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Unread 05-25-2011, 09:17 PM   #41
PhoenixFlame
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Mactahr: OH! You mean an axe-lord, like Hector? Yeah, totally doable.

Mern: Yes, you only need enough CON to save the person. Their horse magically tags along in subspace.

Overcast: It's mostly my opinion that early on, Myrmidons are a bit squishy and sort of /need/ the killing edge to get their first few levels under their belt. If not need, it's definately a significant aid.
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Unread 05-25-2011, 09:18 PM   #42
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Color me interested, I'll read up and see what to do.

Who am I kidding, I know I'm either going to try a myrmidon or mercenary.
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Unread 05-25-2011, 09:22 PM   #43
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Quote:
Originally Posted by PhoenixFlame View Post
Mactahr: OH! You mean an axe-lord, like Hector? Yeah, totally doable.
Yeah, sorry. I was being a bit of a McTahrd there, mixing apples and birds. I'll bring notable portions of the PDF to the lab with me. Running test samples takes hours so I'll have something something story something something stats time aplenty.
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Unread 05-25-2011, 09:29 PM   #44
Menarker
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Here is a prototype sheet. Is this correct/viable?


Mounted Archer (Wind Affinity)

HP: 16 (60)
Str: 5 (40)
Skl: 8 (60)
Spd: 8 (60)
Lck: 3 (20)
Def: 0 (20)
Res: 0 (20)

CON: 12
MOV: 5

Primary Weapon: Bow
Automatic ability "Canto": Ability to perform movement before and after action
Starting Personal Ability:
Resolve
-20%
At less than half HP, your skill and speed stats are increased by 50%.

Intended Promoted Class > Ranger
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Unread 05-25-2011, 09:30 PM   #45
Wizardcat
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Should be 7 Mov, I think. Also, squiiiiiiiishy.
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Unread 05-25-2011, 09:36 PM   #46
PhoenixFlame
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Move 7 mounted, and my god, 0 defense AND resistance?

I'd allow it, but you have 12 con, which is hilariously buff for such a fragile character. Besides say Moulder, that's basically unheard of. Put a few points of con into def and res, maybe 1 each, and we'll call it alright. I mean, it won't happen early, but later on, with 20% growths and 0 base, you stand an excellent chance to be gibbed by a ballista come level 10 when you have... 2 defense.

Also get a name. And a sex. And a backstory.

(Oh, right. Minimum rate for statistics is 10%, maximum is 80%, exception being HP, which is unlimited. Magic and strength may be 0 if your class does not intend to use them.)
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Last edited by PhoenixFlame; 05-25-2011 at 09:45 PM.
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Unread 05-25-2011, 10:23 PM   #47
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Could we have a template sheet, for consistency and to ensure that we don't exclude necessary details?

And have you figured out how to resolve actions yet?

[ed] I'm looking over the Primer. There doesn't seem to be much incentive to take Paladin over Great Knight as a promotional choice unless someone really wants that +2 Mov. GK's caps and promo bonuses are equal or better in every regard except Skl and Mov. Please consider nerfing the GK or buffing the Paladin.
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Last edited by Loyal; 05-25-2011 at 10:35 PM.
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Unread 05-25-2011, 11:03 PM   #48
Menarker
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Well, I was thinking that ranged attacks and being able to move after attacking would help mitigate the damage. And that focusing on hitpoints would help alleviate the damage of both types of damage.

As for CON, aside from the rescuing people factor, lowering CON would possibly cut into speed later on if I get a good but heavy weapon, since CON can't be raised by any means apparently but character creation and promotion (but Rangers don't get any CON when promoted so there is only one time I can get high CON... the beginning).

I guess what I can do is take a bit out of strength, since if I have a powerful weapon, that'll make up for the lower strength stat... Does strength do anything aside from improving damage? (Which is basically the selling point of this character aside from accuracy and multi-hit)


Anyhow, glad to know the character is otherwise approved aside from minor details. Just wanted to ensure

Mounted Archer (Wind Affinity)
Clovis Pactor
Male

Appearance: Tall fair skinned with hair colored like fresh bark. An overly muscular and healthy appearance for his profession always wearing long soft pants and one of many hand-me-down short sleeved shirts that looked 2 sizes too small and ready to rip off his chest if he even flex. Has a passionate set of eyes with an odd blend of green and gold.

Personality: Good natured but no personal drive to succeed in life aside, quite content to live a "normal life" even at his current age of 32 and otherwise coasting on his talent. While he works hard when he has to work, when he is relaxed, he'd gamble (poorly) with his friends and challenge them to drunken bets (absurdly high success rate).

Drunken adult: I bet yer can't aim fer that hawk flying there!
Clovis: *Picks up a bow and notch an arrow* "Left eye or right?"

His major association with the royal family was frequently invitation to their grand hunting parties and for occasionally training a few noble sons in archery. After several years of this, he was gifted with a horse and all the required tools and care needed for one.


HP: 16 (55) +2
Str: 5 (60) +4
Skl: 8 (60) +7
Spd: 7 (40) +6
Lck: 2 (25) +2
Def: 3 (20) +2
Res: 3 (20) +3

CON: 10 +1
MOV: 7

Primary Weapon: Bow
Automatic ability "Canto": Ability to perform movement before and after action
Starting Personal Ability:
Resolve
-20%
At less than half HP, your skill and speed stats are increased by 50%.

Last edited by Menarker; 05-26-2011 at 01:05 AM.
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Unread 05-25-2011, 11:17 PM   #49
Overcast
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Diaz
Male
Myrmidon (Earth Affinity)

Born as Ernesto Diaz twenty eight years ago, his father was a mercenary of notable renown, a wayward knight who lived by his contracts to various lords, but never staying long after they were spent. Nor serving with them further than the contract unless they brought concession. He raised his son knowing the country though safe of war for now was just awaiting the day when the conflict arrived. He had lived his life profiting off of such events, and he hoped his son to do much of the same. He taught him the sword, though he found him not quite so suited for his armored style, but showing great skill with the sword alone. At a certain age he laid down the morals that had kept their family comfortable for generations, and that morality was:

"Nations rise and fall, but gold is forever."

They key was, loyalty only lasted as long as it could be bought. Always keep your eyes on the contracts that worked, and look for the big profit, and moreover if the big war comes always end up on the winning side a hero.

His son fell into the footsteps of his father with swiftness and skill, taking the contracts as they came, and keeping his eye open for the big war. Hoping to make the winning side himself.

HP: 20 (90)
STR: 3 (30)
SKL: 5 (50)
SPD: 7 (60)
LCK: 5 (50)
DEF: 4 (10)
RES: 1 (10)

CON: 6
MOV: 5

Personal skill:
Vantage~Free
When attacked, you have a speed% chance to attack before your assailant.
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Last edited by Overcast; 05-25-2011 at 11:33 PM.
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Unread 05-25-2011, 11:20 PM   #50
PhoenixFlame
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Quote:
Originally Posted by Loyal View Post
Could we have a template sheet, for consistency and to ensure that we don't exclude necessary details?

And have you figured out how to resolve actions yet?

[ed] I'm looking over the Primer. There doesn't seem to be much incentive to take Paladin over Great Knight as a promotional choice unless someone really wants that +2 Mov. GK's caps and promo bonuses are equal or better in every regard except Skl and Mov. Please consider nerfing the GK or buffing the Paladin.
I'll write one up in a moment. Template sheet is uploaded. Um... But you're not pegasus knights. Forgive my copying an old character of mine. Iron weapons should have quality 46, by the way. And you all get Vulneraries for free! Because I like you!

Still thinking. I'll probably... I don't know... Do you have any suggestions?

So they used the FE8 Great Knight/Paladin, did they? Ridiculous. Fff, why does the GK have higher speed caps than the- Oh, goddamnit. Increase the Paladin's speed cap to 26, increase their strength cap by 1, and reduce the GK's speed cap by 1. Paladins also gain axe proficiency. That should fix them. GK's were a tankier, slower paladin anyway, but they've no right to be faster in actual combat. They maintain their high defense cap and reasonable offensive abilities better in line with generals.

Mern: Good, but you need a nationality/affiliation, especially as you are a knight. As for your questions, strength increases damage, yes, that is all it does. It is however, more advisable to stack strength than speed, because once you have sufficient speed to double enemies, you no longer gain offensive advantages from it. Stacking strength always helps. While you are mobile and ranged, enemy ranged combatants still are allowed a counterattack (and melee too, if they have a weapon like a javelin equipped) and longrange weapons like ballistae and siege tomes love nailing someone with low defense. Your revised character makes more sense, and is approved, provided you give me a nationality.

Overcast: Great! A mercenary myrmidon with a statset that reminds me of ol' Joshua. You're missing your personal skill though, I'd reccomend vantage, to deal with your low defense growth, but reasonable base. 10%'s still pretty poor, though. With high speed and, hopefully critical chance, you might be able to take someone out before they can attack you that way.
Attached Files
File Type: txt Fire Emblem Template Sheet.txt (656 Bytes, 76 views)
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Last edited by PhoenixFlame; 05-25-2011 at 11:34 PM.
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