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Create a Class That's Already a Class in Another RPG


vanguard333
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As the title says, take a character class, job, build, etc., from another RPG and turn it into an FE class.

 

Here's an example:

Dragoon (Final Fantasy):

Spoiler

Description: An elite lance-wielding infantry unit that evokes the imagery of ancient dragons. They specialize in fighting flying units.

Proficient: Lance, Flying

Suggested: Lance A, Flying A

Growth Rates: HP: 30, Str: 10, Mag: -5, Dex: 10, Spd: 5, Luck: 0, Def: 5, Res: -5

Movement: 6

Abilities:

  • Lancefaire
  • Avoid +10

Mastered Ability:

  • Bane of Flyers: Increases attack by 5 against flying units.

Mastered Art:

  • Leaping Strike: A 1-3 range attack where the unit leaps into the air and dives down to stab the opponent with the spear before leaping back to where they were. Effective against flying units.

 

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as i love the concept of martial artists in JRPGs and RPGs in general (like, how can you not love a character that's able to slap the shit out of literally god), here's the concept of a martial artist/monk-inspired class line i presented in some older topics
 

Class: Hermit (M/F)
Tier: Base
Class Bonuses: +5 Accuracy, Avoid and Critical (when unarmed, additional +5 Acc/Avo/Crt is granted)
Weapons: Bare Fists (if no weapon is equipped)/Gauntlets
Movement Type:  Infantry (6 Mov)
Class Line: Hermit -> Ascetic (Promotion Items don't work with Hermits, they automatically promote to Ascetic class immediately after Level 21 is reached, just like in Path of Radiance)

Class: Ascetic (M/F)
Tier: Promoted
Class Bonuses: +10 Accuracy, Avoid and Critical (when unarmed, additional +5 Acc/Avo/Crt is granted)
Weapons: Bare Fists/Gauntlets
Promotion Bonuses: +2 HP, +3 Str, +2 Mag, +2 Skl, +2 Spd, +1 Def, +1 Res (M); +2 HP, +3 Str, +2 Mag, +2 Skl, +2 Spd, +0 Def, +2 Res (F)
Movement Type: Infantry (7 Mov)

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The Imperial from Etrian Odyssey 4. In EO4, Imperials are late-game characters with high HP, moderate defense and offense, but low agility. They rely on abilities with cooldowns for the majority of their damage output. So here would be my FE interpretation:

Type: Armored
Tier: 2
Base stats: 25 HP 7 STR 2 MAG 6 SKL 4 SPD 9 DEF 1 RES
Avg Growth Rates: 100 HP 50 STR 0 MAG 45 SKL 25 SPD 40 DEF 10 RES
Movement: 6 Armored
Weapon Ranks: C-S Swords
Skill 1: Death Blow
Skill 2: Luna
Class-Locked Weapon: Drive Blade

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Okay, Dark Lord (Dungeon Traveler 2)

Spoiler

Description: An wicked and powerful warrior who has mastered the art of exploiting weaknesses.

Proficient: Axe, Reason 

Suggested: Axe A, Reason B+

Growth Rates: HP: 35, Str: 15, Mag: 0, Dex: -10, Spd: 0, Luck: -10, Def: 10, Res: 0

Movement: 6

Abilities:

Axefaire

Dark Aura (When attacked in melee range enemy receives random Stat Seal)

Dark Quest ( Gains +5 damage, +20 hit and +15 crit when fighting a debuffed enemy)

Mastered Ability:

Status Guard halves the effect of debuffs

Mastered Art:

Aura Break : Unleashing a powerful attack with wild abandon, Proctection is halved for the attack and added into might. 

 

Edited by ciphertul
Borrowed Vanguard’s layout and forgot to change the description.
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Windrunner: Dark Deity (and inspired by the Stormlight Archive Novels)

 

Highly acrobatic masters of the spear. Capable of flying over terrain using magic, but incapable of ferrying other units by these means.

 

Growths:

High speed and dex, modest str, and luck, low defensive stats. Has infantry movement while grounded and flying movement while airborne.

 

Skills:

Windrun - Activate this skill to drop any carried allied units and take to the sky. Become weak to arrows.

Windborne Spear - After all attacks, deal a second Strength-based magical hit worth 33% of the main strike's damage. Targets Res and deals effective damage to flying foes.

Edited by Fabulously Olivier
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  • 1 month later...

Just for fun and because I'm a big fan of Star Wars.

 

Jedi Guardian/ Sith Warrior ( from Star Wars Kotor I and II and the Old Republic)

Class description : A champion of the light/dark side.

Weapon : Swords ( Can use lightsabers), lances, axes, the Force 

Techniques : Critical hit (stuns your opponent when a critical hit is performed), Weapon specialist : lightsaber, Force Jump ( Can attack an ennemy from 2 squares at level 2, 3 squares at level 6 and 5 squares at level 12.)

Promotion : Jedi Weapon Master/ Sith Ravager

 

Jedi Weapon Master/ Sith Ravager

Uses : Swords (lightsabers), lances, axes, the Force 

Techniques : Shatterpoint ( boosts everything, costs some health), Flurry ( works like Astra but it also adds one more strike the next turn, however criticals are disabled)

Promotes to: Jedi Master/ Sith Master

 

Jedi Consular/ Sith Acolyte

Uses : Swords, the Force 

Techniques : Strong with the Force.

promotes to: Jedi Erudite/ Sith Sorcerer 

 

Jedi Erudite/ Sith Sorcerer

Uses: Swords, the Force

Techniques : Master Heal (Light side only, cures everything at 5 squares), Will Breaker (Dark Side only, halves the opponent's resistance)

Promotes to: Jedi Master/Sith Master

 

Jedi Sentinel/ Sith Marauder

Uses : Swords, The Force

Techniques : Force imunity : Fear, Stun

Promotes to: Shadow Jedi/ Sith Assasin

 

Shadow Jedi/ Sith Assasin

uses: Swords, daggers, lances, the Force

Techniques : Force imunity : Poison,  Unbreakable Will ( resistance + 10 and cancers every resistance breaking techniques), Luna, Force cloak 

Promotes to : Jedi Master/ Sith Master

 

Jedi Master/ Sith Master

uses : Depends on what the previous class used.

techniques : Battle meditation (only from Jedi Erudite/ Sith Sorcerer, + 5 to Ally stats, - 5 to ennemy stats, does not work on droids), Master Armor ( Jedi Weapon Master/ Sith Ravager only, defense + 10), Master Killer ( Jedi Sentinel/ Sith Assasin only, when activated it allows you to attack one more opponent within half of your range)

 

Sith Lord: All Sith Lords have the title "Darth", the main character's ultimate class ( dark side ending only)

Uses : Everything

Techniques : Death Field ( takes a part the en ennemy's health from 5 squares in order to Heal you)

 

Jedi Lord : The main character's ultimate class ( light side ending only)

uses : Everything

Techniques : Force grace ( + 15 to everything)

 

what do you think ?

 

 

 

 

 

 

 

 

 

 

 

 

 

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Destroyer (League of Legends/Revival Witch/Lost Ark)

Spoiler

 

Class : Ultimate (Tier 5)

 

Description: A Infantry Master Warrior who can use Sword, Lance, Axe and Bow who destroy anyone who see 

 

Proficient : Sword, Lance, Axe and Bow

 

Suggested: Sword A, Lance B, Axe B and Bow C

 

Growth Rates : HP: 40%, Str: 50%, Mag: -10%, Dex: 10%, Spd: 25%, Luck: 0%, Def: 30%, Res: 25%

 

Movement : 7

 

Abilities :

Swordfaire

Lancefaire

Axefaire

Bowfaire

Sword Breaker

Lance Breaker

Axe Breaker

Critical +30

 

Mastered Ability:

Awakening : When HP <= 33% gain all stats to +20

Armor Penetration : Ignore 75% of enemy defense

 

Mastered Art:

Ritual of Destruction : Deal 100 + Strength TRUE DAMAGE to enemy.

 

 

Edited by drattakbowser
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Archbishop (Three Houses / Ragnarok / Seirei Gensouki)

Spoiler

 

Description : Archbishops are capable of Healing and buffing an entire party using their skills and their Holy magic skills cover a wider area than a Priest or High Priest can.

 

Class : Ultimate (Tier 5)

 

Proficient : White Magic and Light Magic

 

Suggested: Faith or White Magic S

 

Growth Rates: HP: 30, Str: -25%, Mag: 50%, Dex: 30%, Spd: 10%, Luck: 0%, Def: 10%, Res: 20%

 

Movement: 7

 

Abilities:

Light/White Tomefair

Light/White Magic Range +3

Light/White Magic x4

Heal +30

Mastered Ability :

Nurse : All unite in range 1-5 on Archbishop unit gain 50PV each 3 turn

Mastered Art:

Heaven Garden : Deal all enemy 50 + Magic damage in range 1-5 and restore all playable and ally unit to all HP in range 1-5. Playable and ally are unaffected against status (Poison, Sleep, Paralyzed...) after this.

 

 

Edited by drattakbowser
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@drattakbowser Please don't double-post; if you need to keep your reply from getting too long, then please put the classes in spoiler tags.

Anyway, interesting ideas; I will just point out that the idea is to take an RPG class that isn't an FE class and make it an FE class, and Archbishop, as you pointed, is an FE class, even if an enemy-only one.

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9 hours ago, vanguard333 said:

@drattakbowser Please don't double-post; if you need to keep your reply from getting too long, then please put the classes in spoiler tags.

Anyway, interesting ideas; I will just point out that the idea is to take an RPG class that isn't an FE class and make it an FE class, and Archbishop, as you pointed, is an FE class, even if an enemy-only one.

All rights.

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Class: Hydrosophist (Divinity Original Sin 2)
Proficiency / weapon types: white Magic / Staves , Black Magic / Water Tomes
Class Ability: Armor of Frost (res boost and immunity to certain status effects)
Spell List / possible water tomes: Restoration (both heals and removes a status effect), Hail Strike,  Winter Blast
 

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  • 3 weeks later...

Blood Hunter (D&D). Promotes from Mercenary.
Swords (A) Bows (C)

High HP, Res, Skill and Str. Low Luck and mediocre Speed. Average Defense. 6 Mov.


Abilities:

Level 1: Blood Rite: Can make the "Rite" Command when attacking, which brings up your HP bar. You may subtract up to 20 HP for extra damage, at a minimum of 3. 1 HP = 1 extra damage. Rites are effective against undead.  You can double with this command, but only the first attack gets a damage increase. This is an innate Blood Hunter ability and doesn't occupy a spot in your skill list. You do not keep it if you class out of Blood Hunter.

 Level 5: Hunters QuarryAttacking an enemy on player phase that you've already been in combat with will grant you Crit +10 and heal you for up to 25% of your max HP after combat if you defeated them.

 

Level 10: Tomebreaker: Hit/Avoid +50 against Tomes.

 

Level 15: Sacrifice: When at full HP, you can select the "Sacrifice" command when adjacent to an enemy. Before attacking, this brings you down to 1 HP, but grants Crit +80 for that attack. This is an innate Blood Hunter ability and doesn't occupy a spot in your skill list. You cannot double when using this command. You do not keep it if you class out of Blood Hunter.

Edited by Lowtierhero
Balancing
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