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I'll help out. I actually had a lot of fun creating my class, I hope it fits your expectations.
Lucius Cypher said
Final votes ought to be this Wednesday. Than we will tally up the results and let Irish deal with what we chose. though if we do the "No timeskip" choice, there should only be a single week, if even that, for the remaining players to hurry up and.form their teams. After times up we have to do a time skip. Anyone who isn't part of a team before than gets axed.


Hope I (as well as Esayo, Sho, and Itano) don't get shit on because we weren't given the chance to make a team.

I still say we just ditch the others and make our own freaking team.
Okay, I've got my class idea:

Spellblade. The simple combination of a warrior's martial prowess and a mage's magical abilities. Special attacks are replaced with magic. The tiers would be simple:

Spellblade 1: simple Spellblade. Can use weapons and basic magic.

At Spellblade 2, the offensive and defensive sub-tiers are unlocked. Magical abilities cooldown more quickly and the Spellblade can now imbue their weapon with the magic of choice, to harm enemies or protect themselves or allies.

Spellblade 3: The Spellblade is more dexterous, receiving a bonus of 20 points to the stat.

At Spellblade ,4 the Specializations appear. For an offensive Spellblade, the Sageblade and Dark Knight specializations appear. Dark Knights specialize in pure damage-dealing, even sacrificing their own lifepower to fuel vile, destructive magics. The Sageblade focuses on the combination of magic and weaponry, and is able to create weapons out of pure magical power.
For a defensive Spellblade, the Paladin and War Cleric specializations appear. The Paladin is your typical Paladin, specializing in being a tank. They use magic to heal themselves and their allies, but also have a small array of attack abilities. The War Cleric focuses purely on defense, being able to heal, revive and buff their allies.
In addition, Tier 4 Spellblades gain a bonus of 30 to their intelligence, to help them learn their new skills more easily.

Tier 5 Spellblades gain a bonus of 40 points dependent upon their specialization: A Sageblade gains Intelligence, a Dark Knight Strength, a Paladin Resistance, and a War Cleric Willpower.

Tier 6 Spellblades receive the Damn the Jack, I'm the King Title, gain a bonus of 20 to Intelligence, Strength, Resistance and Willpower, and finally, gain access to their specialization's Mastery Ability:

The Sageblade's Arcana Weapon: The equipped weapon is infused with pure magic, doubling its damage-dealing potential for a period of time.

The Dark Knight's Soul Drain: The Dark Knight steals life equal to the amount of damage they have taken, restoring them to full health and dealing double that amount in damage.

The Paladin's Stone Temple: For 30 seconds, the Paladin and every creature, friend or foe, within 50 feet is immune to damage from any source.

The War Cleric's Grand Heal: All allies are healed by the War Cleric's maximum HP, and cured of any status ailment or debuff they may have, excluding death.

Abilities unlocked as the Spellblade:

Tier One:
Fire/Thunder/Blizzard: Your typical elemental magic attack
Cure: Your typical healing magic
Agile Blade: the Spellblade channels magic into a temporary boost of agility.

Tier Two: Sub-tiers.
Imbue: Imbues the weapon with one of five elements of magic: Holy, Dark, Fire, Ice, Lightning.

Offensive Sub-tier
Dark: a basic Dark-elemental magic attack.
Air Slash: a short-ranged attack that blasts a razor-sharp air current at an enemy when the Spellblade swings their sword after activating the attack.
Poison: Poisons an enemy

Defensive Sub-tier
Poisona/Blindna: Heals the stated affliction
Protect: Offers minor resistance to physical damage to a single target

Tier Three
Offensive
Fira/Blizzara/Thundara: A more powerful elemental-based attack
Great blade: The Spellblade channels magic into an attack power boost.

Defensive
Cura: A more powerful cure
Shell: Offers minor resistance to magical damage for one target
Esuna: Heals most common status ailments of one target

Tier Four: Specializations
Sageblade
Greater imbue: Imbues the equipped weapon with a powerful enchantment of Fire, Ice, or Lightning
Blink: Passive increase to the Sageblade's agility.

Dark Knight:
Dark Imbue: Imbues the equipped weapon with a powerful dark enchantment
Life Drain: Steals a small amount of life from an enemy, healing the Dark Knight for half the damage dealt.
Miasma: Poisons the target with a virulent, contagious toxin that slowly deals increased damage over time

Paladin:
Stalwart: Protects an ally from attack, taking the hit for them.
Dispel: Cancels any support/debuff effects (not status ailments) on a target
Holy Imbue: Imbues the equipped weapon with a powerful holy enchantment

War Cleric:
Raise: Can resurrect a recently defeated ally.
Curada: An even more powerful curing spell.
Cloister: Offers some resistance to all incoming damage for a single target

Tier 5
Sageblade
Firaga/Thundaga/Blizzaga: The most powerful of these elemental magics.
Combo Attack: The Sageblade's great speed now allows them to chain multiple attacks together, dealing rapid damage at the cost of willpower.

Dark Knight:
Darkra: A more powerful Dark magic
Sacrifice: At the cost of their own Vitality, the Dark Knight drains life out of enemies in a small radius.
Greatslash: A single, extremely powerful but slow slash with the sword. Can deal up to five times the damage of a normal attack.

Paladin:
Holy Guard: Passive Immunity to negative status effects
Stand Ground: Increases defense at the cost of movement, turning the Paladin into a tower of safety for allies or themselves when overwhelmed.
Holy: A powerful holy magic attack

War Cleric:
Neutralize: Completely remove any negative debuff or status effect on a target
Esunaga: Removes all status effects from allies in a moderate radius
Regen: A single target slowly regains health over time
Reflect: Sends an enemy's magic back at them

Tier Six: Mastery
Sageblade
Archsage: Temporarily sacrifice dexterity and speed to greatly boost magic damage
Chaincaster: Temporarily sacrifice magic damage to greatly boost dexterity and speed

Dark Knight
Fury: With each hit taken in battle, the Dark Knight grows slightly stronger. Resets after each battle ends.
Magicbane: Deal damage proportional to the target's maximum Willpower: the higher the Willpower, the higher the damage

Paladin:
Shelter: Absorb a quarter of the damage taken by allies in a moderate radius.
Convert: Deal massive holy damage to undead and demonic creatures

War Cleric:
Curaga: The most powerful healing magic
Insulation: Halve elemental damage to allies in a small radius for a duration of time.

These abilities are in addition to the ones already listed. I'll be editing this later to clean it up.
Oversimplified or not, it's helpful. I'm just gonna figure out my class idea here quick if that's alright. I'd just like to run it by you once I've got it figured out.
LokiLeo789 said
Damm, I'd better get to work.


Same. I found a nice image to use as my inspiration for some rather unique classes (fire emblem based so there might be some clash with what our GM originally intended.)

Speaking of Hebigami, could you explain tiers and sub-tiers for me? I think I understand the basic principle, but I can't get it down right in my mind. Actually, the magic and weapons systems I could use an explanation on as well. My mind is currently in Fire Emblem mode, and I don't normally do MMO's...
No on timeskip.
^Second. I may not have put all the thought in the world into Auriel at first, but god damnit, I have a backstory now, and ideas for where I want him to go!
I just wish Esayo showed his/her face...I'm worried Auriel is now alone.
Lucius Cypher said
Honestly? I don't approve. It defeats the spirit of of why we had to take the exam in the first place if we could just have played as intolerable assholes and still get into Beacon. It's one thing to have drama with your team, but the only people we're waiting on don't even have their full team formed yet. They could try to justify it all they want with "That's how their character would act", which would likely be responded with "Than you aren't cut out for Beacon". Even Team CRDL, for all their douche-baggery, could work well enough that they aren't tearing their team apart before they even got out of the forest. You should impose a time limit and let everyone know that if they don't get their act together before than, they don't make the cut. Otherwise what was the effort for, if we were already guaranteed entrance?


This. Honestly, my suggestion is team me and Esayo with Itano and Sho. Explanation? Ozpin mixed up the cards to mess with people. Let the quarrelsome children continue their fight, not even posting to at least try to advance their OWN characters, and let the players who are ACTUALLY PLAYING get on with the story.
KabenSaal said
Having a character that doesn't follow the at-least-willing-to-try dynamic would be like trying to make a TTGL character in a Black Butler RP.


Actually, that was YOUR character who ran off. Just because Asura's character was admittedly a scummy pile of slime, doesn't make you faultless. If my co-worker's an asshole and I scream at him and refuse to work on the project we're assigned, I'd still get fired.
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