ranks: Reason S+, Authority B+ (or be Hapi)

Bases: High Magic

Class abilities: Black&Dark Magic damage +5, Rescue (grants spell or uses x2), Summon (summons a demonic beast to the battlefield, it is not allied to any group, gives no experience or items)

Mastery Skill: Control (Brings a demonic beast without shields to your side, story and boss monsters are obviously immune, only 1 at a time.)

Interesting. Does the summoner gain exp if a summoned or controlled beast fights an opponent, or do they only gain exp from direct combat? If the latter, that might dis-incentivize summoning for the player. 

 

By the way, what did you think of my idea (vanguard)?

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21 hours ago, vanguard333 said:

Interesting, though I'm not sure if that description fits what most people think of when they hear "inquisitor". 

Yeah it was tough picking a name for this one, eventually went with the unit of the same name in Heroes of Might and Magic, which is basically a promoted priest with a hammer.

21 hours ago, vanguard333 said:

What does it mean by "White Magic Range -1/+1"? Is that a typo?

Nope, I explained it after that. It's [minimum range/maximum range] which means for a spell with minimum range 1 and maximum range 1, range becomes 0-2. 0 Range in this case means it can target itself.

21 hours ago, vanguard333 said:

Interesting. Does the summoner gain exp if a summoned or controlled beast fights an opponent, or do they only gain exp from direct combat? If the latter, that might dis-incentivize summoning for the player. 

I'd say make it like in FE8, the act of summoning grants XP.

21 hours ago, vanguard333 said:

By the way, what did you think of my idea (vanguard)?

You pretty much made what I wanted to make, except I wouldn't take Ike's lord outfit, but actually take his Vanguard outfit as a main inspiration (even though I like his lord outfit the most). And I'm not too fond of his mastered ability, don't actually think it needs one as the combat art is strong enough. But if you want to give it one, maybe go for something promoting teamwork over a skill that promotes throwing the unit in alone, like maybe it makes linked attacks deal +2 damage or something. Maybe call it Radiant Leadership as a fun nod.

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1 hour ago, whase said:

Yeah it was tough picking a name for this one, eventually went with the unit of the same name in Heroes of Might and Magic, which is basically a promoted priest with a hammer.

Nope, I explained it after that. It's [minimum range/maximum range] which means for a spell with minimum range 1 and maximum range 1, range becomes 0-2. 0 Range in this case means it can target itself.

I'd say make it like in FE8, the act of summoning grants XP.

You pretty much made what I wanted to make, except I wouldn't take Ike's lord outfit, but actually take his Vanguard outfit as a main inspiration (even though I like his lord outfit the most). And I'm not too fond of his mastered ability, don't actually think it needs one as the combat art is strong enough. But if you want to give it one, maybe go for something promoting teamwork over a skill that promotes throwing the unit in alone, like maybe it makes linked attacks deal +2 damage or something. Maybe call it Radiant Leadership as a fun nod.

1. I see. Makes sense.

2. Same as (1). 

3. That could work. It would incentivize summoning. 

4. Thanks for the input. I did say I was taking inspiration from a blend of the two, and even then, all I really took from the lord outfit was the long coat. I took more from the vanguard outfit.

Regarding the mastered ability, I was trying to make a unique ability that would make the vanguard unit benefit from being in the thick of the fight; make them specialize in being the first one out there, surrounded by enemy units and all that stuff since, well, it is in the name Vanguard. I didn't realize that it would promote the unit being alone rather than in a group; perhaps there's a way to rework it so the unit gets stronger from being in the thick of the fight without it mattering if they're alone or have allies nearby. Perhaps instead they're stronger for every enemy unit for which they're within attacking range?

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25 minutes ago, vanguard333 said:

Regarding the mastered ability, I was trying to make a unique ability that would make the vanguard unit benefit from being in the thick of the fight; make them specialize in being the first one out there, surrounded by enemy units and all that stuff since, well, it is in the name Vanguard. I didn't realize that it would promote the unit being alone rather than in a group; perhaps there's a way to rework it so the unit gets stronger from being in the thick of the fight without it mattering if they're alone or have allies nearby. Perhaps instead they're stronger for every enemy unit for which they're within attacking range?

Hmm, fair. a vanguard skill should incentivise the unit actually being a vanguard. Maybe something along the lines of "For each enemy within attacking range range, protection +2 and damage dealt -2", That way you incentivise the unit being thrown into the fight head first, but can't expect them to finish it by themselves.

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3 hours ago, whase said:

Hmm, fair. a vanguard skill should incentivize the unit actually being a vanguard. Maybe something along the lines of "For each enemy within attacking range range, protection +2 and damage dealt -2", That way you incentivize the unit being thrown into the fight head first, but can't expect them to finish it by themselves.

Funny enough, I just realized; I had already sort-of considered the idea of the unit being incentivized to be alone when I was making it, and changed it from my original idea of, "Hit and avoid +5 for every enemy unit targeting this unit" to, "hit and avoid +5 for every enemy unit for which this unit is within attacking range" in an attempt to fix it. 

Maybe that could work, but I feel like that might go too far away; dis-incentivizing the unit doing anything alone. Besides, there's already incentive for them to work in a group in the form of linked attacks and attack bonuses from the enemy unit being within the attacking range of allies. Thinking back on the ability as it is right now, I don't think it would encourage the vanguard acting alone; if anything, I think it instead would encourage that they go in first, and then their allies cover them, sort-of like how Ike often behaves in the Tellius games. 

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Another one:

Druid

A master of dark magic, who works from shadows

Certification: Reason A+, Authority B, Dark Seal

Skill Bonus: Reason +4, Authority +4

Bases: HP-35 Str-10 Mag-30 Dex-14 Spd-20 Luck-4, Def-20, Res-22 Cha-9, Move 6(Sage has 6 move, too.)

Class Skills: Dark Tomefaire, Dark Magic uses x2, Transmute

Mastery:  Unsealable Magic

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On 1/29/2021 at 2:23 PM, Malfaria said:

Another one:

Druid

A master of dark magic, who works from shadows

Certification: Reason A+, Authority B, Dark Seal

Skill Bonus: Reason +4, Authority +4

Bases: HP-35 Str-10 Mag-30 Dex-14 Spd-20 Luck-4, Def-20, Res-22 Cha-9, Move 6(Sage has 6 move, too.)

Class Skills: Dark Tomefaire, Dark Magic uses x2, Transmute

Mastery:  Unsealable Magic

I like how this one works with the existing skills! It's a shame there's no true Dark magic specialist class.

Anyway, here's another I've been workshopping:

Faerie Knight

Riding a rare unicorn, this magical knight can traverse any terrain on enchanted hooves.

Certification: A Faith, A+ Riding, A Flight

Skill Boosts: Lance +3, Faith +3, Riding +3

Class Abilities: Immune Status, Terrain Resistance, Canto

Base Stats: 36 HP, 18 Str, 21 Mag, 18 Dex, 18 Spd, 20 Lck, 18 Def, 21 Res, 0 Cha

Stat Modifiers: HP +4, Str +2, Mag +4, Dex +2, Spd +2, Lck +0, Def +2, Res +4, Cha +0, Mov +4

Growth Modifiers: HP +0.20, Str +0.10, Mag +0.10, Dex +0.10, Spd +0.00, Lck +0.10, Def +0.10, Res +0.20, Cha +0.10

Mastery: Pass, Foul Play

Concept: I don't think we've seen unicorns, and I think it'd be pretty cool to see one. The class is grounded, only taking horse-effective damage, but the flight training is reflected in their ability to cross any terrain (forest, sand, lava, etc.). So they get the benefits of grounding, without any penalties (also what Terrain Resistance is for). Their combat isn't especially good, save for great Magic and Resistance, but they know how to get around.

Units I see using this class: Ingrid, Marianne, Manuela, Hapi

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11 hours ago, Shanty Pete's 1st Mate said:

Faerie Knight

Riding a rare unicorn, this magical knight can traverse any terrain on enchanted hooves.

Certification: A Faith, A+ Riding, A Flight

Skill Boosts: Lance +3, Faith +3, Riding +3

Class Abilities: Immune Status, Terrain Resistance, Canto

Base Stats: 36 HP, 18 Str, 21 Mag, 18 Dex, 18 Spd, 20 Lck, 18 Def, 21 Res, 0 Cha

Stat Modifiers: HP +4, Str +2, Mag +4, Dex +2, Spd +2, Lck +0, Def +2, Res +4, Cha +0, Mov +4

Growth Modifiers: HP +0.20, Str +0.10, Mag +0.10, Dex +0.10, Spd +0.00, Lck +0.10, Def +0.10, Res +0.20, Cha +0.10

Mastery: Pass, Foul Play

Concept: I don't think we've seen unicorns, and I think it'd be pretty cool to see one. The class is grounded, only taking horse-effective damage, but the flight training is reflected in their ability to cross any terrain (forest, sand, lava, etc.). So they get the benefits of grounding, without any penalties (also what Terrain Resistance is for). Their combat isn't especially good, save for great Magic and Resistance, but they know how to get around.

Units I see using this class: Ingrid, Marianne, Manuela, Hapi

Interesting idea, but what do unicorns have to do with faeries? …Oh, right; Scotland. Never mind; that makes perfect sense. 

So, gameplay-wise, it's Holy Knight, but better at traversal and requiring both riding and flying?

Edited by vanguard333
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13 minutes ago, vanguard333 said:

Interesting idea, but what do unicorns have to do with faeries? …Oh, right; Scotland. Never mind; that makes perfect sense. 

So, gameplay-wise, it's Holy Knight, but better at traversal and requiring both riding and flying?

That's kind of the idea! Where Holy Knight specializes in damage with White Magic, the idea with Faerie Knight was to specialize in the mobility itself. I also gave it Immune Status as something of a "magical ward", to protect against poisoning or silencing.

I'd be game for a different name - I was using "Faerie" in an adjectival sense (that is, relating to fairies, magic, magical creatures). I think of the actual (mythical) beings as "Fairies", but I don't think that's an established standard.

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