MasashiH Posted October 5, 2016 Share Posted October 5, 2016 Have you ever tried to design your variations of promoting base classes and thought how they would work out? Would they be underpowered, or broken if used? Let's share our classes in this topic! Also, feel free to state opinions for other people's classes. (Sorry for wall of organized text) ----- My Classes ----- Promotes from - Myrmidon First Variation - Swordmaster (would replace current version of swordmasters) Description Speed oriented fighters that wield dual blades for extreme offense. Have inmense speed growth, but HP and general defenses growth lowered by a lot. (Great damage output based on speed and avoid-tanking, but can die in a single round if hit) Class Specifics/Opinions Can dual wield off-hand swords (tend to wield light swords - off-hand swords give +50% might but their weight is not ignored) Every attack instance strikes twice (each strike can hit or miss on its own, up two 8 strikes with dual brave swords) Skills are indirectly strengthened because of the above (e.g.: Astra will hit up to 40 times, but resulting in 250% total damage output instead of every attack at half damage for balancing) Compared to the current swordmaster, has less hp and defenses but is faster and always hits twice. Second Variation - Samurai Description Accurate fighters that strike hard and precise. Speed stat limited on purpose, has high HP, skill and defenses growth. (Can act as a lesser version of the General, though I think this class will surpass them in utility) Class Specifics/Opinions Speed is limited to a certain limit raised by level, exceeding speed is converted to skill (this is marked as bonus stat, does not affect towards normal growth cap). Critical strike chance is raised to 150%, but deal x2.5 damage. Counter (class specific) - (low to medium chance of activation upon being hit) Return the next incoming damage back to the attacker. Though they can tank and return full damage without being hurt, they are slow and expected to be doubled most of the time. Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted October 5, 2016 Share Posted October 5, 2016 (edited) EDIT: So it turns out I might have misinterpreted what this topic was about, but I'm gonna leave this here anyway unless someone objects to it. Funnily enough, I actually had an idea for a Samurai class prior to Fates' calling Myrmidons that. Ironically, it was actually designed in the vein of a Knight, rather than being a renamed Myrmidon. SAMURAI Tier 1 Armored Wields: Swords, BowsPromotes to: Shogun Class Roll Description: Steadfast warriors with strong defenses who wield swords and bows in defense of the innocent. SHOGUN Tier 2 Armored Wields: Swords, Lances, Bows Promotes from: Samurai Class Roll Description: Decorated Samurai who have become fearsome warlords. They dominate the battlefield with blades, bows, and polearms. Edited October 5, 2016 by Topaz Light Quote Link to comment Share on other sites More sharing options...
NekoKnight Posted October 5, 2016 Share Posted October 5, 2016 So is this about how we'd change existing classes or original classes? Anyway here's my idea for Dancers and their promotions. Dancer Tier 1 Wields: Sword Promotes to: Blade Dancer, Water Dancer Description: Primarily a support unit with less speed and strength than Myrmidon/Samurai and Mercenaries, respectively. Poor defenses and relies on dodging to escape death. Special: Naturally has the 'Dance' command which can be used to give another unit an extra action. Dance gives the recipient a 'charge' which refreshes them, which means that they can receive the charge before or after they have taken an action. When a Dance capable unit is the support unit in a Guard Stance, instead of letting the lead unit Dual Guard, the lead will automatically be refreshed after acting. Dancers can't refresh other dancers. Skills: Lv. 1 (Luck + 4) Luck +4 Lv. 10 (Special Dance) Str, Mag, Def, Res +2 for 1 turn for the recipient of this user's Dance. Blade Dancer Tier 2 Wields: Swords, Daggers Promotes from: Dancer Class Role: Offensive Support. Relatively low defenses but higher avoid and critical hit chance. Can support allies with Dances, lowering enemy stats, as well as direct combat. Special: Same as Dancer. Skills: Lv. 5 (Blade Rush) Select "Blade Rush" to double your amount of available attacks. After combat, Strength, Magic and Skill -1 for each attack. Lv. 12 (Last Dance) Units affected by Dance will gain +25 to skill activation rate until end of turn. Water Dancer Tier 2 Wields: Swords, Staves Promotes from Dancer Class Role: Dedicated support. Can restore the health and status of allies with Dances and staves. Weak in combat but indispensable as a support unit. Special: Same as Dancer. Skills: Lv. 5 (Luck Aura) Luck +4 to allies in a 3 tile radius. Lv. 12 (Invigorate) Dance let’s up to 4 adjacent allies act again. Promotes from - Myrmidon First Variation - Swordmaster (would replace current version of swordmasters) Description Speed oriented fighters that wield dual blades for extreme offense. Have inmense speed growth, but HP and general defenses growth lowered by a lot. (Great damage output based on speed and avoid-tanking, but can die in a single round if hit) Class Specifics/Opinions Can dual wield off-hand swords (tend to wield light swords - off-hand swords give +50% might but their weight is not ignored) Every attack instance strikes twice (each strike can hit or miss on its own, up two 8 strikes with dual brave swords) Skills are indirectly strengthened because of the above (e.g.: Astra will hit up to 40 times, but resulting in 250% total damage output instead of every attack at half damage for balancing) Compared to the current swordmaster, has less hp and defenses but is faster and always hits twice. I like the first variant the best. Dual wielding is neat but I think it would be cool if they incorporating Iaido (sword drawing technique) into something, however. One idea I had was an Iai Stance (either as a class mechanic or skill) that would give you automatic Vantage and increased critical hit chance in exchange for only one sword swing. SAMURAI Tier 1 Armored Wields: Swords, BowsPromotes to: Shogun Class Roll Description: Steadfast warriors with strong defenses who wield swords and bows in defense of the innocent. SHOGUN Tier 2 Armored Wields: Swords, Lances, Bows Promotes from: Samurai Class Roll Description: Decorated Samurai who have become fearsome warlords. They dominate the battlefield with blades, bows, and polearms. I like the weapon choice, but samurai weren't particularly known for their strong armor. Even for classes that wear visible armor, only Knights and their promotions get the "Armored" trait, because they're wearing full plate armor. Quote Link to comment Share on other sites More sharing options...
Dayni Posted October 5, 2016 Share Posted October 5, 2016 I've been making plans for a potential hack for a good while now, and made a couple of new classes for it (Along with messing with existing classes). Just an example Name: Corsair (I know, 7 technically had them, but they were just inland pirates.) Promotes from: Pirate, Sea Bowman (Another new class, just archers able to walk on sea tiles. Probably needs a better name.) Wields: Axes, Bows (Where they'd also get access to guns as a speciality, but they're intended to be heavy, unwieldy and powerful.) Description: Fierce raiders who strike fear on towns that they attack. They can smash through garrisons with firearms, axes or bows. Would not have as high strength as Warrior, but would get similar speed and higher skill. Enemy Corsairs would get a decent growth rate across all three stats, while getting good HP growth. Quote Link to comment Share on other sites More sharing options...
Jotari Posted October 5, 2016 Share Posted October 5, 2016 (edited) Oh ho ho. Have I ever. I've tinkered with practically every generic class seen in the series so far (and included quite a number of unique classes too) Hey would you look at that. Serenes let's me embed my full class tree now (might have to right click open in new tab if its too small). That's absolutely delightful. Edited October 5, 2016 by Jotari Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted October 6, 2016 Share Posted October 6, 2016 (edited) I like the weapon choice, but samurai weren't particularly known for their strong armor. Even for classes that wear visible armor, only Knights and their promotions get the "Armored" trait, because they're wearing full plate armor. Yeah, true. I was basing it half off of Final Fantasy's Samurai Job, which is a heavyweight physical fighter, and half off of the fact that a lot of real-life samurai armor gives me "slow, sturdy, and powerful" sort of vibes. More practically, there are already three speed-slanted swordfighting footsoldier classes; Mercenary, Myrmidon, and Thief. A fourth would just be getting a little silly. Although that sort of thing doesn't seem to have stopped Intelligent Systems from creating a grand total of eight axe-using infantry classes over the series' lifespan, but I digress. Edited October 6, 2016 by Topaz Light Quote Link to comment Share on other sites More sharing options...
Flamy Posted October 7, 2016 Share Posted October 7, 2016 three speed-slanted swordfighting footsoldier classes; Mercenary, Myrmidon, and ThiefI mean, can you really call Mercenary speed-focused? I'd think of it as like, the base version. Anyway... [spoiler=Stand proud!]Centurion Promotes from: Lancer/Spear Fighter, Mercenary Weapon Proficiency: (A), (A) Role: Offense Description: Leading the charge into battle, the Centurion valiantly strikes down foe after foe, and can easily wipe out enemies foolish enough to attempt attacking them. Though they lack the extreme Speed or Skill of Swordmasters, they make up for it in durability and Strength. Skills: [Lv. 05] Strong Formation - When initiating battle while being the leading unit in Guard Stance, +3 damage dealt/-3 damage taken. [LV. 15] Parry - When dodging a physical attack at 1-range while not initiating battle, inflict damage equal to [Enemy's MT+ Unit's STR - Enemy's DEF] back to the enemy. Quote Link to comment Share on other sites More sharing options...
NekoKnight Posted October 7, 2016 Share Posted October 7, 2016 (edited) Here is an idea I had for a different Fighter line. I'm going to shameless copy other peoples' templates because I like pretty data tables. [spoiler=Ideas] Fighter Promotes to: Warrior, Sky Hunter Weapon Proficiency: B Role: Offense Description: Stocky fighters that swing powerful axes. They aren't the fastest but they strike hard and can take more than few hits themselves. Skills: [Lv. 1] HP+5 - HP+5[LV. 10] Sturdy: If a enemy would perform a followup attack, subsequent hits do 50% less damage. Warrior Promotes from: Fighter Weapon Proficiency: A B B Role: Offense Description: Seasoned fighters that have practiced with all manner of weapons. Their durability is only matched by their strength. Skills: [Lv. 5] Battle Hardoned - Negate enemy critical hits.[LV. 12] Cleave: When you initiate combat, enemies adjacent to your target will take the same damage. Sky Hunter (Griffon mount) Promotes from: Fighter, Griffon Rider Weapon Proficiency: A B Role: Offense Description: Lords of the sky that specialize in hunting down other fliers. Their arrows hit hard and true. Skills: [Lv. 5] Air Superiority - Hit Rate and Avoid +30 when fighting a flying enemy. [LV. 12] Lancebreaker - Hit Rate and Avoid + 50 when fighting an enemy equipped with a lance. Yeah, true. I was basing it half off of Final Fantasy's Samurai Job, which is a heavyweight physical fighter, and half off of the fact that a lot of real-life samurai armor gives me "slow, sturdy, and powerful" sort of vibes. To your credit, the GBA General armor, particularly the faulds, are reminiscent of the layered samurai armor. I mean, can you really call Mercenary speed-focused?I'd think of it as like, the base version. Anyway...[spoiler=Stand proud!]CenturionPromotes from: Lancer/Spear Fighter, MercenaryWeapon Proficiency: (A), (A)Role: OffenseDescription: Leading the charge into battle, the Centurion valiantly strikes down foe after foe, and can easily wipe out enemies foolish enough to attempt attacking them. Though they lack the extreme Speed or Skill of Swordmasters, they make up for it in durability and Strength.Skills:[Lv. 05] Strong Formation - When initiating battle while being the leading unit in Guard Stance, +3 damage dealt/-3 damage taken.[LV. 15] Parry - When dodging a physical attack at 1-range while not initiating battle, inflict damage equal to [Enemy's MT+ Unit's STR - Enemy's DEF] back to the enemy. Sort of, as of Fates they have 15 speed growth which puts them above most Nohrian classes and tied with most Hoshidan classes. Perhaps it could be said that have slightly above average speed. Cool class idea, btw. Edited October 7, 2016 by NekoKnight Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted October 7, 2016 Share Posted October 7, 2016 I mean, can you really call Mercenary speed-focused? I'd think of it as like, the base version. Anyway... Most pre-3DSFE Mercenaries tend to have above-average Speed, although granted a good number of those games had them and Myrmidons as being a single class. Even so, characters like Deke, Ogier, and Raven are generally pretty fast, as I recall. It sorta varies, but Mercenaries do almost always fall between "average" and "above average" for Speed, while many other balanced classes tend to get some "below average" too. So, Mercenaries are on the speedier half of the speedy versus slow spectrum, but I do concede that they aren't "speed-focused" in the same sense as Myrmidons and Thieves are. Quote Link to comment Share on other sites More sharing options...
The Geek Posted October 7, 2016 Share Posted October 7, 2016 Gleeman Weapons: Daggers/Shurikens Promotes From: Bard Promoting from a Bard to a Gleeman gives the unit the ability to attack with Daggers as well as the ability to buff party members as well as granting them additional moves. Quote Link to comment Share on other sites More sharing options...
Flamy Posted October 8, 2016 Share Posted October 8, 2016 Here is an idea I had for a different Fighter line. I'm going to shameless copy other peoples' templates because I like pretty data tables. Sort of, as of Fates they have 15 speed growth which puts them above most Nohrian classes and tied with most Hoshidan classes. Perhaps it could be said that have slightly above average speed. if it works, it works A little above average doesn't really put them into speed category, but I suppose it could be attributed to "swords need some way to compensate for lower damage output" also what non-speedy sword classes are there [spoiler=Stand proud!]War Magus Promotes from: Dark Mage Weapon Proficiency: (A) Role: Defense Description: Practiced users of magic that have taken to the frontlines, their stout defenses keeps physical weapons at bay, but magic easily pierces their armor. While not as slow as Dark Knights, they nonetheless will not easily double enemies. Skills: [Lv. 05] Armsbreaker - +15 Hit/Avoid when battling enemies wielding an Axe, Lance, or Sword. [LV. 15] Hellbreaker - Skill * 1.5% chance for half of enemy's Magic (if a physical weapon is being used to attack) or Strength (if a magical weapon is being used instead) onto final damage. Quote Link to comment Share on other sites More sharing options...
Jotari Posted October 8, 2016 Share Posted October 8, 2016 if it works, it works A little above average doesn't really put them into speed category, but I suppose it could be attributed to "swords need some way to compensate for lower damage output" also what non-speedy sword classes are there [spoiler=Stand proud!]War Magus Promotes from: Dark Mage Weapon Proficiency: (A) Role: Defense Description: Practiced users of magic that have taken to the frontlines, their stout defenses keeps physical weapons at bay, but magic easily pierces their armor. While not as slow as Dark Knights, they nonetheless will not easily double enemies. Skills: [Lv. 05] Armsbreaker - +15 Hit/Avoid when battling enemies wielding an Axe, Lance, or Sword. [LV. 15] Hellbreaker - Skill * 1.5% chance for half of enemy's Magic (if a physical weapon is being used to attack) or Strength (if a magical weapon is being used instead) onto final damage. That's a ridiculously good skill if it can be transferred to other classes. Quote Link to comment Share on other sites More sharing options...
Moblin Major General Posted October 11, 2016 Share Posted October 11, 2016 Here's mine from a blah the Prussian thread: [spoiler=Shield Wall!]Hoplite Weapon:B Role: Front line combat unit Description: The first line of defense or attack. Their shields are able to guard against most magic, but their poor armor leaves them vulnerable to physical units, particularly mounted ones. Skills: [Level 01]Formation: If in attack stance, both units are treated as being the primary attacker. [Level 10]Thrower: nullifies disadvantages when using thrown weapons Legionnaire Weapon:A B Role: Front line combat unit Description: The best trained Hoplites. Their massive shields protect them from both magical and physical units, but can be worked around with a small enough weapon. Skills: [Level 05]Phalanx: switches placement in Guard Stance if front partner takes damage. [Level 15]Go For Broke: Sets Weapon Ranks to max if not in Attack or Guard Stance. Praetorian Weapon: B S Role: Defense/Finisher unit Description: Trusted Hoplites that are a lord's most staunch defenders... and their harshest critics. Their tactics are more suited to infiltration than actual combat, but they can overcome just about any obstacle. Skills: [Level 05]: Reaver: When user enters combat with an opponent armed with a green weapon, target suffers Str and Spd -3. [Level 15]: Stonebreaker: +50 hit/avoid when facing a unit with a Dragonstone or Beaststone equipped. Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted October 12, 2016 Share Posted October 12, 2016 (edited) So I had another idea, this one more on-topic: BALLISTICIAN Tier 1 Ballista Promotes to: Fleet, Mechanist Class Roll Description: Powerful long-range attackers with high defense, but their ballistae slow them down. Lv. 1 - Rifled Barrel: Select the "Rifled Shot" command to fire siege weapons in a cross-shaped spread pattern. (Fates-style Siege Weapon attack. Can be applied to on-map siege weaponry, even if carried over to a non-Ballistician-line unit.) Lv. 10 - Precise Aim: Rifled Shots from siege weaponry will not hit allied or NPC units, even if they fall within the target area. FLEET Tier 2 Ballista Promotes from: Ballistician Class Roll Description: Ballisticians whose upgraded chariots allow them to ride the waves. Land movement is still slow. Lv. 5 - Swift Sailing: While stationed on a water-based tile, Hit/Avo+50 when under attack. Lv. 15 - Maritime Expertise: Allows the user to traverse water-based tiles as though they were plains. MECHANIST Tier 2 Promotes from: Ninja, Apothecary, Ballistician Class Roll Description: A puppet maker skilled in the use of shuriken, yumi, and siege weaponry. Lv. 5 - Construct: Create an Automaton to aid in battle. Only one Automaton can be created at one time. The Automaton's strength depends upon the Mechanist's level. Lv. 15 - Mechanical Expertise: Allows the use of all on-map siege weapons regardless of class. Edited October 12, 2016 by Topaz Light Quote Link to comment Share on other sites More sharing options...
MasashiH Posted October 12, 2016 Author Share Posted October 12, 2016 (edited) This topic has grown to a nice size, I like it. Anyways, got another promotion variations to post today :V Promotes from: Knights & Mercenary (only second variation) 1st Variation - Goliath (Feel free to suggest another name... oh well.) Description Sluggish, heavy armoured knights that have the most of defenses. Class specifics/Opinions Reinforced Armour - Takes 25% less damage from weapons that are not armour specialized. Devastating Blow - Skill/4% chance to stun the opponent until next phase. The Fortress - Stays in place, taking 50% reduced damage until dropping down to 30% health or cancelled early. Will take any ranged attack targeted at any ally behind. (talking of behind, the Goliath must be between the ally and the attacker for the absorption effect to take place) Even slower than the current General class, the Goliath is solely dedicated to soak damage, with a little bit of crowd control effect to offer. While it is capable of holding on its own on closed spaces, effectiveness is severely reduced in open areas. 2nd Variation - Sentinel (Mercenaries can promote to this) Description Sentinels sacrifice a portion of their defenses to become mobile, supporting units. Class Specifics/Opinions Their movement is a bit worse than heroes. Guardian Shield - Chooses an ally to protect. Target ally within a 3-tile radius benefits from extra defense and resistance (gets weaker when getting away from the Sentinel), and periodically blocks attacks (takes 50% damage from critical strikes). Scales with level. Choosing can occur again after two turns. Interception Charge (requires Guardian Shield ally within 5-tile radius) - If ally to protect is attacked, rush foward and force the attacker to initiate battle with you. Can only occur once per enemy phase. Strong Bonds - Guardian Shield and Interception Charge will generate charges per performed action while near each other (half charge from each). At 3 charges, both you and protected ally with gain a damage boost, can reach the other on the map and both Guardian Shield and Interception Charge have boosted effects (will block more frecuently, 25% damage from critical strikes, Interception Charge can occur up to three times per enemy phase.). Lasts the current turn and has a two turn cooldown. Dedicated shield to a valuable unit. Make your decision. While weak by itself, it is strongest when paired with your protected unit. Edited October 12, 2016 by MasashiH Quote Link to comment Share on other sites More sharing options...
The_antithesis Posted October 22, 2016 Share Posted October 22, 2016 (edited) Name: Intellectual Tier: 1 Uses: Tomes, Swords Skills: (LV1) Improvised weaponry: If in range 1 without a range 1 weapon equipped, give this unit a mt 2 weapon that always loses the weapon triangle. (LV10) Androgynous: This unit may use items that would normally be exclusive to specific genders/classes/characters. (Have fun wielding Falchion!) Promotions: Academic, Gamer, Strategist Base stats: 20HP, 4 in all other stats Max stats: 60HP, 6 movement, 23 in all other stats Growths: 40% HP, 0% movement, 10% all other stats Concept: A balanced unit that should be viable in most situations. Maybe a class for the avatar? Name: Academic Tier: 2 Uses: Tomes, Staves, Swords Skills: (LV5) Observation: when this unit is attacked first, negates the opponent's defensive skills. Broken against late-game bosses. (LV15) Mastery of strategy: all units within 2 spaces gain hit/avoid/crit/dodge+5 Promotes from: Tactician, Intellectual, Troubadour Promotes to: Lecturer, Elite grandmaster Base stats: 22HP, 4 strength, 10 magic, 7 skill, 9 speed, 3 luck, 0 defense, 10 resistance, 4 movement. Always has avoid+5 Max stats: 85HP, 30 strength, 41 magic, 32 skill, 35 speed, 26 luck, 25 defense, 42 resistance, 7 movement. Growths: 30% HP, 20% magic, 10% skill, 10% speed, 0% luck, 0% defence, 15% resistance, 0% movement. Concept: A tank which focuses on dodging and doubling, rather than taking hits. Can support or attack, making it a versatile magic unit. Name: Gamer Tier: 2 Uses: Tomes, swords Skills: (LV5) Spam! Luckx0.75% chance of activating, throws 4 attacks at half accuracy. (LV15) Master the roster: Grants the ability to use any weapon type, and can go up to rank B. Promotes from: Intellectual Promotion: Esports gamer, Elite grandmaster Base stats: 27HP, 6 in all other stats. Max stats: 90HP, 8 movement, 33 in all other stats Growths: 40% HP, 0% movement, 10% all other stats Concept: A class that's viable in all situations! Name: Lecturer Tier: 3 Uses: Tomes, Staves, Swords, Lances Skills: (LV5) Boring speech: Magicx0.5% chance of putting an enemy to sleep when attacking. (LV15) Prestige: Hit+5, Mag+3, crit-5. Promotes from: Academic, Grandmaster, Great Lord, Strategist Base stats: 29HP, 6 strength, 11 magic, 11 skill, 7 speed, 8 luck, 7 defense, 10 resistance, 7 movement Max stats: 110HP, 50 strength, 89 magic, 71 skill, 75 speed, 63 luck, 65 defense, 81 resistance, 9 movement Growths: 0% movement, 15% everything else Concept: A very powerful tank who is viable in almost all situations. Name: Esports gamer Tier: 3 Uses: Tomes, Swords, Lances Skills: (LV5) Praise the RNGods: Hit, Avoid, Crit, Dodge, skill activation +10%. (LV15) Clutch victory: When under 1/2 HP, crit+30 Promotes from: Gamer Base stats: 33HP, 8 in everything else. Maximum stats: 100 HP, 10 movement, 70 everything else Growths: 40% HP, 0% movement, 15% everything else Concept: A unit that could be anything it likes... Name: Elite grandmaster Tier: 3 Uses: Tomes, swords, staves Skills: (LV5) Rising wind: If holding a wind tome, ignore negative terrain effects (the wind tome loses 2 durabilty per turn). (LV15) Ultimate knowledge: This unit may use 2 other skills (if earned), making a net limit of 6. Promotes from: Many Base stats: 30HP, 8 Strength, 8 magic, 10 skill, 6 speed, 5 luck, 7 defense, 9 resistance, 7 movement Maximum stats: 103HP, 71 strength, 75 magic, 84 skill, 63 speed, 61 luck, 70 defense, 79 resistance, 10 movement Growths: 40% HP, 0% movement, 10% everything else. Concept: A better version of the grandmaster class who can also heal. A very powerful magic unit. Edited October 23, 2016 by The_antithesis Quote Link to comment Share on other sites More sharing options...
Shanty Pete's 1st Mate Posted October 24, 2016 Share Posted October 24, 2016 These classes are designed to fit into the Fates class system. I really would have like to have seen Nohr get a Shuriken-wielding base class. Name: Servant Tier: 1 Weapons: Knives-B Stat Build: High HP/Def/Res, Average Skl/Lck, Low Str/Mag/Spd, 5 mov Descriptions: "Servants of noble houses, who carry items and use knives for their charges." Skills: Lv. 1 - Courier: Gains +1 Spd/Lck for every item (non-weapon, non-staff) in inventory Lv. 10 - A Cut Above: +1 to all debuffs against enemies (as in, -2 Str, -2 Mag becomes -3 Str, -3 Mag) Promotes to: Maid/Butler, or Bodyguard Name: Bodyguard Tier: 2 Weapons: Knives-A, Lances-B Stat Build: High HP/Def/Res, Average Skl/Lck, Low Str/Mag/Spd, 6 mov Description: "Seasoned servants who use knives and lances to defend their charges." Skills: Lv. 5 - Guardian: Offers +2 Def/Res in pair-up bonuses Lv. 15 - Blockade: Prevents enemy attacks "through" this unit (as in, the enemy can't perform a ranged attack, in a cardinal [N/E/S/W] direction, against an adjacent ally in the same cardinal direction) Promotes from: Servant If I were fitting these classes within Fates, I would keep Felicia and Flora as maids, but make their base class Servant (Jakob's base class would remain Troubador). I would also add Servants and Bodyguards as enemy units, particularly in BR chapters where you go up against Nohrian royals. Quote Link to comment Share on other sites More sharing options...
NekoKnight Posted October 25, 2016 Share Posted October 25, 2016 Name: Bodyguard Tier: 2 Weapons: Knives-A, Lances-B Stat Build: High HP/Def/Res, Average Skl/Lck, Low Str/Mag/Spd, 6 mov Description: "Seasoned servants who use knives and lances to defend their charges." Skills: Lv. 5 - Guardian: Offers +2 Def/Res in pair-up bonuses Lv. 15 - Blockade: Prevents enemy attacks "through" this unit (as in, the enemy can't perform a ranged attack, in a cardinal [N/E/S/W] direction, against an adjacent ally in the same cardinal direction) Promotes from: Servant Interesting ideas. I also think there should have been a basic knife wielding class in Nohr. Some comments: I like the Guardian skill but it might not work well with Blockade since one skill requires the unit be paired up and the other requires them to be separate. Maybe Blockade could be made it so 2 range attacks are automatically blocked if the Bodyguard is paired up. Quote Link to comment Share on other sites More sharing options...
Sire Posted October 25, 2016 Share Posted October 25, 2016 (edited) On a whim I was suddenly inspired to work on something Fire Emblem, and here is some results of those efforts. It is not complete, but here is most of the basic classes alongside promotions. These theoretical classes follow a different ruleset compared to mainline Fire Emblem. They follow a combination of various concepts introduced throughout the series. 1: There is no more reclassing or shared promotions. So, no more Knights and Cavaliers being able to promote to Great Knights as it is now solely a Knight promotion. 2: There is the classic Weapon Triangle (Sword -> Axe -> Lance) and Magic Triangle (Light -> Dark -> Anima). Bows and Daggers are outside the triangles. 3: Staves are now wielded like in the Radiance series, making staff users vulnerable. Bishops have a skill that allow them to counter with magic even with a Staff equipped. 4: Skills are reduced in number, typically only having one skill per class. Personal skills still exist but are outside the topic of this post. 5: Currently, there are no plans for the pair up system. 6. "Laguz" and Manaketes are intended to be included, but are not yet made. [spoiler=Class Tree] Teal - New Class Myrmidon -> Swordmaster, Asura Fighter -> Warrior, Berserker Soldier -> Sentinel, Weaponmaster Mercenary -> Hero, Adventurer Knight -> General, Great Knight Pirate -> Corsair, Swashbuckler Thief -> Rogue, Assassin Archer -> Sniper, Ranger Outlaw -> Fugitive, Trickster Mage -> Sage, Mage Knight Shaman -> Druid, Summoner Monk, Nun -> Exorcist, Confessor Priest, Cleric -> Bishop, Oracle Cavalier -> Paladin, Dark Templar Troubadour -> Strategist, Avenger Pegasus Knight -> Falcon Knight, Seraph Knight Wyvern Knight -> Wyvern Lord, Abyss Knight [spoiler=Detailed Descriptions] Myrmidon Promotes To: Swordmaster, Asura Weapons: Swords Skill: Vantage – At the start of battles, if user is under 50% HP, user attacks first. Description: An agile sword wielder who uses speed to defeat his foes. Swordmaster Weapons: Swords Passive: +10 Critical, +10 Avoid Skill: Astra – Skill x 0.5% chance of triggering 5 consecutive hits with half damage. Description: Type me! Asura Weapons: Swords, Anima Magic Passive: +15 Avoid Skill: Anima Blade – Always deals damage according to the enemy’s lowest Defense or Resistance stat. Description: A sword wielder who combines speed and elemental power to overcome foes. Fighter Promotes To: Warrior, Berserker Weapons: Axes Skill: Overwhelm – When defeating an enemy, excess damage is returned as HP to the user. Description: A burly warrior with high attack but low defense. Warrior Weapons: Axes, Bows Skill: Colossus – Skill x 0.5% chance of dealing damage triple of the user’s Strength. Description: A fighter who has picked up the bow for ranged combat. Berserker Weapons: Axes Passive: +20 Critical, -5 Critical Evasion Skill: Frenzy – Command. Attacks a unit until either the enemy or user dies. Description: A mighty fighter with no regard for personal safety. Soldier Promotes To: Sentinel, Weaponmaster Weapons: Lances Skill: Riposte – When successfully evading an enemy attack, Skill% chance for a riposte attack. Description: A common combatant wielding a lance. Has no real strengths or weaknesses. Sentinel Weapons: Lances Skill: Impale – Skill x 0.5% chance of dealing triple damage. Description: A veteran soldier who has reached the pinnacle of skill. Weaponmaster Weapons: Swords, Axes, Lances Skill: Overpower – When attacking, doubles the effectiveness of the weapon triangle as well as slayer weapons. Description: A seasoned soldier who can wield various weapons. Mercenary Promotes To: Hero, Adventurer Weapons: Swords Skill: Good Fortune – Luck% chance of recovering 20% and removing status ailments at the start of the user’s Turn. Description: A wandering sword wielder looking for pay. Hero Weapons: Swords, Axes Skill: Sol – Skill% chance of restoring half the damage dealt to the enemy Description: A proud individual who has accomplished great feats. Adventurer Weapons: Swords, Staves Skill: Scavenge – When defeating an enemy, Luck% change to obtain a random item. Description: A seasoned traveler who wields swords and staves. Knight Promotes To: General, Great Knight Weapons: Swords, Axes, Lances Skill: Swap – Select the “Swap” command to swap places with an adjacent ally on the map. After swapping, the user can still take an action, such as attacking or using an item. Description: Armored soldiers who are slow but have high Defense. General Weapons: Swords, Axes, Lances Skill: Pavise – Skill% chance of halving damage from Physical attacks. Description: Juggernauts of steel that wield swords, axes, and lances. Great Knight Weapons: Swords, Axes, Lances Skill: Luna – Skill% chance of ignoring half the enemy’s Defense (if user has a physical weapon) or Resistance (if user has a magical weapon). Description: Knights that ride heavily armored warhorses, adept in swords, axes, and lances. Pirate Promotes To: Corsair, Swashbuckler Weapons: Axes Skill: Dirty Fighting – Skill% chance of inflicting a random effect. (Poison, Stun, Half Damage, Stat Seals, etc.) Description: A sailor on the high seas that has taken to raiding and pillaging. Corsair Weapons: Axes Skill: Dual Wield – Doubles the user’s available strikes but deal half the damage. This skill is locked to the Corsair and cannot be removed. Description: A pirate who specializes in hand to hand combat with two weapons. Swashbuckler Weapons: Swords, Axes Skill: Counter – Returns damage when attacked by an adjacent enemy (except damage that KOs the user). Description: A privateer who prefers one on one combat. Thief Promotes To: Rogue, Assassin Passive: +10 Avoid Weapons: Daggers Skill: Locktouch – Opens chests and doors without requiring keys. Description: An individual skilled in the sleight of hand. Rogue Weapons: Daggers, Swords Passive: +15 Avoid, +5 Critical Evasion Skill: Steal – Command. Allows the user to steal an item from the target, including equipped weapons. Description: An experienced thief that can rob anyone blind. Assassin Weapons: Daggers Passive: +5 Hit, +5 Critical, +5 Avoid, +5 Critical Evasion Skill: Lethality – Upon a successful critical, instantly kills the enemy. Description: A deadly shadow that kills quickly and efficiently. Archer Promotes To: Sniper, Ranger Weapons: Bows Skill: Endless Quiver – Upon defeating an enemy, Skill% chance to attack again. This can be repeated as long as there are targets in range. Description: A person armed with a bow, excelling at hitting their marks. Sniper Weapons: Bows Passive: +1 Range for Bows Skill: Deadeye – Skill x 0.5% chance to deal double damage and put the enemy in sleep status. Description: A person armed with a bow, excelling at hitting their marks. Ranger Weapons: Bows, Swords Passive: +10 Hit, +10 Avoid Skill: Disable – After battle, enemy Strength, Magic, Defense, and Resistance -6. Description: A skilled individual with a trusty steed sent out on solo operations. Outlaw Promotes To: Fugitive, Trickster Passive: +10 Avoid Weapons: Daggers, Bows Skill: Pass – User can pass through tiles occupied by enemy units Description: A vicious criminal who wields daggers and bows. Fugitive Weapons: Daggers, Bows, Anima Magic Passive: +15 Avoid Skill: Ambush – When attacking, uses all the strikes at once. (So, if attacking, the sequence of attack, counter, attack, counter will be transformed into attack, attack, counter, counter.) Description: A mastermind of crime who takes his victims by surprise. Trickster Weapons: Daggers, Bows, Staves Passive: +10 Avoid Skill: Rewind – Command. After taking an action, returns the Trickster to its starting location. Description: A glamorous phantom. Mage Promotes To: Sage, Mage Knight Weapons: Anima Magic Skill: Focus – Command. When used, grants +5 Magic to your next action. This effect does not stack. Description: A mage specializing in the elements. Sage Weapons: Anima Magic, Staves Skill: Flare – Skill x 0.25% chance of negating Resistance and recovering HP equal to damage done to enemy. Description: An Elementalist with a mastery over Anima magic. Can also wield staves. Mage Knight Weapons: Anima Magic, Swords Skill: Anima Barrier – Skill% chance to add half of the user's Defense (if being attacked with Magic) or Resistance (if being attacked with Physical) to damage reduction. Description: A mounted battle mage with a small emphasis on defense. Shaman Promotes To: Druid, Summoner Weapons: Dark Magic Skill: Vengeance – Skill x 1.5% chance of adding half the user’s (Max HP – Current HP) as damage. Description: A scholar who studies ancient magic. Druid Weapons: Dark Magic, Staves Skill: Forbidden Rite – Command. Deals damage based off users Magic x 2 to everyone within 2 spaces, including the user. If this attack defeats enemies, the user gains EXP as normal. Description: A follower of the ancient ways of magic and forbidden knowledge. Can also wield Staves. Summoner Weapons: Dark Magic Skill: Summon – Command. Summons a Phantom based off the Summoner’s level. The Phantom acts as normal unit and anything it defeats is counted for the Summoner. If the Phantom is defeated, the Summoner is dealt damage of 20% of max HP. There is a maximum of one active Phantom at a time. The Phantom can be unsummoned without consequence. Description: An ancient magic user that can summon otherworldly beings. Monk, Nun Promotes To: Exorcist, Confessor Weapons: Light Magic Skill: Inner Fire – At the start of the turn, the user and adjacent allies gain +1 to all stats. The effect wears off at the start of the next turn. Description: A follower of the light that can wield it as a weapon. Exorcist Weapons: Light Magic, Staves Skill: Exorcism – Skill x 0.5% chance to deal damage directly to the opponent’s HP based off the user’s Magic stat. If normal damage is higher, the normal attack is carried out instead. Description: A master of the Light who can cleanse the unworthy. Also wields staves. Confessor Weapons: Light Magic, Staves Passive: +50 Hit when using Offensive Staves Skill: Repentance – When countering with a Staff, puts the attacker to sleep. Description: A light mage with a specialty in offensive staves. Priest, Cleric Promotes To: Bishop, Oracle Weapons: Staves Skill: Miracle – Luck x 0.5% chance of completely negating an enemy attack. Description: An unarmed staff wielder who supports allies. Bishop Weapons: Light Magic, Staves Skill: Staff Mastery – Allows the user to counter with Magic even if a Staff is equipped. Skill: Corona – Skill x 0.5% chance to deal double damage and put the enemy in blind status. Description: A staff user who has learned to wield light magic for defense. Oracle Weapons: Staves Passive: +10 Avoid, +10 Critical Evasion Skill: Voice of Peace – At the start of each turn, all allies recover 10% HP. Description: A staff user dedicated to the path of peace and supporting allies. Cavalier Promotes To: Paladin, Dark Templar Weapons: Swords, Axes, Lances Skill: Rescue – Takes in the adjacent ally at the cost of halving Speed and Skill while they are carried. Description: A soldier riding a horse into battle. Wields swords, axes, and lances. Paladin Weapons: Swords, Axes, Lances Skill: Aegis – Skill% chance of halving damage from Magical attacks. Description: A distinguished knight riding a warhorse to battle. Dark Templar Weapons: Lances, Dark Magic Skill: Terror – Enemies within a 2 tile radius suffer -20 to Hit. Description: A Cavalier who has been tempted by the ancient arts. Wields lances and dark magic. Troubadour Promotes To: Strategist, Avenger Weapons: Staves Skill: Inspire – At the start of each turn, adjacent allies gain +2 to Defense and Resistance. The effect wears off at the start of the next turn. Description: A traveler who roams the land, reciting poetry and song. Strategist Weapons: Staves, Anima Magic Skill: Rally – Command. When used, grants allies in a 2 tile radius +4 to all stats. The effect wears off at the start of the next turn. (Stacks with Inspire) Description: A mounted tactician who leads allies into battle. Avenger Weapons: Staves, Axes Skill: Renewal – Recovers 30% HP at the start of each turn. Description: A mounted healer that takes up arms to avenge the fallen. Pegasus Knight Promotes To: Falcon Knight, Seraph Knight Weapons: Lances Skill: Rend Heaven – Skill x 1.5% chance of adding half the enemy’s Strength (if user has a physical weapon) or Magic (if user has a magical weapon) as damage Description: A mounted warrior riding the agile Pegasus to battle. Falcon Knight Weapons: Lances, Swords, Bows Skill: Stun – Skill x 0.5% chance of stunning the enemy in combat, dealing x2 damage and immobilizing it. (The Stun status effect will fade at the start of the next Enemy Phase.) Description: A veteran Pegasus Knight. Wields lances, swords, and bows. Seraph Knight Weapons: Lances, Light Magic, Staves Skill: Galeforce – Allows the user to do two actions per turn. (Two attacks, two staff uses, item use then attack, staff and attack, etc.) Description: A magical Pegasus Knight. Wields lances, light magic, and staves. Wyvern Knight Promotes To: Wyvern Lord, Abyss Knight Weapons: Axes Skill: Lunge – Select the “Lunge” command to swap places with an enemy after an attack Description: A mounted knight riding a mighty Wyvern. Has high defense and attack. Wyvern Lord Weapons: Axes, Lances Skill: Sky Superiority – The user’s Flying weakness is nullified and they receive terrain effects. Description: Awe-inspiring lords who have mastered their Wyvern and combat. Abyss Knight Weapons: Axes, Dark Magic Skill: Abyssal Power – When defeating an enemy, gain +1 to all stats to a max of +10. Effect expires after the map is cleared. Description: A Wyvern Knight who has mastered dark magic. Uses axes and dark magic. Edited October 25, 2016 by Sire Quote Link to comment Share on other sites More sharing options...
Jotari Posted October 25, 2016 Share Posted October 25, 2016 On a whim I was suddenly inspired to work on something Fire Emblem, and here is some results of those efforts. It is not complete, but here is most of the basic classes alongside promotions. These theoretical classes follow a different ruleset compared to mainline Fire Emblem. They follow a combination of various concepts introduced throughout the series. 1: There is no more reclassing or shared promotions. So, no more Knights and Cavaliers being able to promote to Great Knights as it is now solely a Knight promotion. 2: There is the classic Weapon Triangle (Sword -> Axe -> Lance) and Magic Triangle (Light -> Dark -> Anima). Bows and Daggers are outside the triangles. 3: Staves are now wielded like in the Radiance series, making staff users vulnerable. The dedicated healer class (Priests, Clerics, Bishops, Confessors) have a skill that allow them to counter with magic even with a Staff equipped. 4: Skills are reduced in number, typically only having one skill per class. Personal skills still exist but are outside the topic of this post. 5: Currently, there are no plans for the pair up system. 6. "Laguz" and Manaketes are intended to be included, but are not yet made. [spoiler=Class Tree] Teal - New Class Blue - Modified Class Myrmidon -> Swordmaster, Asura Fighter -> Warrior, Berserker Soldier -> Sentinel, Weaponmaster Mercenary -> Hero, Adventurer Knight -> General, Great Knight Thief -> Rogue, Assassin Archer -> Sniper, Ranger Outlaw -> Fugitive, Trickster Mage -> Sage, Mage Knight Shaman -> Druid, Summoner Monk, Nun -> Exorcist, Confessor Priest, Cleric -> Bishop, Oracle Cavalier -> Paladin, Dark Templar Troubadour -> Strategist, ??? Pegasus Knight -> Falcon Knight, Seraph Knight Wyvern Knight -> Wyvern Lord, Abyss Knight [spoiler=Detailed Descriptions] For the sake of brevity, most classic classes have been omitted from this, even if they also have some modifications (mostly in skills). Asura - Tier 2 Promotes From: Myrmidon Weapons: Swords, Anima Magic Skill - Ignis: Skill% chance of adding half the user’s Strength (if user has a physical weapon) or Magic (if user has a magical weapon) as damage Description: A sword wielder who combines speed and elemental power to overcome foes. Weaponmaster - Tier 2 Promotes From: Soldier Weapons: Swords, Axes, Lances Skill - Overpower: When attacking, doubles the effectiveness of the weapon triangle as well as slayer weapons. Description: A seasoned soldier who can wield various weapons. Adventurer - Tier 2 Promotes From: Mercenary Weapons: Swords, Staves Skill - Scavenge: Luck% chance upon defeating a foe to obtain a random item. Description: A seasoned traveler who wields swords and staves. Knight - Tier 1 Promotes To: General, Great Knight Weapons: Swords, Axes, Lances Skill - Reposition: Allows the user to swap places between itself and an allied unit. The user can take still action after Repositioning, such as attacking or using an item. Description: Armored soldiers who are slow but have high Defense. General - Tier 2 Promotes From: Knight Weapons: Swords, Axes, Lances Skill - Pavise: Skill% chance of halving damage from Physical attacks. Description: Juggernauts of steel that wield swords, axes, and lances. Outlaw - Tier 1 Promotes To: Fugitive, Tricker Weapons: Daggers, Bows Skill - Pass: User can pass through tiles occupied by enemy units Description: A vicious criminal who wields daggers and bows. Fugitive - Tier 2 Promotes From: Outlaw Weapons: Daggers, Bows, Anima Magic Skill - Concealment: Allows the user to hide within terrain features that boost Evasion. When hidden, enemy units cannot see the user unless they are adjacent to the unit. Description: A mastermind of crime who hides in plain sight. Trickster - Tier 2 Promotes From: Outlaw Weapons: Daggers, Bows, Staves Skill - Rewind: After taking an action, returns the Trickster to its starting location. Description: A glamorous phantom. Mage Knight - Tier 2 Promotes From: Mage Weapons: Anima Magic, Swords Skill - Anima Barrier: Skill% chance to add half of the user's Defense (if being attacked with Magic) or Resistance (if being attacked with Physical) to damage reduction. Description: A mounted battle mage. Confessor - Tier 2 Promotes From: Monk, Nun Weapons: Light Magic, Staves Skill - Staff Master: Allows the user to counterattack with magic instead of an equipped staff. Skill - Repentance: +20 to Hit when using Offensive Staves. Description: A light mage with a specialty in offensive staves. Oracle - Tier 2 Promotes From: Priest, Cleric Weapons: Staves Skill - Serenity: Allies within a 2 tile radius recover 20% HP at the start of the user’s Turn Description: A staff user dedicated to the path of peace and supporting allies. Dark Templar - Tier 2 Promotes From: Cavalier Weapons: Lances, Dark Magic Skill - Terror: Skill% chance to prevent an enemy from striking the user. Does not work on all enemies. (This is done in combat, before the enemy strikes.) Description: A Cavalier who has been tempted by the ancient arts. Wields lances and dark magic. Falcon Knight - Tier 2 Promotes From: Pegasus Knight Weapons: Lances, Swords, Bows Skill - Stun: Skill% of stunning the enemy in combat, dealing x2 damage and immobilizing it. (The Stun status effect will fade at the start of the next Enemy Phase.) Description: A veteran Pegasus Knight. Wields lances, swords, and bows. Seraph Knight - Tier 2 Promotes From: Pegasus Knight Weapons: Lances, Light Magic, Staves Skill - Galeforce: Allows the user to do two actions per turn. (Two attacks, two staff uses, item use then attack, staff and attack, etc.) Description: A magical Pegasus Knight. Wields lances, light magic, and staves. Abyss Knight - Tier 2 Promotes From: Wyvern Knight Weapons: Axes, Dark Magic Skill - Abyssal Power: When defeating an enemy, gain +1 to all stats to a max of +10. Effect expires after the map is cleared. Description: A Wyvern Knight who has mastered dark magic. Uses axes and dark magic. You can take whole sale from Awakening and have Troubadour promote to Battle Cleric since it doesn't seem like you've used it elsewhere. Quote Link to comment Share on other sites More sharing options...
Sire Posted October 25, 2016 Share Posted October 25, 2016 You can take whole sale from Awakening and have Troubadour promote to Battle Cleric since it doesn't seem like you've used it elsewhere. Yeah, but I really wanted the Troubadour to remain mounted. In the end I just renamed the Battle Cleric and gave it a horse. At any rate, I went ahead and fleshed out the concept some more. The original post has been edited for class descriptions and their skills. Quote Link to comment Share on other sites More sharing options...
Tolvir Posted October 25, 2016 Share Posted October 25, 2016 (edited) War Priest Promotes from Priest or Troubador Nonmounted unit. Uses lances, Staves, and Tomes. Meant to be a melee style healer that can take a few hits compared to their squishier counterparts. Their HP and Defense growths would be a lot higher, but they would gain less in Magic and Skill. It sacrifices a bit of their healing for them to become better fighters. I can see them being great support types with a few special staves (buff/debuff staves), and maybe some rally skills. Skills: Light Magic Affinity. They gain access to light magic. Priest's Vision: Avoidance +20/Hit+20 when enemy initiates an attack. Song of War: For every enemy within 3 tiles of this character, the character gains an ability to buff all allies within the same range with + to defense/speed. Raises for each enemy within range. Shadowblade. Promotion from either Fighter or Rogue. Fighter that uses the shadows and smaller weapons to take down their foes. Another non mounted, they would have access to daggers and bows. They would be a unique mix of a fighter and rogue. Sacrifices a bit of the speed of the Rogue for the HP of the fighter. Defense would raise slightly too. I think the stalk ability would be interesting since there has never been stealth like abilities in FE before. Could be overpowered, so I tried to think of ways to balance it out. Skills: Strike from the Shadows Gain + to crit/avoid when flanking a target. Shadowblade's Strength: Gain +5 to damage with Daggers and Bows. Stalk: The unit retreats to the shadows, allowing no enemies to target him for the remainder of the ability. Lasts 2 rounds. The unit can move while it is active, but cannot use items and cannot be healed. They can pass through enemies much like the pass skill. They can use an attack during the duration that results in a +20 crit bonus, but cannot double. (essentially a stealth/sneak attack ability for the Shadowblade.) Their move is also cut down (-2 effective move). Edited October 25, 2016 by Tolvir Quote Link to comment Share on other sites More sharing options...
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