Post by yogurtfresh on May 27, 2007 10:04:07 GMT -5
well name suggests, make a class! you only need the armour stats and the ablities, such as what the normal attack is and the abilities from one to ten. you can do what you want and i may go first with my own.
the Harlequin
the armour loooks like ninja, but white and bits of red and blue here and there, sort of like a mix of jester and ninja armour, with the jeter head loom upon the ninja mask, and the tendrils on the armour one blue, one red with sliver bells on the end. how elaborate. he also holds a knife in his left hand. must be lv5 ninja and lv5 necro.
defences
melee: 30%
ranged:30%
magic:25%
elements:
fire: 90%
water: 105%
wind: 100%
ice:105%
earth:100%
energy:100%
light:95%
darkness:90%
attack: throws his left hand weapon and lumps behind the enemy, picks up the left hand weapons and slices with the right hand one. note that the left hand weapon is a half-as-effective version of your chosen weapon.
ability one: illusions.
creat an illusion that there are twelve of you, doing one huge hit five times as powerful as a normal one at the cost of no stat bonuses. cost 30 mp
ability 2: increased elemntal resistance.
ability three: balence.
make the health between you and your foe equal. confusing? lets say your foe have 200 health and you have 100, then after using this you will both ahve 150. this is increasing your health and decreasing there health by half the difference between you and your foes health.
mana: 90
ability four: enflame.
deal magic fire damage to you opponent, and set them alight for two turns if there fire defence is above 90%.
mana:90
ability five: gamble
like stat roller, it has two number rollers, red and blue, increase your health by the red number decrease your mana by the blue number.
ability six: summon puppet
summon an inanimate puppet that look like you, this has a totally random chance of taking damage for you and start of with 250 health and increase by 50 each time you level up. i has exactly same defence stats as the armoue and does not attack. it takes up the guest slot. goes away when its health reaches zero
mana: 150
ability seven: harlaquins laugh
do very small random element damage and decrease the opponents defence of that element.
mana:50
ability eight: increase defence bonus
abilty nine: duel wield.
subsitute your shield for another one of your weapons (also replaces dagger) weapon does three quater as much damge as it would and its special is nulified.
mana:100
ability 10: harlaquins kiss.
drops both weapons and throws numeros talismans at the enemy each time some bizzare otherworldly explosion/summoning/whatever harms the enemy for twelve hits of main weapons damge and element.
oh and sorry for the two threads. somthing spazed up on my computer and it went wierd.
the Harlequin
the armour loooks like ninja, but white and bits of red and blue here and there, sort of like a mix of jester and ninja armour, with the jeter head loom upon the ninja mask, and the tendrils on the armour one blue, one red with sliver bells on the end. how elaborate. he also holds a knife in his left hand. must be lv5 ninja and lv5 necro.
defences
melee: 30%
ranged:30%
magic:25%
elements:
fire: 90%
water: 105%
wind: 100%
ice:105%
earth:100%
energy:100%
light:95%
darkness:90%
attack: throws his left hand weapon and lumps behind the enemy, picks up the left hand weapons and slices with the right hand one. note that the left hand weapon is a half-as-effective version of your chosen weapon.
ability one: illusions.
creat an illusion that there are twelve of you, doing one huge hit five times as powerful as a normal one at the cost of no stat bonuses. cost 30 mp
ability 2: increased elemntal resistance.
ability three: balence.
make the health between you and your foe equal. confusing? lets say your foe have 200 health and you have 100, then after using this you will both ahve 150. this is increasing your health and decreasing there health by half the difference between you and your foes health.
mana: 90
ability four: enflame.
deal magic fire damage to you opponent, and set them alight for two turns if there fire defence is above 90%.
mana:90
ability five: gamble
like stat roller, it has two number rollers, red and blue, increase your health by the red number decrease your mana by the blue number.
ability six: summon puppet
summon an inanimate puppet that look like you, this has a totally random chance of taking damage for you and start of with 250 health and increase by 50 each time you level up. i has exactly same defence stats as the armoue and does not attack. it takes up the guest slot. goes away when its health reaches zero
mana: 150
ability seven: harlaquins laugh
do very small random element damage and decrease the opponents defence of that element.
mana:50
ability eight: increase defence bonus
abilty nine: duel wield.
subsitute your shield for another one of your weapons (also replaces dagger) weapon does three quater as much damge as it would and its special is nulified.
mana:100
ability 10: harlaquins kiss.
drops both weapons and throws numeros talismans at the enemy each time some bizzare otherworldly explosion/summoning/whatever harms the enemy for twelve hits of main weapons damge and element.
oh and sorry for the two threads. somthing spazed up on my computer and it went wierd.