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A Non Canon Fire Emblem Roleplay based on all the games in the series!
 
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» Base Classes
Base Classes I_icon_minitimeThu Feb 04, 2016 8:06 pm by Chloe

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Base Classes I_icon_minitimeSun Nov 23, 2014 4:57 pm by Chloe

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Base Classes I_icon_minitimeSun Nov 23, 2014 3:51 pm by Chloe

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Base Classes I_icon_minitimeFri Nov 21, 2014 9:43 pm by Chloe

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 Base Classes

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Chloe
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Posts : 5
Join date : 2014-11-21

Base Classes Empty
PostSubject: Base Classes   Base Classes I_icon_minitimeThu Feb 04, 2016 8:06 pm

NEED PERMISSION:

Lord Class:
Weapon: Choose one: Sword, Axe, Lance.
Role in roleplaying: Nobles lead the troops into battle, fight a bit and are a blessing to have on the field. While great in combat, they ACTUALLY are good as being supports too. They are melee units, with about the worst magic and resistance stats I've seen. These guys are a breed between mild support and above average combat.

Tactician:
Weapon: Sword, tome, no dark magic.
Role in roleplaying: Ah the old card, Jack of all trades, master of none. This class is a mix of all classes. Average at everything and great at absolutely nothing. These guys are made to make up for another's flaws, and normally have ONE thing they excel in.

Laguz:
Weapon: Beaststones.
Role at roleplaying: They are fast and skilled, think of an animal version of myrmidons/assassins. There is one problem: even when you are a different class thanks to a second seal, they STILL have a weakness to anything that does extra damage to beasts, including other Laguz with Beast Bane. Also when their stone breaks, they can't even turn into their animal form, thus not allowing feats to be used and not allowing them to fight back. The Laguz have the unique distinction of having many variations of the same class, at the cost of being unable to promote. Their subsets are as follows:
Lion: The Lions hit very hard with amazing strength, and have decent skill, not as fast as the other types of Laguz, and they arent very tanky.
Tiger: Very, very tanky. They have extremely high defense and decent resistance. Their strength is alright and everything else is pretty bad.
Cat: Definitely the most like myrmidons. They have very high skill and speed, with some decent strength. Despite this they are very squishy.
Wolf: These are a mixture between Lions and Cats. They have decent skill and speed, as well as good strength to do damage with. Even though they are kinda squishy.
Hawk: The Laguz equivalent of Wyverns, The Hawks hit very hard while boasting very high movement, but they also have a weakness to bows that is very hard to check.
Raven: The Laguz equivalent to Pegasus, The Ravens are very fast and hit decently hard. They have slightly more movement capabilities then Hawks, while having the same weaknesses and less defenses.

Manakete:
Weapon: Dragon stones
Role at roleplaying: These guys are well known for being extremely powerful. They are great in all stats, but are best at Luck, and above average in Strength, Defense, and Resistance. The flaw though is their weakness against anything made to take down dragons and wyverns. This weakness, like the Laguz, goes into ALL classes, even if your character isn't a Manakete at the time.

Dancer:
Weapon: Sword, Rings, Special Dance Skill
Role at Roleplaying: Dancers are some of the more unique units. Their stats are really not too high, except for decent Skill, Speed, and Luck to help them avoid damage. The real reason to use a dancer is for their ability to dance for an ally, and let them perform more actions. A Dancer can dance for someone once a post, and allow that unit to take an extra action.

Normal Classes:

Cavalier:
Weapon: Sword, Lance.
Role in roleplaying: They move across the field with about the second fastest speed in game. They are, of course, melee fighters, but can be built two ways: speed and strength. Of course they are good at both, but normally focus on one more than another. They have little magical power, average resistance, above average defence, and differing between how you build your character, great strength/speed.

Knight:
Weapon: Lances
Role in roleplaying: The tanks of the game. These guys move slow, strike slow, but are hard to damage, and hit hard too. They are POWERFUL when it comes to strength and defence, SUCK at resistance and magic, actually the few classes less than Lord, and other stats are average. This guy is made to be a wall. Being chased by bandits and need someone to stop them from coming in? Slam this guy in front of the door and any non mages will have a hard time getting past. This doesn't make you immortal though, especially to mages. Just wait till you get a master seal.

Myrmidon:
Weapon: Sword
Role in roleplaying: Welcome to the guys who specialize in criting EVERYTHING. They have high speed and crit. They are the ones who hit fast but not necessarily hard. They are average in almost all stats, and excel in speed and skill, making them the speed and landing critical hit. HOWEVER and their defense is low, so they are a squishy. Now while you are HARD to hit, doesn't mean you can't be hit.

Thief:
Weapon: Sword
Role in roleplaying: These guys aren’t the best in combat. They are more utility than combat. These guys run in, take stuff from the chest then book it out of there. Sadly they don't get exp outside of the normal way so if you want to level up, you need to fight for a bit. Their stats are similar to a myrmidon, except lacking in skill and strength, but making up for it with more speed.

Barbarian:
Weapon: Axe
Role in Roleplaying: These are the men who charge in head 1st with axes and cut down all in their path. While they are considered to fight like Fighters, they are a little different. Barbains are made to hit hard and fast, the glass cannon if you will. They are less tanky than their Fighter brothers, and cannot take as many hits. These guys are made to hit hard, fast, and hopefully kill the opponent before they can strike back.

Fighter:
Weapon: Axe
Role in Roleplaying: These men are made to tank and hit hard. The opposite of the Barbarian, Fighters hit hard, not fast, and take damage. They are not the ultimate tanks, but are still hardy fighters. You can move around normally and apparently that one iron thing on your left or right arm makes great for body armour XD

Mercenary:
Weapon: Sword.
Role in Roleplaying: These guys are the all around guys in physical combat. They are the ones you would want if you prefer being the guy with no weaknesses, in exchange for no strengths. Also if you don't like mages too. They are similar to myrmidons, only they are much tankier just not as fast. This is he Jack of All Face-beat XD

Archer:
Weapon: Bow
Role in Roleplaying: These guys are ONLY long range based. They are the MOST skilled (litterally) class in the world. They focus on hitting easily and criting ALOT. They however, cannot fight at close range, so you'd want to be AWAY from your enemy when fighting them. They tend to be decently armored and have good avoid, but don't expect a tank archer.

Mage:
Weapon: Anima Tomes
Role in Roleplaying: These guys are the normal mages. They have strong magic, usually VERY smart for their age, and cannot take a physical hit. These guys are good at both long and short range combat, but it would be wise to keep them long range since a physical combatant of their same level could dispatch of them in few hits.

Dark mage:
Weapon: Anima and Dark tomes.
Role in roleplaying: These mages are like the normal mages. They are very smart and are able to do both long and close range combat. They also are powerful as far as magic, and defense, however they sacrifice accuracy and resistance for those extreme power ups. They don’t believe dark magic is inherently evil, just “ancient arts.”

Cleric/Priests:
Weapon: None. They have staves but they are not weapons. Only heal people, no damage.
Role in roleplaying: These people have high resistance and magic (more of a focus on magic), but crappy everything else. They have one job, heal people, and that's it. Do not expect any combat out of them, for you will get NONE XD

Troubadour:
Weapon: Same as priest.
Role in Roleplaying: You are a priest on a horse....pretty much the same, accept you move faster, are faster, and are more resistance to magic, the resistance version of a priest/cleric. Still can't fight, and is easily hurt my melee fighters.

Pegasus Knight:
Weapon: lances
Role in Roleplaying: You are fast in both movement and attack. Probably the fastest unit in existence, they are better at resisting spells then tanking attacks. These guys HOWEVER have a weakness to anything powerful against animals, wind magic, and arrows. These are three weaknesses that you MUST look out to since these guys SUCK as far as the hp stat. They are best at carrying people from one area to another, hitting fast and leaving quickly, but if an archer is there, RUN!

Wyvern Rider:
Weapon: Axes
Role in Roleplaying: Welcome to the physical version of the Pegasus Knight. These guys lose the weakness to anti-animal weapons, but gain a weakness to anti-dragon/wyvern weapons plus keep the other ones. These guys can move just as fast as their pegasus counterparts, but attack a little slower in exchange for hitting hard! They also tank melee better, but are weaker to spell and still take a lot of damage from arrows.

Monk/Light Mage:
Weapon: Light Tomes
Role at Roleplaying: These guys are pretty similar to mages and dark mages in most respects. They tend to have the worst defenses of the 3. Lets just say if you flick these people once, they are gonna drop. They have pretty good Skill, Speed, and Luck to help them dodge, and high magic to help them kill.

Soldier:
Weapon: Lances
Role at Roleplaying: You can’t get any more basic than a soldier. Their stats are pretty balanced for a physical unit, being able to deal moderate damage and take a moderate amount of hits. They aren’t the easiest to use due to their mediocrity, but just wait until they level and rank up.

Pirate:
Weapon: Axes
Role at Roleplaying: Arrrgh, Pirates be the masters of the Seven Seas. They are unique in their ability to traverse water without penalty using some undescribed magic or really good swimming ability. Their stats are a combination of those of the Fighter and Brigands, being the much more balanced of the 3.
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