Valken Classes (Also Custom Classes)

Thalia_Neko

Ten Thousand Club
These are some of the primary classes of the Valken military. So when thinking up a character, try to follow these classes for Valken (but you do not have to). As, Valken produces some of the most amazingly powerful warriors, their classes are 4-stage. Following this pattern: (with Trainees being incredibly weak, and Final Tiers being ridiculously powerful.They generally follow the same logic as regular FE classes, though, but think Radiant Dawn)


Trainee -> Base Class -> Advanced -> Final Tier


(The Skills mention stats, just ignore that mostly, they're just meaningless numbers.)


Valken classes often have Outlander variants, since General Shy gained valuable information from their classes, and gave them to the Outlands.


~~~~~~~~~~~~~~~~~~~~~~~~




If you want to make a custom class, just submit it here, using this form. (You do not have to submit a custom class form for canon FE classes).


And if you want me to make a custom Valken-based class for your charrie, ask me, and I'll put my brain on it. :)


Name of class line

Trainee: 



  Hide contents



Short Description

Base: 

Short Description

Advanced: 

Short Description

Final: 

Short Description



List the classes unique points.

  • 1
  • 2
  • etc..



Describe the weapons they use:


SKILLS:


Trainee Skills

  • Skill 1:
  • Skill 2:

Base Class Skills

  • Skill 1:
  • Skill 2:

Advanced Skills

  • Skill 1:
  • Skill 2:
  • Skill 3:
  • Skill 4:

Final Tier Skills

  • Skill 1: 
  • Skill 2: 
  • Skill 3: 
 
Last edited by a moderator:
SHIELDER Class Line



Guard - Shielder - Bulwark - Valkyrur


Typical class of the Valken military. Many soldiers start off as common Guards, and go through intense, grueling training, to become stalwart Bulwarks, with the idea of defending their kingdom forefront on their minds. Valken has many Shielders, etc.

Trainee: Guard



Spoiler



Lowly shieldman, that have just begun their training in the way of protection. They generally have no idea how shields work, because they're that useless, and dumb. Have no capacity or talent in anything else either. Truly pathetic soldiers. But they try, aww.

Base: Shielder

A unique class to the soldiers of Valken. Peerless defenders, wielding massive shields. The goal: ally protection above all else. Low in speed, but very high defensive capabilities. Start out as simple shieldmen, progressing to the mighty guardian: Valkyrur.

Advanced: Bulwark

Now we're talking.. Hefty units that have all-but mastered the way of the Greatshield. Stalwart soldiers that anyone can absolutely rely on in the heat of battle for utter protection. Their defense is nearly impenetrable, showing off some of the best security, that Valken has to offer.

Final: Valkyrur

Nigh invulnerable units. They've progressed beyond just safeguarding others, to even attacking, and fighting for others. They wield Greatshields like they were weightless, and fight with both Chakram and Swords in a flurry of windy blows. The Epitome of Valken training. There's a reason they're named for the Valkyrie line that rules Valken.


  • Can equip a new type of 'weapon': shields.
  • Capable of also equipping "Greatshields". (Shielder onward)
  • Shields are neutral against all physical weapon classes.
  • They provide defense bonuses, but impact the user's speed.
  • (Greatshields impact defense and speed more).
  • Hit Rate also effects the usefulness of shields.
  • Some can provide resistance bonuses.

Guard can only equip Shields, but Shielder gains access to Greatshields. Bulwark gains access to the Chakram weapon class. A weapon class unique to Valken, that behave very similarly to the Shuriken weapon class in Fates. Valkyrur gains access to swords.


SKILLS:


Guard Skills

  • latest
    Defense +2: Grants minute defense. (+2)
  • http://i.imgur.com/I'm uncultured8Wy6.jpg Moxie: All parameters UP when alone in battle. (No allies nearby at all). (+3 all Stats but Mov)

Shielder Skills

  • kmPxRvp.png
     Diligence: (Shielder Skill). When attacked (or paired with who is attacked), lower the attacker's Str/Mag by (3) permanently for the rest of the battle. (Can add up more than once).
  • vCwGXox.jpg
     Poise: (Shielder Skill). When attacked, negate any consecutive attacks, if the Shielder's speed is more than half the enemy's speed.

Bulwark Skills

  • LRNpqWh.jpg
     Protect: For one attack only in battle, negate all damage. Instead, deal it as durability damage, to currently equipped weapon.
  • latest
     Defender: All parameters UP when paired defending another. (+1 all Stats but Mov)
  • latest
     Rally Defense: Bolster all allies defense (+4) within close vicinity.
  • latest
     Pavise: Has the potential to half any damage taken by physical weaponry.

Valkyrur Skills

  • gziazYK.jpg
     Ataraxia: After attained (and when equipped), helps all stats eventually even out.
  • n22BImS.jpg
     Sure Block: Completely negates all damage for the first attack taken in a fight, every time.
  • hOPcxrO.jpg
     Sanctuary: Defends against all incoming attacks to allies, within a close area, before they reach their target, negating the damage. (Depends on Shielder's current speed; if they can reach the attack in time. (speed must be more than 2/3rds the enemy's speed))








MARKSMAN Class Line


Bowman - Marksman - Sharpshot - Dead-eye


Another common class of the Valken military. With their Shielders up front, Valken knows their back line will be greatly protected. So, to make the best use of this, they set about training the sharpest, most deadly archers ever. They succeeded. Valken's archers are extremely dangerous. Since, this, though, the Outlanders have stolen this class, and adapted it to their own style. A Outlander variant of this class exists.

Trainee: Bowman



  Hide contents



Before they become Valken knights, the common archer must train diligently. Units that have barely even begun to learn what archery and their arrows are capable of. They have a very small grasp of the world around them, thus making for less than mediocre archers.

Base: Marksman

Beyond the mediocre Bowman, these archers have finally begun to fire arrows. With a few adequate shots under their belts, these units are slowly, but surely, coming into their own. The stepping stone for the world renowned Valken archer.

Advanced: Sharpshot

Unique Valken Knights, more capable than any other. Archers that are the best of the best. With even the capacity to fell heavily armored units from perches hundreds of yards away. Accuracy is the name of the game with these world-class archers. Outlander variant employs some sneaky skills to overcome opponents.

Final: Dead-eye

They fear nothing. They are resolute. They have unrivaled eyesight. True Valken prowess shown in archer form. Knights that are known for one thing: silent-killing. Legends that simple Bowman aspire to, when they first pick up the bow. The Outlander variant tends to use shiftier tactics for war, unhindered by honor.



Bowman and Marksman use only bows. Sharpshot (and Dead-eye) gain access to the Valken weapon-class: Dirks. Dirks behave like weak, but quick swords, not like daggers from Fates. Dirks provide Spd bonuses, but lack significant MT, and are strong against axes in the weapon-triangle. Outlander 'Sharpshot' and 'Dead-eye' classes are mixed with Outlander-style, making them slightly different than Valken-trained Sharpshots and Dead-eyes: "Outlander Sharpshot", "Outlander Dead-Eye".


SKILLS:



Bowman Skills

  • gxLOqLR.jpg
     Perception: Stronger focus when wielding a bow. (+3 Skl, +2 Crit Chance)
  • I1aM7oM.jpg
     Agility: For each successful hit or kill, gain speed and movement, respectfully, until the end of the battle. (Hit: Spd +1, Kill: Mov +1)

Marksman Skills

  • XQrfTce.png
     Roguish Charm: Once riffraff always riffraff. When struck by an enemy, activates. Momentarily puts a cease-fire on nearby human enemy units (causes them to stand-still for "1 turn"). (Rng 2-4 "tiles")
  • i96hvPO.jpg
     Keen-Eye: Raises range of all bows. Further increase range, when promoted to Dead-eye. (Rng +1, then Rng +2)

Outlander-Sharpshot Skills

  • sxm3O6A.jpg
     Sharpen: The higher the chance to hit, the higher the damage dealt. Adds +5 (increasing) to Crit Chance based on Hit Rate%. (example: 85% Hit Rate = 5% Crit Chance, 90% Hit Rate = 10% Crit Chance)
  • obimkU1.png
     Crosshairs: Draw the string back. Wait. Then release for a critical shot. (Choose "Wait", then next arrow is a 100% critical attack)
  • FgY1zpd.png
     Avian: All parameters UP if fighting from a "perch". (+3 all Stats when on a unique tile, like 'forest')
  • 7kprwpZ.png
     Lawbreaker: Outlander variant Skill. Allows for 7 Skills (6+personal) to be in use. In effect, even when unslotted. (This one will not count towards that total.)

Outlander-Dead-eye Skills

  • ibl146Z.jpg
     Wanted: Outlander variant Skill. Pure skill of a powerful Outland Archer known for sharp-shots and trick-shots. Allows for unusual shots that would not normally be possible. (No longer hindered by barriers, walls, or obstacles. Also allows to attack at "angles".)
  • a87AYtX.png
     Piercing: Nullifies enemy's defenses and resistances. (Activates based on Lck%)
  • paeiL2t.jpg
     Vigilance: The longer one remains, the stronger they become. Everything (stats, parameters, even things like Hit Rate%, Crit Chance) increases steadily (+1 to Stats specifically), starting from the beginning of the battle, and continues until battle's end.











SWIFTSTRIKER Class Line


Quickstep - Swiftstriker - Thrasher - Ullr


Speeds the goal. Nothing else with these swordsmen. They figured, "Hey, if my opponent can't hit me, and I can hit him many many times, then I should win". That's the mantra of this class of fighters. Valken is usually far too focused to train such wielders of this rapid blade, but often lawless, wild Outlanders find this as their class of choice, preferring to end engagements as fast as possible.

Trainee: Quickstep



Spoiler



Perky, plucky young individuals, with pep to their step. They swipe swords fast, with little to no direction. They strike fast, yet, rely entirely on speed for everything, from attacking, to avoiding, to movement. They're just not too focused.

Base: Swiftstriker

Well, make that even less focused. These swordsmen have decided to forgo basically everything but what they do best -and that's speed. Speed is the name of the game. Not particularly strong cutting, these fighters instead focus just on slashing as fast as humanely possible, getting multiple nicks in, before their opponent has had the chance for even one.

Advanced: Thrasher

Coming to the crux of these duelers. Perfect in their use of speed, they are nigh un-hittable, dodging everything thrown their way, only to retaliate with more slashes than one can count to, in a single moment.

Final: Ullr

Impacts, collisions, strikes, shots, even magic. Nothing can do it. Nothing can even so much as touch these relentless beasts. They have progressed to the point that their speed far outmatches anyone. Confidence exudes from them to the point they mock their opponents with overconfidence. Revealing shortly thereafter the insane speed to back it up. Go on, just try to hit one. You'd be dead from about 50 cuts before you even had the chance to make one attack.


Quickstep start using only swords, through Swiftstriker. At Thrasher, they gain access to both axes and lances, no longer really preferring to what weapon they swing around quickly. Ullr gain access to bows, having even the quick and speedy reflexes to fire arrows off extremely fast. Just don't mention the accuracy.


Low "Skill" is a pretty common thing in this class.


SKILLS:


Quickstep Skills

  • lfPRvR6.jpg
     Nimble:
    Speedy, and acrobatic, but lower attack. (+3 Spd, +9 Avoid, -3 Str, -6 Skl)
  • LcqiTS6.jpg
     Pick up the Pace:
    After some time passes in battle (5 "turns"), gain a boost in Spd (+6).

Swiftstriker Skills

  • bCB1WfR.png
     Ricochet:
    Can return long range attacks, without taking damage. (Takes half damage from magic attacks).
  • 9Z19VT2.png
     Accelerate:
    For each "turn" that passes, increase speed and damage. (+1 Spd, +1 Str per "turn")

Thrasher Skills

  • ZIaoNvS.jpg
     Fleet Foot:
    Quick feet, allow for fast movement across the battlefield, but rushing, leads to folly. (+3 Mov, -6 Def)
  • zLN9wKW.jpg
     Supersonic:
    Activates at the beginning of a fight with a single foe. Dodge all the attacks in that fight. (Skl% activation)
  • SwaaT6C.png
     Rapid Fire:
    Cut damage 2/3rds, but attack 6-8 times in a row. (Skl% activation)
  • Rs85fhd.jpg
     Intensifying:
    For each attack made in a battle, increase unit's damage (+2 Str/Mag) and for each successful hit, increase Crit Chance by (+2 Crit Chance per hit).

Ullr Skills

  • qEeFnfU.jpg
     Winged:
    So fast, that terrain and gaps, and water no longer impair movement in battles. "Wow, I'm so fast, I can run on water!"
  • S28ZcIV.jpg
     Quickening:
    "Mega-Brave" (attack 4 times in a row). (Skl% activation)
  • MPOLULO.jpg
     Afterimage:
    All attacks hit twice, and after a fight, a weakened ally 'clone' is spawned for a short duration (2 "turns"). Also, increases evasion by a small amount. (Skl% activation)








ENIGMA Class Line


Hidden - Enigma - Incognita - Nott


Particularly spiteful individuals, who take to the shadows like their own mothers. Phantoms that eat, sleep, and breathe within the veil of all the gloom, negativity, and darkness of the world. Valken's nastier, shadier side creates and employs these twisted hunters.

Trainee: Hidden



Spoiler



A single person, out on a mission -the mission of stealth, sneakiness, and subterfuge. They're in training, so only get to do things like pick-pocketing and tailing. Practice. Practice. Practice... Soon they'll master the shadows. Soon.

Base: Enigma

Exactly, as they had anticipated; dubious masters of the shadows and darkness. Thieves and sneaks who mystify with their unique ability to disappear quickly. They're slowly but surely becoming the dangerous assassin types.

Advanced: Incognita

True stealth powerhouses, that have the ability to seemingly vanish into thin air, even without any darkness around to hide in, leaving without any trace. All goods taken, and all targets, removed, respectfully.

Final: Nott

True anomalies. Obscured from the light, people that walk synonymous with the night, clouded by the blackness around them, and within their hearts. Prowling terrors shrouded in darkness, personifying death and fear.


Hidden wield Dirks from small pockets. Enigma gain access to Chakram. Incognita learn how to hide both bows and swords in their garments, able to use those weapons now.


SKILLS:


Hidden Skills

  • h5kTTz5.png
     Murk:
    Remains hidden from "aggro", during battle, until unit attacks.
  • latest
     Loot: Steals unused and unequipped items from targets and from chests/crates/strongboxes. (spd > foe's, str > item's weight)

Enigma Skills

  • latest
     Heist: Can unlock anything without a lock-pick. Also, may find additional items when looting.
  • latest
     Dishonesty: Can move freely through enemies.

Incognita Skills

  • 1Id1nvq.png
     Subtlety: 
    Avoid +30 when initiating attack.
  • ECvR6x9.png
     The Twilight: 
    In uniquely shady/dark/shadowed/ and at night "tiles", increase avoid (+20)
  • 0YmzZZF.png
     Conceal: Activated skill. Takes the place of "Wait". Unit becomes invisible from enemies.
  • AJzOLqJ.jpg
     In Plain Sight: 
    If unit is surrounded by enemies, allow another movement/action (except combat).

Nott Skills

  • latest
     Eclipse: Out of the shadows: strike! Instantly defeat an enemy that is unaware of this unit.
  • Is_gcn_lethality.png
     Death Spree: Kill and Kill and Kill somemore, mwuhahahaa! After every successful kill, gain a boost to attack, speed, and avoid, which adds continuously after each kill. (+2 Str, +2 Spd, +4 Avoid)
  • txCnMNu.jpg
     Masked: 
    Appears friendly to all. Thus can "act" on every "turn".








[SIZE= 16px]MESMER Class Line[/SIZE]


Hex - Mesmer - Fanatic Magician - Vanir


Magicians that are trained by the Valken military. Like every other Valken unit, their magic far exceeds that of the normal mage. They even dip into the recesses of the mind, to control, and read them. No magic is unrestricted. It is encouraged to practice and master all magics.

Trainee: Hex



Spoiler



A beginner mage, practicing some of magic, that would delve ever so slightly from the norm, into the darker arts. An aspiring magician, that while not devoted to the darkness, is instead okay with all facets of magic.

Base: Mesmer

A more masterful magician, that uses spells to discombobulate the mind, mesmerizing their prey, into either doing as they bid, or into defeat that they did not know was coming.

Advanced: Fanatic Magician

Strong, powerful magicians, that have taken to the darker side of magic a bit more than they realized they would initially. Now, their Anima magic is their secondary, with the dark arts felling foes with simple flicks of the wrists.

Final: Vanir

All-powerful magicians, that have unlocked the full-power of all magic, including Light magic, heedless of it clashing with their affinity for dark magic. These beings are one with the mystical realm, and command magic like it was child's play, wielding spells that ravage the land, and bring empires to their knees.


Hex and Mesmer use both Dark and Anima magic, staring off with lesser Dark magics. Fanatic Magician, is where their affinity for the dark swells, and by now, are able to use even complex Dark magical spells. Vanir gain access to Light magic, and staves, and are equal in all of their magic, with the preference only to the user.


SKILLS:


Hex Skills

  • zJJ70QO.jpg
     Spellbound: Any target hit with magic has its speed lowered. (-3 Spd)
  • ZMpCY7u.jpg
     Spellcraft: Every spell used grants additional magical power. Adds throughout the battle. (+1 Mag per spell)

Mesmer Skills

  • 72CHPJS.png
     
    Hypnotize: Activates within battle. If a foe is hit with this, and survives, they become a momentary "green unit".
  • hmYISqB.jpg
     Mindread: Can see the paths enemy units will take.

Fanatic Magician Skills

  • bhnN9q9.jpg
     
    Terrorize: Scare away enemy units, after this unit kills one with magic. (de-aggro)
  • QOW7WQO.jpg
     Illusionist: Activated skill. Create weak "green unit" allies, that will fight and confuse enemy units.
  • oxlrhDa.jpg
     Invocation:
    Speedily intone spells. (+5 Spd)
  • W0y91F9.jpg
     All Magic: Great magical might. (+9 Mag)

Vanir Skills

  • 0zmucYL.jpg
     Trinity is No More:
    All magic reverses the Trinity of Magic.
  • NenEImK.jpg
     Tomewrite: 
    Has a chance to duplicate the equipped weapon. (Lck%)
  • CPCcgDn.jpg
     Valiant Casting:
    All spells gain the "brave" effect, but speed is drastically cut. (-1/3 overall Spd)








ASCETIC Class Line


Puritan - Ascetic - Gyoja - Aesir


Prideful, yet pious priests and priestesses of the Valken religion. They share in both the wealth and the strength of Valken, becoming quite deadly with axes, and daggers. Finally, raining down their Light magic on heretics. They also have the capacity to heal their brethren.

Trainee: Puritan



Spoiler



A simple religious person. Finding the way in the religion of Valken, these humble men and women put their worldly desires aside, to focus on the spiritual side of the world.

Base: Ascetic

In an ironic twist, those same Puritans, who once laid down their humility, and worldly possessions, have now picked them back up, indulging themselves in the ways of the world. For their gods have granted them immeasurable wealth and luxury. Which, obviously means you may partake, no?

Advanced: Gyoja

Priests and Priestesses that have listened to the will of the gods above and before. They found and preach their own ideals and scriptures, that are told to them from those divine beings. Powerful in their faith, they are not to be messed with.

Final: Aesir

Touched by divinity, these godly people are just at the cusp of the truth. They have sought godliness, and now have acquired might beyond comprehension. Their proclamations are the next written word. Their very bodies are celestial, and exude golden words.


Puritans wield dirks, and pick up axes to defend their church. Ascetics are more proficient in axes, and gain staffs. Gyoja magic skyrockets, as they get attuned to staffs. Aesir, finally, gain Light Magic as well.


SKILLS:


Puritan Skills:

  • latest
    Resistance +2: Grants minute resistance. (+2)
  • latest
    Demoiselle/Gentilhomme: Nearby male/female allies, gain a small defensive boost.

Ascetic Skills:

  • latest
    Rally Luck: Buff the Luck of nearby allies a great deal. (+8)
  • latest
    Renewal: Recover 30% HP at the beginning of engagements.

Gyoja Skills:

  • V9er7cH.jpg
     Sanctity:
    Whenever healed, boost all Parameters by a minute amount. (+1 all Stats)
  • AMCB34V.png
     Piety:
    Wait. Then gain a bonus to Crit Chance. (+15%)
  • Xh5LCTF.jpg
     Divine Hand:
    Whenever unit deals damage, heal closest damaged ally for half the damage dealt.
  • ziR0jSN.png
     God's Bounty:
    Killing enemies triggers Personal Skill.

Aesir Skills:

  • zfMSfKa.jpg
     War God:
    Rallies give double bonus stats.
  • kte6DtV.jpg
     Aesir Rally:
    Buff nearby allies's Luck, Strength, and Defense. (+4 each)
  • bU8cmxv.jpg
     Righteous Indignation:
    Like Miracle. Survive a lethal blow, then send out a damaging wave to all nearby enemies. (Luck%, damage 30% of Str/Mag)








BLADE of FORTUNE Class Line


Treasure Seeker - Blade of Fortune - Golden Glory - Hnoss


A class originating in Valken, just not its military. Common thugs, and upper class both can take on the mantle of this class. Anyone who has a sweettooth for gold and shiny things finds this blade to be their way. Lucky warriors that always manage to hit the jackpot.

Trainee: Treasure Seeker



  Hide contents



Valken nobodies, who have a penchant for cash. The seek any and all gold they can. Whether it is by legal, or shifty means, it doesn't matter. Generally, they find themselves in precarious situations, but always seem to have the luck to escape even the worst scenarios, with a new necklace about their neck, or ring on their finger.

Base: Blade of Fortune

Truly lucky swordsmen/women, who have gotten smarter about their exploits. They don't just chase every little golden rumor, instead picking out the true cream of the crop. If their skills aren't good enough to get them what they want, well no matter, they'll just happen upon it, eventually. Fortuitous coincidence is their forte.

Advanced: Golden Glory

Even brighter fortune-hunters. Literally, everything has gone their way. They've honed their skills like any gemstone, and lined their purse with your finery. Their swords are only as sharp as their wit, and their skill is only as blessed as their luck.

Final: Hnoss

Globe-trotting opportunists, that have mastered the art of coin. They no longer worry about anything. The winds themselves blow the way of these beautiful beings. Their luck radiates off them like they were made of the gold they carried. In fact, these people are worth having around far more than the cash in filling their deep pockets.


Treasure Seeker, and Blade of Fortune both wield swords only. Golden Glory gains access to Chakram. Continuing the trend of beauty, Hnoss can fling light magic.


SKILLS:


Treasure Seeker Skills:

  • 1T8D3ch.png
     Golden Bars
    : Boost damage based on how many bullion carried. (+1 Mt for every bullion)
  • zPPwBDu.jpg
     Wealth-Drunk:
     Add movement(+1) and speed(+2 Spd) for every time money is added to the pocket.

Blade of Fortune Skills:

  • jywqY8n.jpg
     Gilded:
      Cannot be stolen from. If anyone attempts, it is instantly thwarted, and the unit gains a significant advantage over the thief.
  • BBHP1ZH.jpg
     Winds of Fortune: 
    Decrease defense and resistance (-2 each), and get a boost in speed and luck. (+2 each)

Golden Glory Skills:

  • uVlIHDV.jpg
     X Marks the Spot: 
    Increase Crit rate based on bullion carried. Any kills made by crits, add money to the bank.
  • KupTjEA.jpg
     Deep Pockets
    : Can carry a ridiculously large amount of items, weapons, and trinkets, that would seem impossible.
  • oYkeM5D.jpg
     Halcyon: 
    It's just some change. Don't sweat it. Whenever damage is dealt, remove bullion from pockets to negate it.
  • Jds4Gkj.jpg
     The Vault:
     Strike with all your riches. Add the Luck "stat" to attack.

Hnoss Skills:

  • EZizCqk.png
     All Things Valuable
    : Even friends are valuable. Boost all parameters of anyone aided in a "pair up". Including this unit. (+2 all "stats")
  • xYPUUlF.jpg
     Idyllic Shrine:
    "Wait" to boost all parameters. Can be additive. (+3 all "stats" each "Wait")
  • hBFl8IL.jpg
     Jackpot!:
     Has the chance to find a replica of a Legendary weapon. (Replicas function closely to legendary weapons)(1/2 Luck%)








SOULSWORD Class Line


Communer - Soulsword - Spiritwalker - Vaettir


                                                - Soul Conduit - Einherjar


A swordsman class that spawned from the truth of Valken's religious and spiritual sides. A Valken priest, long ago, had his soul entrapped into an enchanted sword, after he met his untimely end. Since then, swords have had a mystic connection with spirits. Technically, they've always had a connection to death. Now, though, they they can bring forth spirits, instead of just sending them away.

Trainee: Communer



  Hide contents



Spurned onward by their god, Niflheim, these clergymen seek out the truth of their fallen friends, seeking ways to commune with the departed spirits. Religious types that seek the afterlife, without death.

Base: Soulsword

Men and women that have gleaned the difference between the world of the living, and the world of spirits. Surrounded by holy light, they are able to withdraw spirits like blades. Have the capacity to cut into the realm of spirits.

Advanced: Spiritwalker

These beings have divined the clear divide between life and death. They are on the cusp of breaking the very barrier between the two worlds. However, they are not yet capable of such a feat; only able to walk amongst spirits by themselves.

Final: Vaettir

A Soulsword so enwrapt with death and the ancestry of the world, that they can physically walk between various plains of existences. Enwreathed in mysticism, and spirituality, these men and women of the cloth, are now synonymous with 'spirits', capable of moving through solid objects, with spirits flocking to them using their very body as a portal, to seek the living.


This class uses Swords exclusively til Vaettir. Vaettir gain access to Staves and Light Magic.


However, this whole class line has exclusive access to the "Spirit Vessels" weapon class. Powerful enchanted swords, that are infused with the spirit of fallen victims. Spirit Vessels very often attack the Resistance, instead of Defense, of their target.


SKILLS:


Communer Skills:

  • 59klYGt.jpg
     The Veil: 
    Uses whichever is higher for attack (Str or Mag).
  • LI5N9gj.jpg
     Spirit Link: 
    Gain (+1 Str/Mag & +1 Def/Res) whenever a foe is killed.

Soulsword Skills:

  • y9F7dDx.png
     Haunt: 
    Haunt an area of the battlefield. Increase (+1 Str/Mag & +1 Def/Res) for each "turn" spent in the same area of the battlefield.

  • M9z3xjS.jpg
     Ancestry: 
    Gain a specific boost in parameters, if moving after another unit. (sword units= +2 Spd, axe units= +2 Str, lance units= +2 Skl, mage units= +2 Mag, druid units= +2 Res, armor units= +2 def, assassin units +5 crit chance, flyers= +5 avoid, monk units= +5 Hit rate, cavalier units= +2 Mov)

Spiritwalker Skills:

  • sJPBMv7.jpg
     Beacon: 
    Sometimes activates after killing a foe. Spawn that foe as a very weakened ally "spirit".
  • WF6np7W.jpg
     Soulsteal:
    Can self-heal for however much damage used to kill a foe. (Lck% activation)
  • 2Rflfet.jpg
     Chilling Walk:
    Spiritwalker's ghostly appearance instills fear in their foes. Area around this unit reduces parameters. (-3 Spd, -4 Def)
  • 8TJtADw.jpg
     Beyond Death: 
    Walk over fallen foes to sometimes acquire unique items, weapons, and healing supplies from them.

Vaettir Skills:

  • k30TRXo.jpg
     Call of the Dead: Once every battle, call upon all recently deceased foes to fight for you, for a very short time. Spawns weak ally "spirits". After one "turn" the spirits are put back to rest.
  • zQIkiVG.png
     Deathly Cold: 
    After killing a foe, the Vaettir's next strike lowers parameters of the next foe engaged. (-4 Str/Mag, -6 Spd, -8 Def/Res)
  • dSsmEY8.jpg
     Mistform: 
    Avoid +25 and all damage reduced by 1/3rd.



Advanced-Split: Soul Conduit

These units take in the power of the souls they collect throughout their travels. Rejecting the more religious aspects that they originated with, they boost their own battle abilities with these souls.

Final-Split: Einherjar

With the power of any and all souls they acquire, they lead their allies with great vigor, and intense strength into battle; infused with spiritual energy, they strike fear into their faithless enemies.


Upon splitting the class, and promoting the path for more power, Soul Conduits gain access to staves to, inexplicably, heal their allies, and tomes to use magic to strike their foes.


Soul Conduit Skills:

  • L0ntDn1.jpg
     Gathered Spirits: 
    With each fallen foe, gain a buff to all parameters. (+1 to each "Stat" for each foe killed nearby)
  • fe15skill_144.png
     Intimidating Aura: Lowers enemy units's Str and Mag (-3) when within two "tiles" of this unit.
  • latest
     Will-O-Wisp: Adds half of the non-attacking stat to the current one. (If using sword, add half of Mag to Str. If using tomes, add half of Str to Mag, Skill% trigger)
  • 8TJtADw.jpg
     Beyond Death: 
    Walk over fallen foes to sometimes acquire unique items, weapons, and healing supplies from them.

Einherjar Skills:


  • latest
     Chilly Wind: After killing a foe, any enemy units within 2 "tiles" of the slain unit lose Def/Res (-5).

  • latest
     Soul Power: (Rally Skill). All friendly units within 2 "tiles" gain (+5) Str and Mag for 3 "turns".

  • fe15skill_122.png
     Soul Barrier: Any friendlies next to this unit, when attacked, have a Lck% chance of halving any magic based damage. Physical damage is only lowered by a 1/4th.








WAYFARER Class Line


Drifter - Wayfarer - Transient - Viking


Despondent wayward souls, that wish to engage their existence, but due to constant, unfiltered apathy, they have no drive, or no direction. Goalless, but seeking fulfillment, they take their trusted steeds, and venture outward into the world, hoping beyond hope, that they will find that certain missing thing in their lives. Really only an Outlander-born class. Valken people generally have something stimulating their lives, and don't feel like drifting out into the world. (But maybe they should)

Trainee: Drifter



  Hide contents



Simple souls, with little to no drive, but ironically, venture out, seeking a path to follow. Poor horseback skills to boot, often annoying their trustworthy steeds.

Base: Wayfarer

Years spent alone, these wanderers still struggle to find meaning, only ever experiencing the most wretched of humanity's existence.

Advanced: Transient

Time has passed. How long? Impossible to say. Now, these lone souls have begun to realize their place in this world, as they effortlessly glide over the land.

Final: Viking

Finally, this particular vagrant has found what s/he seeks. A true place to feel at home. After many years spent wandering the world, they use their overwhelming strength, cultivated from their long arduous adventures, to strike down any enemy that they see fit.


The entire class line is mounted on horseback. Drifters carry swords and dirks. Upon promotion to Wayfarer, they feel the need to take up the lance, as well, but wait, until they promote to Transients to actually do so. Vikings gain access to axes, shields, and bows. Overall, these mounted units, have a plethora of weapons to choose from. Their wisdom from their journey fresh on their minds. Even their mounts, find some magical spiritual existence along the way, capable of flight, or swimming large distances tirelessly.


SKILLS:


Drifter Skills:

  • ybTn6G7.jpg
     Would-Be Pathfinder:
    Hindered movement by terrain, but gain extra avoid in such situations. (-2 Mov, +8 Avoid)
  • sKYULFd.jpg
     Vagabond:
    Even atop horseback, still just fights dirty. (-9 enemy accuracy, but -7 Def)

Wayfarer Skills:

  • qS6DEFs.jpg
     Easy-going: 
    Often disinterested in the happenings around, but still diligent enough to not want to meet death so soon. (-2 Str, +6 HP)
  • AdD0YUF.jpg
     Striding:
    Able to perform other tasks mid-gallop, and allows for extra flexibility, even atop horseback. (Can use leftover move after most actions, including attacking.)

Transient Skills:

  • 216yRvp.jpg
     Float:
    Mount gains wings and fins. (Allows Wayfinding Skill equip).
  • QbAebGF.jpg
     Chill Out:
    "Wait." Then heal for 25% of health. 
  • kNzcO5w.jpg
     Path of Life:
    Both death, and health are the two paths in life. Whenever a nearby ally gets healed, gain more attack. (+2 Str per heal)
  • PGYW83d.jpg
     Mile-stepper:
    Can reach the first enemy unit, despite how far away it it is (infinite movement for the first enemy at the beginning of battle).

Viking Skills:

  • PjaQmx8.png
     Wayfinding:
    No longer impeded by any terrain, instead feeling at home in such places. Not even water or gaps. Transverse all terrain without hindrance, and gain bonuses in such places. (+2 Spd, +2 Def/Res, +1 Mov)
  • 7bjXUL6.jpg
     Final Decision:
    Even wayward spirits have allies they love and protect. Take the damage for a nearby ally, then instantly defeat attacking enemy (except boss units).
  • ohVzqut.png
     Aggressive Decision:
    Same wayward spirits have learned to decide to strike first: savagely. When attacking gain strong parameters, but lose parameters, too. (+8 Str, +2 Skl, -2 Spd, -6 Def, -9 Res, +5 Crit Chance, +10 Hit Rate)








MYSTICSHOT Class Line


Arcane Archer - Mysticshot - Dragonbow - Fafnir


If there were priests out there, that talked with the spirits felled by their swords, then there were magicians out there, that fired arrows of draconic magic. Another Valken specialty. Incorporating the magic, that the kingdom is known for, into their archers, using them as long-range magical assailants. Perfect reasoning really. They had no idea how devastatingly strong Dragonbows and Fafnirs would end up being. A class also known for its numerous activating skills.

Trainee: Arcane Archer



  Hide contents



A lowly squire who picked up the bow, and picked up a tome. A brilliant idea ran through his head, that day. Combine the two! Didn't go quite as he had planned...

Base: Mysticshot

But with practice! The young boy began to get the knack of it! Shooting arrows, infused with sparks of magic! It was exhilarating! Studies and training were all he thought about, and practiced he did.

Advanced: Dragonbow

Eventually, he found that his prowess with a bow, was only matched with the potency of his spells. Before he knew it, he was a man. A ferocious archer, firing the maws of dragons from his very bow, devouring unsuspecting prey in his way.

Final: Fafnir

Dragon in man's form. The bow is the jaw, its arrows the razor-sharp teeth, and the spells the magnificent, unrepentant fire-breath. This scaly being has become so close to the dangerous lizards of old, that he feels like he is a dragon reincarnate, his bow an extension of his long-lost self. The power he once held, regained.


The equivalent of Spirit Vessels exists in bow form for this unit. While they wield normal bows, and yumi, they have access to Magic arrows. Powerful mystically-tipped arrows, that can be substituted in for normal arrows. When fired, they unleash magical properties very similar to Anima spells. Normal arrows are good against Mercenaries, Fighters, and the like, while Magic arrows help take out the armored units, easily.


Dragonbow gains access to dirks. While, Fafnir gain axes.


SKILLS:


Arcane Archer Skills:

  • f55eGKc.jpg
     Arcana: Mag does damage to whichever defensive stat is lower of the enemy's. 
  • WeOJ4fq.jpg
     Arrow Teeth: Arrows do an additional +2 damage.

Mysticshot Skills:

  • cmIju3E.jpg
     Dragontouched: A powerful magic archer, has its ways to seem dragon-like. (+3 Mag, +2 Def)
  • Mu6ughr.jpg
     Transmute: Occasionally, will transmute the currently equipped weapon into a "Dragonbone" variation of the weapon at the end of a fight, after this unit killed the foe. (Dragonbone variants are stronger than average weapons). (Res% activation)

Dragonbow Skills:

  • IAkz9ZN.png
     Firespit: Arrows are tipped with magical flame. Enemies that survive fights, but took damage, take 3-5 damage over time.
  • HaawWCQ.jpg
     Shed scales: Occasionally, at the end of a fight, scales are shed. (Self-heal for 30%). (Mag% activation)
  • 6c12NgV.jpg
     Gnaw and claw: Magic Arrows have their range extended. Normal arrows can hit up close.
  • RqMdkB2.jpg
     Roaring Arrow: If this unit initiates an attack from range, using a bow, gain Crit Chance +20. If using Magic arrows +25.

Fafnir Skills:

  • X708oku.jpg
     Twin Dragons: Fires two arrows consecutively, each doing 2x their normal damage. One (normal) attacks Def, and the other (Magic) attacks Res. (Lck% activation)
  • h7pbc1i.png
     Slaughter-rain: Once per battle, can use this Skill. Halves current attack, and then attacks in an AOE, to deal damage to a group of enemy units. (Far range like Bolting).
  • lgoYoap.png
     Mythic Scales: In battle, makes Str do Res damage to this unit, and Mag do Def damage.








Dominantor Class Line


Exec - Dominator - Tyrant - Dragoon


There are no other Valken classes that are quite as revered as the Dominator class line. Even though Valkyrurs and Vanirs and Deadeyes are all spoken of in Valken fables, no other class is quite the grade that Dragoons are. These beings are a cut above the rest, and demand acknowledgement from all who witness them in battle. Soaring on dragons, Dragoons haven't tamed the beasts, the beasts merely follow orders, understanding their superiors. It is the same as people, who follow blindly under such powerful leaders.

Trainee: Exec



Spoiler



People that have shown to be far more capable than most. Their skill, talent, prowess exceed the common soldier. Thus, they're made into a higher example, claiming a higher position in life.

Base: Dominator

Those that have climbed the ladder even higher, claiming respect and admiration by all. They use their professional skills to lay waste before them, claiming even more of what they see as theirs. Beware of stepping before them, they will crush anyone who stands in their way.

Advanced: Tyrant

Intimidating, yet esteemed men and women of Valken military, that have ascended above the usual call of battle. Now, they ride atop Wyverns that understand their master is a god amongst men.

Final: Dragoon

Legendary soldiers, that are in the upper echelon of even Valken crafted officers. Their mount, now a dragon, follows every order, like every man beneath them. For even their reptilian rides are afraid of their unfettered might. Regarded as myth, these soldiers command the battlefield atop powerful beasts, fighting like dragons themselves.


Execs use Dirks, and Swords. Dominators gain access to Lances. Tyrants gain access to Axes. Dragoons inexplicably lose the ability to use Dirks effectively, but gain Greatswords. Tyrant gains flight, by mounting a Wyvern. Dragoon's Wyverns are now classified as Dragons.


-Greatswords add additional damage, but hinder speed.


SKILLS:


Exec Skills:

  • bF9qJyq.png
     Lead: If this unit is the first to attack in the "turn" gain +20 Hit %, and give allies a small boost in Hit % the rest of the "turn". (+4 Hit %)
  • gxr1p2z.png
     Order: Skill used in place of a "turn". 'Order' an ally to strike critically. Grants an ally (+60 Crit Chance).

Dominator Skills:

  • 4VNWjSr.png
     Lord Over: At the beginning of every "turn" random enemy units will lose Hit % (-10) and Skl (-2).
  • u7eBxD8.jpg
     Influence: After participating in combat lower all enemy parameters (by -1), and raise all ally parameters (by +1). Stacks with each fight participated in. (In a wide area around the unit).

Tyrant Skills:

  • jLub3C0.png
     Intimidation: Once per battle, can use this Skill when initiating combat. Lower the opponent's Hit % and Crit Chc to 0.
  • CUUhJFp.png
     Overshadow: Every fight this unit takes place in, randomly chooses a stat. If this unit's stat is higher than the opponent's, then the opponent's stat drops to 0. (Example: If it randomly chooses Str, and this unit's Str is 14, and the opponent's is 12, then the opponent's Str drops to 0 for this fight, but each fight chooses a stat at random, so it might be something pointless like Res).
  • BZfQP04.png
     Fearsome: Gain Def (+5) randomly at the beginning of a fight. (Def% activation)
  • xG6RnUs.png
     Edict: Skill used in place of a "turn". Grants an ally near-invulnerability (+90% damage reduction) for a turn.

Dragoon Skills:

  • NCX2gfj.jpg
     Providence: Every ally in the vicinity has all their Weapon Proficiency bumped up a level. (Can even make multiple S ranks)
  • HPPiDxe.png
     Crashdown: In combat, double Mt and half enemy Def (Lck% activation). Then lower all enemy defense (by -3) in the nearby vicinity.
  • 2esjQCm.jpg
     Top-Beast: Simply a powerhouse. (+5 Str, +3 Skl, +2 Spd, +1 Def/Res, +5 Hit %, +3 Crit Chc, -3 Lck)




...
 
Last edited by a moderator:
VARG Class Line


Smar - Varg - Lokir - Fenrir


(basically the "Taguel", "Beorc", "Laguz" class/shapeshifters of Valken)


The Lokir are a race of animalkin humanoids that were created by the all-powerful Valheim, during the war at the beginning of this world's life. They were beasts that were meant to shred their enemies apart for their lord. Effective hunters, this race tore through his brother's human army, with tooth and claw. However, after the war, after their master lost, and disappeared, the Lokir were left in a cruel world. A world that only remembered their animal instincts. A world that only remembered their efficient, remorseless killing ways. Inevitably, humanity oppressed and persecuted their kind, scattering them to the far reaches of Valken, where they were left, struggling to survive in a harsh, unrewarding world. Even in the Outlands, they were hunted, and killed mercilessly. Now, they have reemerged, aiming to add what the strength they could to the Outlander's cause.


Trainee: Smar

Little Lokir pups, that are just learning the ropes, and fueled by instinct, but little else in the way of sense. Not even entirely used to their animal forms, yet.

Base: Varg

Quite, a bit more used to transforming, but still in a young, adolescent stage. Where instinct, and hormonal changes really dictate these animal fighters.

Advanced: Lokir

Now, the true strength of the Lokir unit begins to shine. Valheim's created animalistic fighters really begin to tear through their enemies, with efficient, quick slashes of deadly sharp claws, and ravenous, bloodied fangs. Still mostly instinctual, but they've begun to notice real strategy, and how their animal form can really do damage.

Final: Fenrir

The final form of these beasts. Capable of rending all with their claws and teeth. They are masters of their animal form, and instill great fear onto the battlefield with the mere sound of their howl. Lowly soldiers run away screaming in fear, when they see these powerful prowlers on the battlefield, poised, and ready to kill. There are legends written about the horrible beasts of immense strength.



Use "Beast stones", Beast Runes, and other various Beast-morphing items/weapons.


SKILLS:


Smar Skills:

  • b4zUqsb.jpg
     Instinct:
    Whether, a Lokir is "reclassed" or not. They always have access to the Varg line skills, and gain them normally, even when "reclassed". Is in effect, even when unslotted. (This skill does not even have to be equipped).
  • 08MhfGi.jpg
     Hunter: Movement through any natural terrain is uninhibited.

Varg Skills:

  • KfvRC5o.png
     Bloodscent: Injured enemies lose hit and avoid.
  • qBjERI1.jpg
     Stalk: "Wait" when enemies are nearby; gain a bonus to Hit and Attack to those enemies.

Lokir Skills:

  • cxTxdnD.png
     Scatter: Being hit in combat grants bonus Avoid. (+14 Avoid)
  • REDgHP3.jpg
     Implacable Hunter: Unit can "warp" to any enemy that it has previously damaged.
  • RVaP2Eu.jpg
     Enduring Stone:
    "Beast stone" weapons no longer use any durability, and cannot lose their magic.
  • fv565F7.jpg
     Bloodfang: Finish the hunt, and gain nourishment. A mix of Lethality+Sol. Can only trigger against an injured foe. (Skill trigger with Skill%)

Fenrir Skills:

  • cAqWgt6.png
     Ferocity: When transformed, gain a boost to all parameters. (+3 all stats & Mov)
  • 2zF3SHI.jpg
     Vicious Roar: Usable Skill: once a battle. Deter all enemies (except "bosses") from moving for one turn.
  • wynOtbb.jpg
     Legendary Beast: Transformation attacks now add a "Brave" effect to attacks.



...
 
Last edited by a moderator:

Previous "Canon" FE Classes


(made into a 4-tier class)


(I took some liberties, and added/changed some stuff, and moved some stuff around, but I think they mostly make sense and turned out good! <3)


Trainee - Base Class - Advanced Class - Final Tier


 


 


/monthly_2016_12/FE14Sword.png.27daba79e3f1ad498e3a96aedd527f65.png Sword Primary users


Swordhand 
latest


Hireling 
latest


Sneak 
latest

 


/monthly_2016_12/FE14Lance.png.34fa5f84f7bd5211434b9d6aa02ca284.png Lance Primary units


Villager 
EUdv6KD.png


Spearman 
xTzvjPJ.png


Recruit
latest

 


latest
 Bow Primary units


Adventurer 
latest


Shooter 
latest

 


Mounted units


Plainsman
latest


Trainer
latest


Wyvern Speaker
latest


Skywatch 
latest

 


latest
 Axe Primary units


Journeyman
latest


Brigand
latest


Highwayman 
raider.gif


Buccaneer 
latest

 


Heavy Armor units


Knight
latest

 


/monthly_2016_12/FE14Staff.png.17eab2a1b245759d689d2bacc23428de.png Staff Primary (Healer) units


Assistant 
latest


Minstrel
latest


Siren
0ppQBBI.png


Seer
p4i7HZL.png


Clergy
latest

 


latest
 Magic units  


Diviner
latest


Alchemist
latest


Pupil
latest


Page
MQ9rMrr.png


Occultist
latest

 


Extra units


Feral
latest


Broker
latest


Negotiate
latest


Showpiece 
latest


Minstrel
latest

 


Unique Classes


Maid/Butler
latest


Blacksmith
latest


Dread Fighter
latest


Conqueror
latest


Manakete
latest


Ballicistian 
latest


Civilian 
latest

 


Class lines to be made...


Primitive - Native - Wild - Savage


Comrade - Cohort - Battalion - Legion


Predictor - Augur - Sibyl - Oracle

(Remember all images/sprites here, belong to Fire Emblem creators (and other creators who created some), and I thank you for them, and am using them just under creative, free use! Thank you again!)
 
Last edited by a moderator:

Unique Classes




Tried and True Princess


A unique class, that is specific to the first born heir of Valken: Freya Valkyrie. A class that holds powerful presence on the battlefield. She reveals her strength, and power to all, through the unique stat of Charisma. Leader-like qualities that endear all to her. Even, the lowliest grunt or soldier finds inspiration in their princess, and would follow her orders with no questions. Wields swords and lances equally, to great effect, showing the skill of the first-born of the famous Valkyrie line.


Promotion: ???


 


 


Solemn Prince


Another unique class, of the royalty of Valken, specifically to the eldest Prince: Freyr Valkyrie. A class that exudes mystery, enfolded by a shroud of shady treachery. Wields foreign swords masterfully, flashing steel like a dance of sakura. Cool and collected, this prince revels in the death he inflicts, masterfully employing the use of its primary stat: Critical Chance. Often, slicing foes with slashes that mortally and critically wound.


Promotion: ???
 
Last edited by a moderator:

"Latent Skills"


Merely means a Skill that still retains its effect, even when it is unslotted.


All current Latent Skills.

  • F34qyrR.png
     Priority: User is more likely to be attacked. In effect even when unslotted.
  • 7kprwpZ.png
     Lawbreaker: Outlander variant Skill. Allows for 7 Skills (6+personal) to be in use. In effect, even when unslotted. (This one will not count towards that total.)
  • b4zUqsb.jpg
     Instinct: Whether, a Lokir is "reclassed" or not. They always have access to the Varg line skills, and gain them normally, even when "reclassed". In effect, even when unslotted. (This skill does not even have to be equipped).
 
So hmm this is the custom class I'm doing for this rp :)


WARLORD CLASS LINE


Combatant - Duelist - Gladiator - Warlord

A swordsman class that originated in the midst of the Outlands. Having no prior combat experience or training, these warriors thrust themselves into combat without hoping to get out alive; thing is, they do. Every swing could be fatal, as these fighters completely sacrifice their defenses for powerful and brutal attacks. Most of them end up getting proper training, but never bearing a shield. Some men chose the battlefield, and some end up getting thrust upon it; for those not fortunate enough for the release of death, the sword is the only tie that still binds them to this world.


Combatant



Spoiler



Mostly teenagers and young adults that fight for their families or loved ones. Most end up dying while still combatants, as life on the battlefield is immensily difficult without proper training. 



Duelist 

Survival maybe difficult, but it's still possible. The duelist is a powerful ally in any battle, as even slightly damaged enemies can be taken out by their powerful and quick swings. 



Gladiator 

The gladiator is an animal amidst combat. Few people can take on so many face to face and keep their steady. Most of them are fueled by sheer animalistic emotions: anger, passion, hate. These men draw upon themselves and, blind to reason, slay any on their path. 



Warlord 

The warlord is a dark and menacing figure on the battlefield. Having completely devoted themselves to the battefield, these warriors face all their foes with all their might and strength. Tirelessly swinging and plowing through enemy lines. Life on the battle is all there's left. 





  • From Duelist onwards can utilize the greatsword.
  • Greatswords provide a bonus to the users attack.
  • Greatswords, much like Armorslayers, are very effective against armored opponents.
  • Greatswords deal more damage than common weapons, but makes the user slower.



 Weapons: Swords and Greatswords. Can also utilize Axes.


SKILLS:


Combatant Skills

  • Passionate Fighter: If health below 50%, gain a surge of +3 Str while unhealed.
  • Agile Beast: If health below 50%, gain a surge of +20 Avoid. 

Duelist Skills

  • Comradery: If any ally (including self) gets healed, gain a surge of +2 Str per heal.
  • Anger Fueling: Recover 20% HP at the beginning of engagements.

Gladiator Skills

  • Slayer: If facing an opponent of equal or greater level, the next attack has a 60% chance of being a critical and attain a surge of  +7 Str.
  • Unstoppable: After every sucessful kill, gain a boost to attack and avoid, which adds continuously after each kill. (+2 Str, +2 Avoid).
  • Arena:  Upon receiving damage, gain a bonus of Str equal to the HP lost only against this enemy. Example: an enemy attacks the Gladiator and takes 8 HP. The Gladiator then receives a bonus of +8 Str ONLY against this enemy.
  • Thrill of the Battlefield: Eveything besides Def/Res receive a continuous bonus of +1 from the beginning until the end of combat.

Warlord Skills

  • Thrasher: If against an opponent of lesser level, all attacks are garanteed to hit and upon defeating the enemy the user gains the ability to attack again immediatly afterwards (stacks up). 
  • Demon: Survives a lethal blow and recovers 30% HP. 
  • Fear: Ater killing an enemy, every adjacent enemy unit receives a penalty to Def/Res (-8)
 
Last edited by a moderator:
@Aratani Remove the ability to use Spears :3


Axes can get up to A/S that's still fine.


Greatswords raise attack but lower speed.


Anger Fuelings op, change it just a bit :)


Thrashers op, either move it to Warlord or tone it down a bit. :)


Unstoppable should be +2 to both


Should probably swap Thrill of the B, with Thrasher


Demon is wayyyy too op, needs severe nerfing.
 

Musketeer


Musketman > Musketeer > Riflemen > Long Riflemen


Trainee: Just having picked up their musket, not able to fire accurately or fast. But they will learn as the ins and outs of that rifle as their life depends on it.


Base: Better shots, able to fire at a decent rate and their target at medium range. Not anything special, but passable. Learning how to use environment to advantage.


Advanced: Having near master of their craft, Riflemen can hit near anything from long range and fire at a suprising rate. They also learn to defend themselves at close range and how to move quickly.


Final: True masters of the musket, these men and women are feared by all and respected by most. They have near perfect accuracy at any range, and fire at a lightning rate. They are quick on their feet and hard to trace.


List the classes unique points.


1. The weapon used is loud and the user will have to relocate after every shot, but does double the damage of a critical bow hit on a critical, but normally does less than a bow non-critically.


2. Are able to use the environment to set up a stable shooting surface or camoflauge.


3. Effective against Light and Heavy Armor, as well as shields


4. Ineffective against Ranged and other Magic classes


5. Has a higher range than average ranged attacker


6. Each element does a certain type of status effect, Elfire has a burn effect, Elthunder stuns, etc.


Describe the weapons they use:


At any stage Musketeer can use muskets, and at Riflemen they can have a dirk as a melee.


SKILLS:


Trainee Skills


Skill 1: if within 2 tiles, accuracy increase by 30% (Sure Shot)


Skill 2: if below 40% health, attack speed doubles and accuracy is halved (Rushed firing)


Base Class Skills


Skill 1: Uses natural environment to become invisible to enemies until firing or within 2 tiles (Taking Cover)


Skill 2: If first shot misses, second shot is guarenteed to hit if user does not move next turn. (Follow-up)


Advanced Skills


Skill 1: Uses dirk to slash at an enemy from close range, boosting damage taken by 25% and leaving the enemy with a bleed effect for two turns or until healed. (Quick Slash)


Skill 2: By taking aim the user has a 50% chance to miss the shot, but if it hits it is a guarenteed critical. (Riflemen's gamble)


Skill 3: When health drops below 25%, user can move 1 tile if they land a hit, after using this accuracy drops 20% for two turns. (Cover fire)


Skill 4: If a teammate is within 1 tile of them, they can attack, even if they have already used their turn. If turn was already used damage is havled and their is no chance of getting a crit. If they have not used their turn, they can only move 1 tile after. (Assisstance)


Final Tier Skills


Skill 1: Can use surroundings to craft camoflauge, making user impossible to spot for two turns or until fires. (Tactical Camoflauge)


Skill 2: While unseen, user can move an extra two tiles, though will be spotted if they run past an enemy. (Dash)


Skill 3: If enemy is more than three tiles away, damage and accuracy goe up by 20%. (Sniper training)
 
Last edited by a moderator:
@LoneSniper87 One thing, right off the bat, I don't think there are muskets within Valken (or rifles), so um, I like the class though, so if you could like explain how this is a class there, then by all means? :)


Aside from that, both "Sniper" and "Ranger" are already used in class names. So, if you just tweak those names.


Like I said though, most looks good, and I like it :)
 
Well Muskets were a thing of the era, so I went with it. And I will change the names now.
 
Last edited by a moderator:
Hate to break it to you, but muskets were NEVER in fire emblem at all.

Call me offensive but I don't really care, I am making a custom class. Just because there necer were muskets doesn't mean their can't be, no offense. And it isn't like I am bringing M249's and M4's into this, they are of the era.
 
Call me offensive but I don't really care, I am making a custom class. Just because there necer were muskets doesn't mean their can't be, no offense. And it isn't like I am bringing M249's and M4's into this, they are of the era.

Theres no black powder in this realm, but crossbows are a good idea if theres no black powder.
 
Crossbow variation? Or maybe even like some sort of magical gun invention? Or a very rudimentary gun invention by your char's family, or (your char), or something? Just need some sort of explanation for it. :)
 
While you bring up a good point both of you if it were magic I could very eaisly just say "Well now gun is silent as it has no primer and is magic" kinda thing, and that ruins the dynamic Iwas going for, but whatever I will think of something. Iwas trying to get away from arrows, why I didn't go with crossbows, and magic complcates things in my opinion
 
Crossbow variation? Or maybe even like some sort of magical gun invention? Or a very rudimentary gun invention by your char's family, or (your char), or something? Just need some sort of explanation for it. :)

I'm in agreement here, a gun that uses elfire, elwind, elthunder, etc for power in a hand held gun? yeah that's plausible.
 
While you bring up a good point both of you if it were magic I could very eaisly just say "Well now gun is silent as it has no primer and is magic" kinda thing, and that ruins the dynamic Iwas going for, but whatever I will think of something. Iwas trying to get away from arrows, why I didn't go with crossbows, and magic complcates things in my opinion


I'm in agreement here, a gun that uses elfire, elwind, elthunder, etc for power in a hand held gun? yeah that's plausible.



Well I was thinking about some sort of straight up weapon that shoots magical damage. Since Valken is known for being quite the magical place, putting a lot of time and focus into magical endeavors. Almost like developing actual firearms, but with a magical spin on it, as their natural progression with their technology. Iduno, thats where I was going with it.


I mean it wouldn't have the exact same impact as a straight up rifle/musket. But.. 
 

Users who are viewing this thread

Back
Top