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I didn't see this kind of thread anywhere, so I decided to create one of my own! 

Please list class name, weapons, if it is base or promoted, movement/type, good and bad stats, and any unique abilities.

 

Class Name: Spirit Rider

Type: Promoted Flying 

Weapons: Swords, Lances

Good Stats: Skl, Spd, Lck

Bad Stats: Str, Mag, Def

Unique abilities: All crits triple Str (Or Mag, if using magical weapon) and then target the foes Def (or Res), instead of tripling damage

Edited by GreatKnightEcho
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Cleric Knight  (Knight class) 

Base class

Weapons: staff, Lance

Balanced Magic and Attack with better res than def.

No Skills cuz I'm not a fan of skills, especially modern ones. 

 

Dark Mercs (Mercenary/mage class) 

Base 

weapons: Swords, Dark tomes

More Mag than attack, low def, medium res, a bit speedy 

 

Brutalist

Promote 

W: Lance, Axe

More STR than the rest of the stats

Skill: Summon Beasts (does as it says)

 

 

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40 minutes ago, Kazuya said:

Dark Mercs (Mercenary/mage class) 

Base 

weapons: Swords, Dark tomes

More Mag than attack, low def, medium res, a bit speedy 

Yes to this one! Except I'd do it more:

Dark Master

Type: Promoted Infantry

Weapons: Swords, Tomes, Dark Tomes

Skills: Rally Magic, Shadowgift (cause I love dark magic)

Stats: +Mag, +Str, +Def  -Res, -Skl, -Lck (average Spd)

 

and then just an alt to the Dark Flier class with dragons:

Black Rider

Type: Promoted Flying (dragon)

Weapons: Swords, Dark Tomes

Skills: Dragonkin (+5 to Def/Res when attacked by other beasts (horses/dragons/pegasus)) 
Mastery (+3 to Atk/Magic if wielding sword or tome-like a dual sword/tomefaire but not quite as strong)

Stats: +Mag, +Str, +Spd  -Def, -Lck, - Skl (average Res)

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Dreadnought

Tier: 2

Type: Infantry, Main Character, Magical

Weapons: Axe, Tome

HP: 26

STR: 11/30

MAG: 6/25

SKL: 7/26

SPD: 6/24

DEF: 10/27

RES: 3/21

MOV: 6

CON: 16

Max Weapon Rank: Axe A, Tome A

Class Skills: Shadowgift (allows use of dark tomes)

 

 

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1 hour ago, Sunsurge said:

Black Rider

Type: Promoted Flying (dragon)

Weapons: Swords, Dark Tomes

Skills: Dragonkin (+5 to Def/Res when attacked by other beasts (horses/dragons/pegasus)) 
Mastery (+3 to Atk/Magic if wielding sword or tome-like a dual sword/tomefaire but not quite as strong)

Stats: +Mag, +Str, +Spd  -Def, -Lck, - Skl (average Res)

That would be a malig knight.

Most of my custom classes can be found here

My stand out favorioutes would be Rear Guard, an armoured healer and Koga, a flying Ninja class. I'd also like it if Rally Bots were a dedicated class (Flag Bearer) and if Dancers got branched promotion to do different things, like refresh multiple users or get thief utility.

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5 minutes ago, Jotari said:

 

Most of my custom classes can be found here

My stand out favorioutes would be Rear Guard, an armoured healer and Koga, a flying Ninja class. I'd also like it if Rally Bots were a dedicated class (Flag Bearer) and if Dancers got branched promotion to do different things, like refresh multiple users or get thief utility.

I know. That class tree kinda inspired this thread.

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Class Name: Guardian

Description: A frontliner who would die to protect his/her comrades. 

Type: Infantry, Armored Infantry (two different versions. Infantry being more skill speed, less defense, HP, res. Armored having more HP, defense, res, Everything else is the same)

Weapons: Any two non-magic weapons (similar to paladins in PoR, but at base class, not promoted.) (start at D rank)

IF skills are in the game (if someone has the great idea to put these in a game, wink wink, *cough, I'll do when I have the time, exams coming up cough*) : "Never falter" at level 1 (raises defense and resistance by 5 if under half HP(round up). and at Level 10, "Fortune favors the brave": In battle, if under 15% HP (rounded up) at the start, take 50% reduced damage(rounded up), but cannot retaliate.

Stats at level 1 :

HP: 18 for infantry, 24 for armored (50%/80% growth rate)

Strength: 5 (I'd say 40-45% growth)

Magic: 0 (with 0% growth)

Skill: 8 for infantry, 5 for armored (50%/35% growth)

Speed: 8 for infantry, 5 for armored (45%/20% growth)

Luck: 7 (Fortune favors the brave after all, 40% growth)

Defense: 6 for infantry, 12 for armor (30%/55% growth)

Resistance: 0 for infantry, 5 for armor (20%/45% growth)

Let me know if it seems to require balancing!

Promotes into: Enduring Friend or Death Guardian

Enduring Friend description: Loves all of their comrades, even if their comrades hate them. An indestructible wall on and off the battlefield. WIll never run from battle to protect friends, even if it means death.

Type: Promoted armor (bonuses: +8 HP, +3 strength, +1 speed, +5 defense, +3 resistance if base class is infantry/ +4 HP, +3 strength, + 5 skill, + 4 speed, + 1 defense and +1 resistance if base class is armored, also + 1 movement for both)

Weapons: choice of a third weapon non magic weapon (starts at C rank)

Skills: at level 1 (Because I don't like it that promoted units don't learn skills at 1/10 like base classes, but level 5 to keep it consistent if you want me to change it): "Pride": If rescuing(depending on the game, if a unit is next to them with under 40% HP rounded down) a unit, gain defense and resistance equal to 20% of the rescued unit's lost HP.

at level 10 (or 15): "Uplifting Aura": Ally units within three spaces of this unit are glad that their ally is nearby. (friendly units gain 10% of this units defense, resistance.)

Cap stats (Based on GBA. Unless noted, add 10 for 3DS caps, too lazy to add growths/bases, maybe a balanced version of the armored base class) 

HP:70/85

Strength: 25

Magic: 2 (you know you want to stat boost it... maybe)/2

Skill: 24

Speed: 25 (sword master doubles...or nomad trooper. xD want it to be 27 but that'd be too op)

Luck: 34 (Because fortune favors the brave)

Defense: 30/50

Resistance: 25/40

Death Guardian description: A bloodthirsty guardian who has lost his way.

Type: Promoted cavalier (bonuses: -8 HP, +5 strength, +1 speed, +1 defense, +1 resistance if base class is infantry/ -12 HP, +5 strength, + 5 skill, + 5 speed, -3 defense and -3 resistance if base class is armored, also + 3 movement for both) (could need balancing)

Weapon: What? you have a horse now. No extra weapon gain.

Skills: same level scaling as above

"Fortune Favors the brave" is changed to "Bloodlust": +4 to damage dealt when attacking an injured enemy

"No Mercy": For every 3 health the enemy is missing at the start of the fight, gain +1 to damage dealt, -1 to damage taken, and +3 hit/avoid

(second skill) "Run them down!" When initiating combat, each unit in battle double attacks, in swapping order (ally, enemy, ally, enemy type of thing) If the Death Guardian already double, the enemy does not get a double attack, but instead takes + 5 damage from each hit.

Cap stats (same message as above):

HP:60/65

Strength: 28/43

Magic: 0/0

Skill: 28/39

Speed: 29/40

Luck: 20/20 (Because fortune doesn't favor this person anymore)

Defense: 22/32

Resistance: 20/29

Lemme know if it needs balancing!

 

 

 

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12 minutes ago, Sunsurge said:

Malig Knight's wield Axes??

Yes...they are promoted from wyvern riders.

 

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4 hours ago, Bhoop said:

Yes...they are promoted from wyvern riders.

 

Well no duh. My point was that the class I created wielded swords/dark magic and someone said that's a Malig Knight. And I was correcting them because Malig Knight wields axes/tomes.

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7 hours ago, Kazuya said:

Cleric Knight  (Knight class) 

Base class

Weapons: staff, Lance

Balanced Magic and Attack with better res than def.

No Skills cuz I'm not a fan of skills, especially modern ones. 

 

Dark Mercs (Mercenary/mage class) 

Base 

weapons: Swords, Dark tomes

More Mag than attack, low def, medium res, a bit speedy 

 

Brutalist

Promote 

W: Lance, Axe

More STR than the rest of the stats

Skill: Summon Beasts (does as it says)

 

 

I didn't have time to finish this list so I'm going to now 

Wildling 

Promotes to Brutalist 

W: lance

High atk, low everything else (Glass Cannon on steroids) 

Skill: Summon Beasts

 

Summon Beasts 

Is a summon, so basically just a phantom but this time can be a differing animal

W: Claws (similar to the Revenant weapons in 8)

 

Magic Archer 

Base

W: Anima, bow

Normal archer but with magic and lower speed to give the magic a fair chance

 

Phoenix Rider

Promote 

W: lances, Swords, Bows

Medium atk/str (I always flub with these so don't mind that), low Mag, ehh def, big time res, high speed, also bring back Con, high luck, high skill

Skill: Miracle but renamed 

 

Welder 

Base

W: Axes

Medium STR, high def, high speed, low everything else

Skill: Bunkers (Summons but this time they can't move and will be prioritized as a target) 

 

Survivalist 

Promote (Of the above archer, not original archer)

W: Anima, Bow, swords (Swords max at B rank) 

Balanced STR and Mag, higher speed than the base, low def and res, high skill, medium luck

 

Blood-Caster 

Base

W: Dark Magic

High mag and res, low speed and def, little luck, medium skill

Skill: Drain (Drains HP with each hit regardless of weapon)

 

Fencer

Base

w: Sword

medium STR, high luck, high skill, high speed, everything else is meehhh 

 

Swordian

Promote (of Fencer)

W: sword

Medium STR, High luck, high speed, high skill, Medium def, low everything else

 

 

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Librarian: Uses Daggers and Tomes.

I really don't have much to add. It's just something I thought would be cool. I once heard something about how, for old books you have to cut the corners to open them the first time. I felt it made sense.

 

???:

Weapons: Lance, Dragon Stone, Bow

This is more a variation off the Nohrian/Hoshidan Noble classes I thought up while playing Fates I would have liked to use. Nothing more than that. (Granted it wouldn't have made much sense without the Yato)

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44 minutes ago, Sunsurge said:

Well no duh. My point was that the class I created wielded swords/dark magic and someone said that's a Malig Knight. And I was correcting them because Malig Knight wields axes/tomes.

Whoops my bad, I kinda glanced over your class. My b/

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Spell Knight. 3rd branching promotion alongside General and Great Knight

Weapons: Lance, Axe, Tomes

Basically a hybrid infantry mage / armor knight. An incredibly bulky mage

Good Stats: HP, Defense, Magic, Resistance

Bad Stats: Speed Skill Strength

Abilities:

Spellblade: Physical weapons target opponents ressistance instead of defense

Spellbulwark: Enemy magic attacks target your defense.

Basically a magic focused general. Instead of one focused on physical hits.

Edited by Faellin
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