After some time invested, I have finalized all of my custom classes into actual playable states (Along with another class I haven't posted yet)
So you can actually use them now!
First Classes:
Promotes from: Mage Trainee
Promotes to: Snake Charmer or Oracle
Weapon skills:
Dark (D) Instruments (C)
Class skills:
Levitation
Battle Caster: If the Sorcerer has an instrument in their inventory that they can wield, they may target themselves with it when making an attack. This uses up 1 QL of the instrument, and the effects take place before the attack is made.
Stats:
HP: 19 (+2)
STR: 2
MAG: 6 (+1)
SKL: 5 (+1)
CON: 6 (+3)
AID: 5 (+3)
DEF: 1 (+1)
RES: 5 (+2)
SPD: 4
LUK: 2
MOV: 5
Promotes from: Archer Trainee
Promotes to: Huntsman or Harper
Weapons skills:
Bows (D) Lyrics (C)
Class skill:
Whistling Arrow:
If the Skald has a lyric in their inventory that they can wield when making an attack with a bow, they may apply the effects of the lyric on up to two allies adjacent to the target if the Skald hits. This uses 1 QL of the lyric for each ally targeted this way. The Skald may not target themselves with the lyric, even if they are adjacent to their target.
Stats:
HP: 20 (+2)
STR: 4
MAG: 1
SKL: 6 (+2)
CON: 7 (+3)
AID: 6 (+3)
DEF: 5 (+1)
RES: 1
SPD: 7 (+2)
LUK: 4
MOV: 5
Promotes from: Soldier Trainee
Promotes to: Dragon Dancer or Harlequin
Weapon skills:
Lances (D) Dance (C)
Class skill:
Whirling Dervish:
If the Dervish has a dance that they can wield in their inventory when making an attack at melée range, they may apply the dance to their target. This uses 1 QL of the dance, and takes place after the attack is made.
Flurry of Steel:
The Dervish gains +5 evasion for each enemy in melée range.
Stats:
HP: 22 (+2)
STR: 5 (+1)
MAG: 0
SKL: 4 (+1)
CON: 8 (+3)
AID: 7 (+3)
DEF: 5 (+1)
RES: 0
SPD: 4 (+2)
LUK: 2 (+1)
MOV: 5
Promotes from: Mage Trainee
Promotes into: Archmage or Templar
Weapon skills:
Anima/Light/Dark (D) Chosen Tome Subcategory (C)
Class skill:
Magic Sigil:
Once per battle, the Scribe may designate an adjacent tile as a "Magic Circle" as an action. The tile's terrain type functions like that of a fort, including providing healing. The magic circle lasts until the end of the next player phase. The magic circle may not be placed on impassable terrain, or anywhere the GM does not deem to be legal placement, at their discretion.
Stats:
HP: 21 (+1)
STR: 3 (+1)
MAG: 5 (+1)
SKL: 4 (+1)
CON: 5 (+2)
AID: 4 (+2)
DEF: 1 (+1)
RES: 4 (+1)
SPD: 4 (+1)
LUK: 3 (+1)
MOV: 5
Promotes from: Fighter Trainee
Promotes to: Templar or Wrecker
Weapon skills:
Axe (D) Axe subcategory (C)
Class skill:
Raze:
Once per battle, the Sapper may, as an action, level an adjacent tile to flat plains. This can target forests, mountains, forts, or other terrain that offers defensive or evasive bonuses. This ability may have more or less capabilities, at the GM's discretion.
Headlamp:
The Sapper may use the Torch item as a free action.
Stats:
HP: 21 (+2)
STR: 7 (+2)
MAG: 0
SKL: 3
CON: 9 (+3)
AID: 8 (+3)
DEF: 5 (+2)
RES: 0
SPD: 3 (+1)
LUK: 2
MOV: 5
Promotes from: Thief Trainee
Promotes to: Artificer or Clockwork Crafter
Weapon skills:
Bow (D) Bow Subcategory (C)
Class skills:
Lockpick
Ballistician
Siege Operator:
The Engineer may, as an action, create a siege weapon in the tile they're standing in. The cost to create this siege weapon is 300 gold times the level of the siege weapon. So an E rank siege weapon would cost 300 gold, a D rank would cost 600, a C rank 900, and so on. The Engineer may also dismantle a siege weapon as an action, recovering 2/3 the cost, or 200 gold per rank.
Stats:
HP: 18 (+2)
STR: 6 (+2)
MAG: 0
SKL: 5 (+2)
CON: 6 (+3)
AID: 5 (+3)
DEF: 1
RES: 1
SPD: 6 (+1)
LUK: 5
MOV: 6
Promoted Classes:
Promotes from: Sorcerer
Weapon skills:
Dark Subcategory (A) Dark (B) Instruments (A)
Class skills:
Horseback
Snake Venom:
If the Snake Charmer is affecting themselves with an instrument when they attack, then all active afflictions their target is suffering from has their durations increased by 1. This ability takes place after the attack.
Anti-Venom:
When the Snake Charmer is first affected by an affliction, the affliction's duration is reduced by one.
Stats:
HP: +3
MAG: +3
SKL: +2
CON: +2
AID: +2
RES: +3
LUK: +2
Promotes from: Sorcerer
Weapon skills:
Dark (C) Dark Subcategory (B) Staves (C) Staff Subcategory (B) Instruments (B)
Class skills:
Visions:
If the Oracle has an instrument in their inventory that they can wield when targeting an ally with a Buffing Staff or Healing Staff, they may choose to also grant that ally the effects from that instrument. This uses up 1 QL of the instrument.
Prophecy:
If the Oracle has Buffing Staff in their inventory that they can wield, they may target themselves with it when making an attack if they have a Weapon Triangle Advantage. This uses up 1 QL of the Buffing Staff, and takes effect before the attack is made.
Stats:
HP: +3
MAG: +3
CON: +3
AID: +3
RES: +3
LUK:+3
Promotes from: Skald
Weapon skills:
Bows (C) Bow Subcategory (B) Axes (C) Axe Subcategory (B) Lyrics (B)
Class skills:
Call of the Hunt:
The Huntsman may now use Whistling Arrow in conjunction with axes. In addition, they may now target themselves with the lyric's effects if they are within range. This takes places before the attack is made, and persists even if the attack misses.
Echos Through the Trees:
The effects from the Huntsman's lyrics now last an additional turn.
Stats:
HP: +5
STR: +2
SKL: +1
CON: +4
AID: +4
DEF: +3
SPD: +1
Promotes from: Skald
Weapon Skills:
Bow Subcategory (A) Bows (B) Lyrics (A)
Class Skills:
Critical Eye
Chorus of Arrows:
By expending additional QL from their bow, the Harper may attack muliple targets in one attack. These function as normal attacks, drawing counter attacks as normal, but the Harper may only attack each enemy once. Each enemy struck triggers the Whistling Arrow ability as normal. The Harper may target 2 enemies in range by expending 3 QL of their bow, or target 3 enemies in range by expending 5 QL of their bow.
Stats:
HP: +3
STR: +2
SKL: +3
CON: +3
AID: +3
DEF: +2
SPD: +2
Promotes from: Dervish
Weapon Skills:
Lances (C) Lance Subcategory (B) Anima (C) Anima Subcategory (B) Dances (B)
Class skills:
Ancestor's Dance:
The Whirling Dervish skill may now be used with Anima Tomes, and no longer requires the attack to be in melée range.
Elemental Unity:
Once per battle, if the Dragon Dancer has a lance and anima tome in their inventory, they may make an attack that combines the stats of the two weapons, using the better value in each statistic, and adding the special properties of both. The higher of STR and MAG of the Dragon Dancer is added to the attack, and uses the lower of the enemy's DEF and REF. This uses 1 QL from both the lance and the anima tome.
Stats:
HP: +3
STR: +1
MAG: +4
SKL: +2
CON: +3
AID: +3
RES: +2
Promotes from: Dervish
Weapon skills:
Lance Subcategory (A) Lances (B) Dances (A)
Class skills:
Critical Eye
Pass:
The Harlequin gains the Pass character skill. If they already possess the Pass skill, the character may immediatly take a new free skill.
Dance of Death:
If the Harlequin deals the killing blow to an enemy, they are immediatly able to make another move at up to their full movement value and make an attack, if able. Any enemy they pass through during this movement is targeted by a dance in the Harlequin's inventory, if they have one. If they have more than one dance, they must use the same dance on all enemies that are passed this way. This uses 1 QL of the dance for each enemy affected this way. Dance of Death counts against the character's limit of two turns per phase, and therefore cannot be refreshed afterwards, nor does Dance of Death trigger if the Harlequin has been refreshed, or already activated Dance of Death in the same turn. If the Harlequin deals the killing blow to an enemy during the enemy phase, Dance of Death triggers at the begining of the next player phase.
Stats:
HP: +3
STR: +2
SKL: +2
CON: +3
AID: +3
SPD: +5
Promotes from: Scribe
Weapon skills:
Anima (C) Anima Subcategory (B) Light (C) Light Subcategory (B) Dark (C) Dark Subcategory (B)
Class skills:
Levitation
Glyph Lord:
The magic circles created by Archmagi now restore twice the normal amount of health, and can heal allies at 0 health for the normal amount. In addition, they last three turns longer.
Stats:
HP: +3
MAG: +3
SKL: +2
CON: +3
AID: +3
RES: +3
LUK: +1
Promotes from: Scribe or Sapper
Weapon skills:
If promoted from Scribe:
Chosen Tome (B) Chosen Tome Subcategory (A) Any Weapon Category (B) Chosen Weapon Subcategory (A)
If promoted from Sapper:
Axes (C) Axe Subcategory (B) Anima/Light/Dark (C) Chosen Tome Subcategory (B)
Class skills:
Rune/Raze Master:
The Templar may use either Magic Sigil or Raze three times per battle, instead of once.
Smite:
Whenever the Templar uses a physical weapon on a turn after using a tome, they gain +2 STR and +2 DEF for the rest of the turn.
Piety:
Whenever the Templar uses a tome on a turn after using a physical weapon, they gain +2 MAG and +2 RES for the rest of the turn.
Stats:
HP: +4
STR: +2
MAG: +2
CON: +3
AID: +3
DEF: +2
RES: +2
Promotes from: Sapper
Weapon skills:
Axes (A) Axe Subcategory (S)
Class skills:
Horseback
Reign of Ruin:
When the Wrecker uses Raze, the affected tile is turned to Wasteland, causing a -15 penalty to evasion, and -2 penalty to Defense to units on the tile. If a unit is on the tile when it is turned to Wasteland, they take 15 damage.
Stats:
HP: +4
STR: +5
CON: +3
AID: +3
DEF: +3
Promotes from: Engineer
Weapon skills:
Bow (B) Bow Subcategory (A) Staff (B) Staff Subcategory (A)
Class skill:
Enchant:
When the Artificer uses a siege weapon, they may apply the effects of an ailment staff they have equiped to the shot. This uses 1 QL of the staff. In addition, the Artificer may, when standing on a siege weapon, use the range of the siege weapon instead of the staff's range when using healing or buffing staves.
Stats:
HP: +4
STR: +3
MAG: +3
SKL: +2
CON: +2
AID: +2
SPD: +1
Promotes from: Engineer
Weapon Skills:
Bow (B) Bow Subcategory (A) Anima (B) Anima Subcategory (A)
Class skill:
Construct Golem:
Once per battle as an action, the Clockwork Crafter may build a golem to assist in combat. The golem is created in an adjacent tile to the Clockwork Crafter, and requires the transfer of an Anima tome to the golem's inventory. The Golem's stats are as follows: (Where LVL is the number of promoted levels the Clockwork Crafter has)
HP=20+LVL
STR,MAG,DEF,RES,SKL,SPD,LUK=10+(LVL/2)
CON=10+(LVL/2) AID=CON-1 MOV=6
In addition, the golem gains extra stats based on the Anima tome used to create it.
Golems made with Fire tomes are coal powered, and have their STR and MAG at 10+LVL.
Golems made with Wind tomes are steam powered, and have their DEF and RES at 10+LVL.
Golems made with Thunder tomes are electricity powered, and have their SKL and SPD at 10+LVL.
The golem has weapon skills of Sword (C) and Anima (C)
Each turn that the golem is alive, the tome used to fuel it loses 1 QL. The golem may use the tome fueling it as a weapon, but this can significantly shorten its lifespan.
Stats:
HP: +4
STR: +3
MAG: +3
SKL: +2
CON: +2
AID: +2
LUK: +1
(Special thanks to Solymr, for helping me get the stats to allow me to actually finish this. As your reward, you now have the golem class you've been wanting.)
So, now that they're done, I'd like to ask for input anyone might have.
Is there anything glaringly wrong that I overlooked?
To GMs: Would you allow these in your games? Any you wouldn't allow? Why?
To players: Any you would like to play as? Any you wouldn't? Why?
I'd
really like to hear people's opinions on them, as it took a bit of work to produce these, and I'd genuinely like to see them get tested.