+ Reply to Thread
Results 1 to 11 of 11

Thread: What do you think your Master Class will be like?

  1. Join Date
    Feb 2006
    Location
    BTW Searching in Goug Ruins DOES NOT cost AP!
    Posts
    5,926

    What do you think your Master Class will be like?

    I've talked about this with other people, and thought it deserved its own thread. Some masters have been unlocked, but a vast majority of them remain a mystery.

    So, feel free to dump all your wild guesses or stuff that you'd like your master class to or think it might have here. If you think your master class is going to suck, feel free to say so, but please try to keep the butthurt to a minimum. This isn't intended to tweak how your master might turn out, its more just for fun. If you already have master or an awarded, feel free to theorize on what other masters might be like.

    I'll start with my thoughts on Mediator Master. Its basically the squire version of an oracle, so sage is the closest yardstick I have for measuring what Mediator master might be like.
    Its advantages over are guns (long range and good chance of hitting foe) and its abilities cost no mp. It gets exclusive (from Oracle) ability to inflict: charm, Ignore, death sentence, and Stun
    Its disadvantages is that mediator abilities are single area effect. Statii that mediators can't (but Oracles can) inflict: Blind, Zombie, Don't Act, Poison, and Petrify.

    Master name: rhetorician? haranguer? I can't think of anything cool.

    Bonus: Small HP and MP gain, maybe +1 Speed. I guess maybe they could get PA, but despite being able to use stuff like daggers and books, guns are more of the trademark weapon of the mediator in this game, like the samurai and their katana.

    Abilities? Eh maybe.....

    Talk skill that can give two statii at once?
    A talk skill that does damage (like some sort of sonic megaphone blast attack?)
    AoE talk skills?
    A skill like sage's Emptiness, except instead of taking away positive skills (even on those with "always" gear,) it inflicts a random statii and is capable of inflicting those with "block" equipment (or even inflicts the very statii the equipment was meant to block)?
    Talk skills that buff? I could see an ability like doubletime giving haste+blink or quick.
    Talk skill that revives? Willing the dead back to life with mere words?

    Duel Wielding Guns.....Never happening, I know, but a guy can dream.....

    Not sure what kind of support/reaction/movement to expect, if any.
    Name: Penovi Kiku Poorport (Bio) | Age: 24
    Class: Mediator/Ninja/Ranger
    Generic Skills: Alluring, Ancestor (Pendor Kimo Poorport II,) Autocrat, Author, Breeder, Bribery, Charming, Doctor, Entertainer, Leader, Propaganda Artist | Injury: 0%
    Level: 28
    Kingdom: Cerulean Serpents
    Religion: Yudoranist Faran
    Looks something like this
    NPC: Shahbazz the baby ahriman and Rubican the Chocobo
    Penovi's Theme Penovi's Tropes
    Bariaus' Theme Lionel's Theme Red Orchard's Theme

    "Only on 4chan would you feel bad about going into a Christian bookstore to buy something."

  2. Join Date
    Apr 2006
    Location
    sharpening something somewhere
    Posts
    852

    I like alot of your suggestions, I think the dual wield gun is less an issue of game mechanics as it is of mediator mechanics... I just don't picture a master mediator being that bad ass.

    Talk back might be cool as a reaction, get hit and say something nasty in return, maybe lowering brave. Or perhaps "wait wait not the nose" acting like hamedo but instead of damage it'd subtract from the opponent's ct

    we all know what hero looks like at this point, but I did have fun posting what master summoner would look like. I'll quote it here, feel free to overlook it if you've already seen it.

    Conjurer
    ----------
    this master summoner is able to call for aid of beings on a higher plane than those that most summoners can reach. Gods of the gods,
    these apparations can single handedly turn the tide of battle.

    Class Notes: All summons are Range 4 v 2 and Effect 3 (Allies or Enemies, depending on if it is a buff or an attack.)
    All summons are not affected by Reflect.

    ------------------
    Summon Magic
    ------------------

    Mog
    A tiny golden clad knight from long ago, heals and strengthens allies resolve.
    Summon Attack: Mog's Inner Light
    JP: 800
    MP: 100
    Speed: 30
    System: Moderately heals all allies within effect, and a moderate chance of raising allies faith/brave by 2.
    requires: Moogle

    Heaven's Bull
    A creature so colossal that the earth can barely withstand it's presence
    Summon Attack: tetra-disaster
    JP: 900
    MP: 120
    Speed: 35
    System: Does light thunder, light ice, light fire, and light earth damage to all enemies within effect.
    Requires Ramuh, Shiva, Ifrit, and Titan

    Phoenix
    The Summoner calls upon a Phoenix, who shares their down with your allies.
    Summon Attack: Avian cherubin
    JP: 1000
    MP: 150
    Speed: 40
    System: Moderate chance of raising all allies within effect.The more allies targeted the less the chance of success
    Requires Mog

    Seraph
    The Summoner summons a Holy Spirit, who protects allies from any harm with a divine aura.
    Summon Attack: Heavenly Ward
    JP: 1300
    MP: 130
    Speed: 45
    System: Moderate chance of adding Protect and shell to all allies within effect.
    Requires Mog

    Alexander
    The shade of an ancient mech city releases all of it's fortifications on your enemies
    Summon Attack: Ashes to Ashes
    JP: 1500
    MP: 150
    Speed: 50
    System: Deals high holy damage to all enemies within effect.
    Requires Kujata and Mog

    Knights of the Round
    Knights of a forgotten order each pass judgement on your enemies.
    Summon Attack: Judgement
    JP: 2000
    MP: 200
    Speed: 60
    System: Requires Mog and Alexander to have been cast prior in the same battle


    ----------------
    Support Skills
    ----------------

    1/2 of MP
    Spells cost only 1/2 normal MP to use.
    JP: 1500
    System: Says it RIGHT THERE.
    Requires 3000jp spent on conjurer skills

    ---------------
    Movement Skills
    ---------------

    Mediatation
    By not moving the summoner can hone his concentration and speed through his chants
    JP:800
    system:Reduces speed of summons by 15, Only when the character chooses not to move
    Weylin Driscol Lv29 Hero/squire/mediator/ninja
    Able to use Daggers, Swords, Axes, Flails, Guns, and Ninja Knives

  3. Join Date
    Feb 2006
    Location
    BTW Searching in Goug Ruins DOES NOT cost AP!
    Posts
    5,926

    Ok, I'll try to give this another stab. It'll be fun to look back on this post and see just how close or far off the mark I was.

    Master Class: Rhetorician
    ----------
    Mediators are specialists of altering the mind, being able to twist the actions of even creatures driven by primal instinct or constructs obeying strict programing. Their master class is even more skilled at finding what drives the actions of man, demon, and animal alike, and bending that drive to the Rhetorician's will.

    Add Equip: Whip
    Class Bonus: +1 speed, + 40 HP, +30 MP

    ------------------
    Speechcraft
    ------------------
    All skills are range:3v3 and effect: 1

    Doubletime!
    You aren't back on the block private! Run faster! HUSTLE HUSTLE HUSTLE!
    System: Casts Haste 2 + Blink 2 (separate rolls for each.)

    Scapegoat
    You know why everything sucks? Its because of that guy and his kind, get him!
    System: Inflicts lure on a target, enemies will be drawn to attack this target. Higher chance of working on yourself or an ally then an enemy.

    Crushing Depression:
    What is the point? Nothing you does matter, you're worthless. Why continue living?
    System: Target is inflicted with Slow 2 + Lock 2 (separate rolls of each.)

    Intentional Logical Fallacies
    Your wrong, idiot. How can global warming be real if the world is getting COLDER? Evolution=Disproved!
    System: Inflicts berserk+Confusion. Confusion lasts for standard status duration and cannot be cured by inflicting damage.

    Double Dare
    Do what the rhetorician says, or the kids won't think you're cool.
    System: Alter's foes tactics to the the rhetorician's specifications. Cos depends on what rhetorician tells the target to do. For example, telling them to cast death sentence on themselves is very low. Telling them to not heal allies, use X-potions/MP devouring healing spells at the slightest scratch, or try to only avoid attacking more then one person in their AoE skills has a higher CoS. Standard status duration.

    Psychologist
    Using knowledge of the human mind, the rhetorician uses his abilities to either negate or counter the ailments inflicted to the target.
    System: High chance of curing berserk, silence, brave loss, faith loss, death sentence, sleep, confusion, and charm.

    Death Pardon
    Appealing to the forces of fate, the rhetorician passes a bill to allow the target a second chance at life.
    System: High chance for a KO'd target to revive after 300 CT has passed.

    Pump Up:
    Rally your friends!
    Brave and Faith +10 each to target

    Crush Ego:
    Plant the seed of doubt in your foes!
    Brave and Faith -20 each to target

    Bailout:
    My life or my money? Don't make me choose....
    System: Depending on the situation, you may pay to be released without repercussions from a skirmish. You don't get eaten, you don't get injury, etc. You lose X money depending on number of foes and their strength. Skirmish runner determines whether or not the ability applies

    ------------
    Reaction Abilities
    ------------

    Snappy Comeback
    That was a great attack...for me to poop on!
    Trigger: HP damage or being the target of an enemy talk skill.
    JP: ???
    System: Chance to counterattack with a random talk skill.

    ----------------
    Support Skills
    ----------------

    Motor Mouth
    Being skilled in the art of debate, you can discuss subjects and proposals much faster then normal. Those around you might have a little more understanding you, though.
    Has to use two talk skills at the same time in battle. The same skill may be used twice. Both talk skills suffer a CoS penalty.
    JP: XXX
    System: Says it RIGHT THERE.

    Loudmouth
    Get everyone's attention!
    System: All talk skills become Effect:2
    JP:XXX

    Monster Kin:
    You can grunt and squeak and squawk with the monsters~
    So well in fact, that you built up a repertoire with some breeds of monsters.
    JP: XXX
    System: Pick a monster breed. You get 15% DR from any kind of attack from that monster, and a CoS bonus to affecting them with talk skills. Can be bought up to 5 times, picking a different monster. Lucavi, Ultima demons, and LMH monsters do not apply. Takes up a slot, but the slot can be shared with multiple monster kin skills.
    ---------------
    Movement Skills
    ---------------

    Soapbox
    Pull out a mini podium and address the unwashed masses in style.
    JP:XXX
    system: If the Rhetorician doesn't move during his turn, he gets a CoS bonus to talk skills starting from his next turn. The bonus will remain as long as he stays in place.
    Last edited by pendejochi; 07-20-2010 at 05:45 AM.
    Name: Penovi Kiku Poorport (Bio) | Age: 24
    Class: Mediator/Ninja/Ranger
    Generic Skills: Alluring, Ancestor (Pendor Kimo Poorport II,) Autocrat, Author, Breeder, Bribery, Charming, Doctor, Entertainer, Leader, Propaganda Artist | Injury: 0%
    Level: 28
    Kingdom: Cerulean Serpents
    Religion: Yudoranist Faran
    Looks something like this
    NPC: Shahbazz the baby ahriman and Rubican the Chocobo
    Penovi's Theme Penovi's Tropes
    Bariaus' Theme Lionel's Theme Red Orchard's Theme

    "Only on 4chan would you feel bad about going into a Christian bookstore to buy something."

  4. Join Date
    Mar 2006
    Location
    Punched out a bear
    Posts
    1,315
    Blog Entries
    1

    master turned out differently than expected, so here's what I was thinking I was in for (something more similar to the base class), a versatile woodsman with a variety of ways to attack any opponent, while perhaps not having the raw damage that someone who specialises in one or two of the dozens of monster types might get against particular enemies, having more capability against any given target to deliver crippling attacks, and remain elusive and accurate.


    Master Class: Stalker

    Stalkers are the embodiment of the ranger's focus on stealth and trickery to bring down their prey. They are masters of their environment, in a much different way from geomancers, bending the plants, animals, and event he topography itself to their will. They are the premier hunters of the world, and pride themselves on hunting the biggest monsters.

    add equip: knife
    Class Bonus: +2 speed, + 40 HP, +1PA

    ------------------
    Stalker
    ------------------
    Smelling Salts:
    Range: 2
    Effect: 1
    Speed: Now
    System: high chance to cure don't act, don't move, and stun status. low chance to revive KO'd part member into critical health.

    Hobble
    Attacking the legs of the target, the stalker ensures he will be able to catch up and finish the target off.
    Range: As Weapon
    Effect: As Weapon
    Speed: Now
    System: Physical attack, deals 50% damage and target recieves -1 move, -2 jump for standard status duration

    Pack Leader:
    The Stalker commands an entire pack of wolves to harass his opponents!
    Range: 5
    Effect: 1 (x3)
    Speed: Now
    System: As a physical attack, at 50% damage. can target up to three targets within range.

    Thresher
    the Stalker cuts through his enemies like a scythe through wheat
    Speed: 15
    Range: Auto
    Effect: 2 v 1
    System: As melee attack against all targets in effect range, deals 120% damage. for each additional target after the first, damage is reduced by 20%

    Predation
    Feeding on the fear of the hunted, the Stalker regains his strength.
    Range: As Melee Weapon
    Effect: As Melee Weapon
    Speed: Now
    System: Physical attack, the stalker drains 50% of the HP damage to the target
    Requires thresher

    Lurker
    The Stalker makes use of the terrain to conceal his advance.
    Range: Auto
    Effect: 1
    Speed: Now
    System: Must be used before moving for the turn. Conceals any movement through any number hexes, so long as the stalker remains in or adjacent to trees/swamp hexes, or hexes of at least H:3. if the Stalker ends movement in a hex fulfilling these conditions, he gains the Concealed status. This concealment has indefinite status duration, but besides the normal end conditions, ends when an opponent moves next to you, or when the stalker moves outside of the previously described hexes. It also has a low but increasing chance to break every turn after the first. Any movement through/into a hex adjacent to an enemy is also not concealed.
    Requires: Lurker, Pinning Shot

    Pinning Shot
    The Stalker uses either an arrow or his blade to pin his opponent to the ground
    Range: As Weapon
    Effect: As Weapon
    Speed: Now
    System: Physical attack, deals normal damage and has a moderately low chance of adding Don't Move the target.
    Requires Hobble


    Snipe
    Patience is rewarded with a painless kill.
    Speed: 25
    Range: As Weapon + 3
    Effect: As Weapon
    System: Normal attack, increased critical chance.
    requires pinning shot


    Bad Blood
    The Stalker coats his weapon in a vile, black substance, rumoured to be fermented demon's blood (or coffee from an auto shop)
    Range: As Weapon
    Effect: As Weapon
    Speed: 10
    System: deals normal damage, target recieves only half healing from healing magic, loses poison immunity and potions used on the target have a chance to inflict poison instead. standard duration.
    requires: smelling salts, hunter's imperative


    Shadow Pack
    Using the environment to his advantage, the Stalker obscures his form, and that of his allies.
    Speed: 15
    Range: Auto
    Effect: 2 v 2
    System: The Stalker and all friendly targets within AoE gain +25% p.ev against ranged attacks and +10% M.ev.
    requires: Pack Leader


    ------------------
    Support
    ------------------

    Hunter's Imperative
    The Stalker may use "Melee weapon" abilities as ranged attacks with a bow only.
    requires: snipe,


    ------------------
    Reaction
    ------------------



    ------------------
    Movement
    ------------------

    Pursuit
    +2 speed and Move Penalties for rough terrain do not affect the stalker. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    requires: Hobble


    it's obviously horrifically broken, but that's the sort of theme I was hoping for
    Last edited by alchahest; 07-20-2010 at 07:31 AM.
    Elka Behn
    Level 18 Ranger/Archer
    Forage, Camouflage, Heart of the Woods, Topography, Set Trap Sharp Shot, Double Shot, Trainer, Bladesmith I, Trickster 329 hp, 82 mp
    Location: Igros

  5. Join Date
    Jan 2007
    Location
    Doomed, U.S.A.
    Posts
    1,342
    Blog Entries
    16

    There are probably typos in this. Too busy and tired to care at the moment. Will fix.

    @pendejochi: Heh, I must admit that I chuckled at some of those, especially Snappy Comeback and Scapegoat.

    That said, I thought/think it more likely for Master Mediator to be called "Peacemaker", if only because I can't resist puns and it would still make sense in at least two ways.

    As for Master Black Mage, well, it's pretty obvious that it's going to called "Black Wizard" given Red Wizard and White Wizard. Similarly obvious that the actual skill set will just be Black Wizardy.

    @alchahest: As long as you recognize that it's broken, the only thing I have to say that's already an ability called Smelling Salts. Chemists have it.

    ****

    I really should be doing more productive things, but I don't want to half-ass my response since I bothered typing that up, especially since I had meant to respond to this when the thread first made.

    Damn sense of guilt and lack of self-control.

    Black Mage Master Class: Black Wizard

    Dedication to wizardy is often considered to be more demanding than a simple dedication to weaponry. Some may scoff at such, but wizardy if often far more important to any war effort than a simple extra sword arm. Those who are able to cultivate the strength of will that a wizard requires to master Black Magic can unlock a true mastery of harmful and impeding spells. These people become Black Wizards, those who can fell any foe through various use of the elements and various elements.

    Class Bonus: +2 MA, +10 HP, +85 MP
    Notes: None of this is subject to Reflect. All direct damage spells act as if target's M-EV is M-EV/2.

    ---------
    Black Wizardy
    ---------

    Flame Wave
    The Black Wizard releases a nigh inescapable wall of flame to wash over his foes, consuming them in tongues of fire.
    JP: 600
    MP: 64
    Speed: 15
    Range: Max
    Effect: All Enemies
    System: Moderate light Fire damage to all targets. Multitarget penalty reduced for this spell.
    Requires either Fire 4 or Ice 4 + Bolt 4 (from base class)

    Frost Wave
    The Black Wizard releases a frigid hailstorm to weaken his foes, cutting them with shards of ice.
    JP: 600
    MP: 64
    Speed: 15
    Range: Max
    Effect: All Enemies
    System: Moderate light Ice damage to all targets. Multitarget penalty reduced for this spell.
    Requires either Ice 4 or Fire 4 + Bolt 4 (from base class)

    Shock Wave
    The Black Wizard unleashes a high-energy thunderstorm to electrocute his foes, assaulting them with bolts of lightning.
    JP: 600
    MP: 74
    Speed: 15
    Range: Max
    Effect: All Enemies
    System: Moderate light Lightning damage to all targets. Multitarget penalty reduced for this spell.
    Requires either Bolt 4 or Fire 4 + Ice 4 (from base class)

    Water
    The Black Wizard conjures a surging pool of water on top of his enemies, smashing them about and drowning them.
    JP: 400
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Moderate Water damage to all targets.

    Aero
    The Black Wizard creates a miniature tornado on top of his enemies, slashing and suffocating them.
    JP: 400
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Moderate Wind damage to all targets.

    Quake
    The Black Wizard causes a localized earthquake beneath his enemies, impeding and impaling them with rock and earth.
    JP: 400
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Moderate Earth damage to all targets.

    Frog
    The Black Wizard attempts to transform an enemy into a frog.
    JP: 800
    MP: 64
    Speed: 20
    Range: 4 v 1
    Effect: 1
    System: Moderate chance of inflicting Frog on the target.
    Requires Water, Aero, Quake

    Doom
    The Black Wizard invites the specter of Death to hover over the enemy.
    JP: 650
    MP: 50
    Speed: 10
    Range: 4 v 1
    Effect: 1
    System: Extremely high chance of inflicting Death Sentence on the target.
    Requires Death (from base class) or Frog

    Spontaneous Combustion
    The Black Wizard wills immolation on the enemy.
    JP: 700
    MP: 64
    Speed: 10
    Range: 4 v 1
    Effect: 1
    System: Moderate low chance of inflicting Burning on the target. Chance heightened significantly if target has Oil status. Resistance to Fire lows the chance.
    Requires Fire Wave or Frost Wave + Lightning Wave

    Nuke
    The pinnacle of Black Magic and precision attack magic, the Black Wizard attempts to destroy the target so thoroughly it was as though they never existed.
    JP: 1000
    MP: 124
    Speed: 25
    Range: 4v1
    Effect: 1
    System: Extreme Nuclear damage to target.
    Requires Flare (from base class), Doom, Spontaneous Combustion

    -----------
    Support Abilities
    -----------

    Restrict Harm
    JP: 700
    Allies receiving damage from one of the Black Wizard's spells only take half damage or are half as likely to be affected. This doesn't cause halving to kick again in if the damage is healing the allies.

    I figure that's likely to be extremely wrong, but I'm basing it off of White Wizard, Black Mage and the statuses and elements that other (magical) classes don't have access to at present.

    Sadly, I'd like to think that I would be able to equip Books by sheer virtue of Black Wizardy, but if White Wizard didn't get it, there's no way in Hell Black Wizard is likely to get it. It's kind of funny that the only higher magical classes to come with additional equipment (read: Books) are the only two magical Awarded Classes we know about at present and both of those are in the hands of Squire-Pathers.

    Oh well. I guess I'll just take Calculator Alternate. <3
    Last edited by Six Feet Under; 07-20-2010 at 03:06 PM. Reason: Okay, all typos I saw have been fixed as has some wording. Also changed "Lightning Wave" to "Shock Wave" because "duh".
    Currently Playing as 16 Year-Old Fintan Ash, a (Level 11) Black Mage/Oracle who studies Fire for the Aurora; neophyte Magesmith and Spellweaver. Temporarily Injured over 15% of his body. [His right arm.]
    Currently Playing in Zeklaus (and surrounding areas). (Closed RP in Zeklaus w/ Tasogare; Open RP in Volcano w/ Cake).
    In Propositions "Chaos In Jarak" (as "Kai Valaris") [Sep. 314 A.L.] and "Spelunking!" [Dec. 314 A.L.].

    About Him (OOC knowledge outside of the latter part of the "Personality and Appearance" section). Updated as of 02/17/2010. (OOC Supplement.)

    Fintan finally has a theme song since it's all the rage.
    "Don't part with your illusions. When they are gone you may still exist, but you have ceased to live." - Mark Twain (1835 - 1910)

  6. Join Date
    Feb 2006
    Location
    BTW Searching in Goug Ruins DOES NOT cost AP!
    Posts
    5,926

    Lets try a geomancer master!

    Master Class: Geomaster
    ----------
    A unique magic warrior, the geomancer uses the elements, like the rune knight and black mage. But what sets them apart is that they use the power of the earth, a power of less raw force, but more debilitating power. The Geomaster takes this to new levels, bending the elements of air, water, earth, fire (and more) to their whim.

    Add Equip: None
    Class Bonus: +1 PA, + 50 HP, +20 MP

    ------------------
    Geomastery
    ------------------


    Advanced Geomancy
    While destruction is simple to accomplish with the elements, healing with non-holy magic on another level.
    JP: XXX (For each one)
    Speed: Now
    Range: 5v1
    Effect: 2v0
    System: This is really 12 abilities.

    Stepping Stone: Low chance of haste 2, medium chance of haste if haste 2 fails. Only on Road hexes
    Replenishing Dew: Water element healing, high chance of curing frog. Usable only in Water.
    World Tree's Leaf: Earth element healing, medium chance of regen. Usable only on Grass.
    Thick Shell: Earth element healing, medium chance of shell 2/shell. Usable only on Stone.
    Primordial Soup: Medium chance of regen and low chance of concealed. Usable only on Wasteland.
    Hermes Breath: Air elemental healing, medium chance of haste2/haste. Usable only on Forest/Trees.
    Spark of Civilization: High chance of +1MA, medium chance of +5 faith gain for remainder of battle. Does not stack on itself. Usable only on Wood.
    Mankind's Components: Medium chance to revive KO'd unit. Usable only on Swamp.
    Dust Veil: Very high chance of blink2/1. Low chance of conceal. Usable only on Desert.
    Ice Wall: Medium chance of Protect 2/Protect. Usable only on Snow.
    Pegasus' Spirit: Air and holy elemental healing, moderate chance of haste/haste2 and float. Usable only on Roof or while floating.
    Gift of Mars: Fire elemental healing, +3 PA +3MA for the rest of the battle. PA and MA gain does not stack with itself or other geomancy. Usable only on Lava.

    Earth Punch
    With magic, the geomancer flies into the air and strikes at the earth itself. Woe befall anyone unlucky enough to be caught in the crossfire.
    Range: 4v3
    Effect: 3
    Very heavy earth elemental damage, with the damage weakening depending on how far the foe is from the center hex. The hex the geomaster is on loses 3 height, the ones next to him lose 2 height, and the final ring around that loses 1 height. Must be attacking from a higher height. Only usable on roads, stone, wasteland, grass, desert, and snow.

    Aqua Tentacles
    Range 4v3
    Controlling the raw element of water, the geomaster attempts to drag his foes into the dark abyss of the sea. Or a nearby puddle, whatever is on hand to work with.
    System: The geomaster enchants a water hex and designates an enemy. This water hex will inflict stop (very low)/don't act (medium)/don't act (moderately high) against the foe every turn, and will drag the foe to the water hex by zero to 3 hexes per turn, depending on rolls. If the foe is successfully dragged into the water, he will become petrified for 3 turns if the water hex is 1 hex deep. If it is 2 or more hexes deep, he is inflicted with death sentence. The water hex remains enchanted for 3 turns. The deeper the enchanted water hex is, and the more water hexes it it adjoined too, the higher its CoS is.

    Twister
    Range 4v4
    Effect 3
    The Geomaster commands the wind and introduces chaos to their foes.
    Can only be used in forest/wood, or roof hexes. Or while floating.
    Phase 1: Medium wind damage to foes, with the highest being on the outer circle of the effect zone, and very minimal damage being inflicted on the center hex. The tornado moves 3 hexes in the opposite direction from the direction of the caster and lasts for its next phase before dying out. Units caught in the tornado have a chance of being relocated to a hex outside of the tornado. If this hex is occupied by another unit, the original occupant of the hex will take damage and be relocated to another available hex. If the units in the tornado fail this chance, they'll be caught in the tornado as it continues to phase two.
    Phase 2: Medium wind damage. If there are still units caught in the tornado, damage is increased depending on how many units are caught. The unit in the center of the hex takes very minimal damage. After damage is done, units are placed randomly in the area of effect of the tornado. Low chance of confusion.

    Raging Inferno
    You summon a giant fireball, and you hurt stuff with it. Simple, no?
    Range 4v4
    Effect: 2
    Medium High fire damage. Can only be used while on grass, wood/forest, desert, roof, or lava hexes.

    Quadruple Apocalypse
    Frostbite+3rd Degree Burns+Broken Bones+Chapped Lips. Ouch.
    Range 3v3
    Effect:1
    Ice/Fire/Earth/Air damage. Very high. Requires 100% of the geomaster's MP, unless the hexes that provide use of the previous 4 abilities are present on the map.

    Geochanger
    Its a pain looking for the right hexes to cast something, so the geomancer just makes the right hexes.
    Range:1
    Effect:1
    Changes a hex from one type to another. Lava hexes revert to stone after 3 turns.

    ------------
    Reaction Abilities
    ------------

    Defensive Geomancy:
    You have three guesses to find out what this does.
    Trigger: HP damage
    System: Cast support geomancy on yourself, according to what type hex you're on.


    ----------------
    Support Skills
    ----------------

    Enhanced Resources
    The geomaster is such a geomaistro, he can use geomancy from more then just the hex is on!
    System: The Geomaster can use choose to use the geomancy spells of hexes adjacent to himself in addition to the hex he is standing on.

    One with the Earth:
    The world is filled with latent energy, and the geomaster can tap into it without a second thought.
    System: The geomancer picks a hex type. He then picks from a statii (haste, protect, blink, etc.) Whenever the geomancer ends his move on that hex, he is under the effect of the statii for the next turn. He immediately loses it if he moves onto another hex type, even if he still ends on the same hex type (road to grass to road makes you lose the bonus.) Can be selected up to 3 times, but cannot pick the same type or statii.

    ---------------
    Movement Skills
    ---------------
    Mana Sucker
    Remember that latent energy in the world? The geomancer draws it out of earth as he walks, replenishing himself with the very lifestream of the world.
    System: Its basically Move HP UP and Move MP UP combined.
    I think I went overboard with the geomancy. But whatever. I'll try berserker master next.
    Last edited by pendejochi; 07-20-2010 at 10:39 AM.
    Name: Penovi Kiku Poorport (Bio) | Age: 24
    Class: Mediator/Ninja/Ranger
    Generic Skills: Alluring, Ancestor (Pendor Kimo Poorport II,) Autocrat, Author, Breeder, Bribery, Charming, Doctor, Entertainer, Leader, Propaganda Artist | Injury: 0%
    Level: 28
    Kingdom: Cerulean Serpents
    Religion: Yudoranist Faran
    Looks something like this
    NPC: Shahbazz the baby ahriman and Rubican the Chocobo
    Penovi's Theme Penovi's Tropes
    Bariaus' Theme Lionel's Theme Red Orchard's Theme

    "Only on 4chan would you feel bad about going into a Christian bookstore to buy something."

  7. Join Date
    Apr 2006
    Location
    sharpening something somewhere
    Posts
    852

    I like what you did there Pende, I just tweaked a couple of things

    Master Class: Philosophers
    ----------
    Philosophers have a vast expertise of nonsense. They're able to inspire and confuse just about anyone.Circular logic and populist proclomations

    Class Bonus: +1ma + 60 HP, +30 MP

    ------------------
    Speechcraft
    ------------------
    Doubletime!
    You maggots aren't worth the ass kicking, get your sorry butts up that hill. HUSTLE HUSTLE HUSTLE!
    System: Moderate chance of making a selected units turn next (opposite of persuade)
    jp:550

    Scapegoat
    You know why everything sucks? Its because of that guy and his kind, get him!
    System: Moderate chance of Inflicting lure on an ally
    Jp:750

    Intentional Logical Fallacies
    how can you be so dense? Global warming cannot be real if the world is getting COLDER!
    System: moderate chance of Inflicting berserk+Confusion. Confusion lasts for standard status duration.
    jp:800


    Psychologist
    Using knowledge of the human mind, the rhetorician uses his abilities to either negate or counter the ailments inflicted to the target.
    System: High chance of curing berserk, silence, brave loss, faith loss, death sentence, sleep, confusion, and charm.
    jp:800

    Pump Up:
    Rally your friends!
    Brave and Faith +10 each to target
    does not stack with any other buffs
    Jp:1000
    Requires Double time

    Crush Ego:
    Plant the seed of doubt in your foes!
    Brave and Faith -20 each to target
    does not stack with any other buffs
    Jp:1200
    Requires Logical Fallacies

    Bailout:
    My life or my money? Don't make me choose....
    System: Depending on the situation, you may pay to be released without repercussions from a skirmish. You don't get eaten, you don't get injury, etc. You lose X money depending on number of foes and their strength. Skirmish runner determines whether or not the ability applies
    Jp:1200
    Requires: Scapegoat
    ------------
    Reaction Abilities
    ------------

    Fetal Position
    You wouldn't hit a guy with a Monocle would you?
    Trigger: targetted by skill or attack
    JP: 900
    System: Use persuade before opponent carries through with the skill.

    ----------------
    Support Skills
    ----------------

    Motor Mouth

    Being skilled in the art of debate, you can discuss subjects and proposals much faster then normal.
    Has to use two talk skills at the same time in battle. The same skill may be used twice. Both talk skills suffer a CoS penalty.
    JP: 1500
    System: Says it RIGHT THERE.
    Requires Loudmouth

    Loudmouth
    Get everyone's attention!
    System: All talk skills become Effect:2
    JP:800
    Requires: pump up

    Monster Kin:
    You can grunt and squeak and squawk with the monsters~
    So well in fact, that you built up a repertoire with some breeds of monsters.
    JP: 400
    System: Pick a monster breed. You get 15% DR from any kind of attack from that monster or a CoS bonus to affecting them with talk skills. Can be bought up to 5 times, picking a different monster. Lucavi, Ultima demons, and LMH monsters do not apply. Takes up a slot, but the slot can be shared with multiple monster kin skills.
    Requires: Fetal Position
    ---------------
    Movement Skills
    ---------------

    Soapbox
    Pull out a mini podium and address the unwashed masses in style.
    JP:XXX
    system: If the philosopher doesn't move during his turn, he gets a CoS bonus to talk skills starting from his next turn. The bonus will remain as long as he stays in place.
    @Black Mage:
    black mage seems really weak. Only being formidable in it's nuke spell and doom spell. Doom spell being entirely too likely imo.

    @Geo Master
    Gift of mars seems a bit much, I'd tone it down slightly

    Though not in effect, Earth punch sounds alot like shockwave/earth slash with perhaps even more umph. I'm not sure they should be out punching monks

    Aqua Tentacles was a good idea, but a bit complicated. Making it like a trap, Where as if a target came within one hex of the tentacles they would inflict don't move, and drag the target into the water. Disatrous effects could be considered for deeper water

    Twister might work well as a spin fist with Knockback, the original concepts seem a bit complicated.

    Raging Inferno lacks the style of the rest of these moves, I'd suggest replacing it with a "burning ring of fire" That opponents wouldn't be able to walk through without any ground or the like.

    Quadruple Apocalypse seems a bit much, Triple Apocalypse which would focus on the hexes touching the caster's front might be interesting. Basically one cast from each tile with a much lower chance of success each

    @Master Ranger
    I like Hobble and Pinning shot, Bad Blood seems like it could be interesting. Hunter's Imperative doesn't seem horribly overpowered
    Last edited by Mr.Martini; 07-20-2010 at 03:38 PM.
    Weylin Driscol Lv29 Hero/squire/mediator/ninja
    Able to use Daggers, Swords, Axes, Flails, Guns, and Ninja Knives

  8. Join Date
    Jan 2006
    Location
    Dorter
    Posts
    962
    Blog Entries
    1

    I hope getting Leader 2 and Tactician 2 along with IC stuff gets Fifae this:

    Quote Originally Posted by Awarded Class: Grand Marshal
    ----------

    A master of leading men in battle, this person is capable of making his men much more effective on the battlefield.

    Add Equip: Book
    Class Bonus: 20 TP, +2 TP generation

    ----------
    Manouvre
    ----------

    Observe - R:3; E:1; -10 TP;
    This ploy can be used in Campaign to learn ploys from enemy commanders. Only one ploy can be remembered permanently per Campaign. Once learned, it can be used immediately.
    400 JP

    Change Formation - 20 TP;
    This ploy can be used in Campaign. You may change the unit bonus to that of one of your three other classes (Primary, Secondary, Alt). Specialties still apply unless overridden by Flexibility.
    600 JP

    Breakthrough -40 TP
    Commanded unit may use up to 2 attacks this turn turn. Moderate chance reduced to 1 attack. Low chance reduced to no attacks.
    1600 JP

    Revolutionary Breakthrough -60 TP
    All allied units May use up to 2 attacks this turn turn. Moderate chance reduced to 1 attack. Low chance reduced to no attacks.
    3000 JP
    Requires Breakthrough


    ----------
    Reaction Abilities
    ----------

    Preemptive Assault
    You attack them before they attack you. Automatically reduces to -10 TP. If Negative 0% chance of going off.
    1000 JP

    ----------
    Support Abilities
    ----------

    Flexibility
    Flexibility does not need to be Equipped in the Support Slot. It is considered always active, once bought. A Grand Marshal is capable of opening his mind to new strategies and ways of leading his troops. This allows a Grand Marshal have unit specialty on every unit.
    JP:500

    Versatility
    Versatility does not need to be Equipped in the Support Slot. It is considered always active, once bought. Knowledge of other strategies and flexibility allows a Grand Marshal to use ploys from his secondary and alternate classes.
    JP:800
    Requires Flexibility


    ----------
    Move Abilities
    ----------

    Live Off the Land
    Every hex passed over, your regiment gains X food
    JP:300
    I'm trying to make this not broken for battles as much as I can.

    Also this is awarded...
    Last edited by crusader18; 07-20-2010 at 09:11 PM.
    Fifae Castara | Age: 31 | General of the Republic of Middle Ivalice
    Level 18 | Thief/Ranger | Aquarius | Biography | Fifae's Tropes
    Colossal, Charming, Leader, Trainer, Sneaky, Spy, Trickster, Tactician 1

  9. Join Date
    Jan 2007
    Location
    Doomed, U.S.A.
    Posts
    1,342
    Blog Entries
    16

    I thought you were kidding about the Grand Marshal since it was blank last time.

    Quote Originally Posted by Mr.Martini View Post
    @Black Mage:
    black mage seems really weak. Only being formidable in it's nuke spell and doom spell. Doom spell being entirely too likely imo.
    I would disagree of course. I think you're underestimating the ability to things from across the map and overestimating the Doom ability. Seriously, how is an accurate Doom spell going to be overpowered when it takes three turns to kill something that I could probably down in two spells?

    Besides, what would you have a Black Wizard be? You have to remember that it has to be in keeping with Black Mage, which is baiscally about hitting things harder and harder with three elements with a side order of single target spells, one of which only affects the self, another that may or may not interact with Float, one that will probably never hit someone successfully and a nuke spell that no one has yet.

    It's not like other Master classes are all about nuking people and as much as I like pendejochi's idea, his Geomaster ability seems even more complicated than Calculator, which the staff openly hates. So...yeah.

    Speaking of Calculator, I figured it would be fun to try to make the Master Class for Calculator since it's not like we're ever going to see it.

    Calculator Master Class: The Other

    Because it doesn't really exist AND it's the ultimate evil.
    And then I remembered while I may hate myself, I don't loathe myself quite that much.
    Currently Playing as 16 Year-Old Fintan Ash, a (Level 11) Black Mage/Oracle who studies Fire for the Aurora; neophyte Magesmith and Spellweaver. Temporarily Injured over 15% of his body. [His right arm.]
    Currently Playing in Zeklaus (and surrounding areas). (Closed RP in Zeklaus w/ Tasogare; Open RP in Volcano w/ Cake).
    In Propositions "Chaos In Jarak" (as "Kai Valaris") [Sep. 314 A.L.] and "Spelunking!" [Dec. 314 A.L.].

    About Him (OOC knowledge outside of the latter part of the "Personality and Appearance" section). Updated as of 02/17/2010. (OOC Supplement.)

    Fintan finally has a theme song since it's all the rage.
    "Don't part with your illusions. When they are gone you may still exist, but you have ceased to live." - Mark Twain (1835 - 1910)

  10. Join Date
    Jan 2006
    Location
    Ze internal monologues, zey are verbotten!
    Posts
    1,552

    Well, I'm guessing the master summoner listed earlier is somewhat accurate (Probably going to be less support spells and more bombs), but it'd be cool if maybe it could be more... I dunno... less caller, more summoner. Something like a sustained summon. I know staff said pets cant take up a spot, but maybe less like that, and more like that spell Velius had that casts spells multiple times over an area: Basically, maybe an ability to allow me to multi cast a summon while still being able to bring about other summons, just one at a time. Maybe even limit it up to certain summons? Could just add an interesting dynamic to the class.

    That, or maybe do a sort of bastardization of FF10 summoning. Namely, summon up the being, and it replaces me on the field. To stop it from being super OP, it'd prolly have to share summoner HP/MP, but to compensate for the turn spent turning into it, it could maybe have a PA/MA boost or DR/M.DR of varying amounts, for example, and a few abilities to choose from. An example might be Ifrit would give, say, a PA/MA boost of 1 each and 10% DR, and it would have a physical attack, a single target fire ability, a normal fire ability (likely same level of potency as its summon) and then some sort of really strong area summon-style attack, ala a summon overdrive. Whether this warps it away, dunno, but it'd essentially be the higher version of a summon. Obviously there'd be kinks to work out... but it'd be cool.

    If nothing else, I'd like to see the missing FFT summons (Lich and Sylph would be nice, as a Dark summon and a silence inflicting summon, and Zodiac if its not plot magic ), and maybe some more non-spell abilities. The earlier listed Mediation ability, for example, seems quite cool.
    Now Playing:
    -Vanden Arelhuk Murphy II- Travelling Demon slayer, Scholar, Adventurer, Farmer, Artisan, and Paramekian linguist with an Aether Affinity. [Summoner/Oracle/Knight, Level 29]


    Main Theme Song: "Have a Nice Day" - Bon Jovi

  11. Join Date
    Apr 2006
    Location
    sharpening something somewhere
    Posts
    852

    I too thought that higher dmg inflicting summons would be more likely, but on further review realized that there was only so far you could take them before they got really scary. Given how scary they've already become I thought Diversity might be a better route.
    Weylin Driscol Lv29 Hero/squire/mediator/ninja
    Able to use Daggers, Swords, Axes, Flails, Guns, and Ninja Knives

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts