Well, since I did necromancer as a beastmaster, I figure I might as well do a revamp of the original Beastmaster class.
Neutral lean earth armor
MRM has a strong focus on melee
2 hit basic attack at +5 bth lean.
Appearance: Colorful cloth, decorated with feathers and fangs. More armored portions consist of wood, bone and bettle carapace. Has a small hunting bow on the back and a wicked knife strapped to the belt.
Description: Forge an alliance with the beasts of the Dark Jungle, allowing you to bring a piece of the wild with you no matter where you go!
Level 0: Instinct - Passive
Hot and humid atmosphere of the Dark Jungle does not allow for heavy armor, but what a beastmaster looses in protection they more than recover in animalistic instinct and reaction speed!
You take +25% damage from monster attacks, At the end of your turn, you, your pet and your guest have 50% chance to gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.
Additionally, all your weapons attacks and specials use Cha in place of Luck for stat bonuses.
Level 1: Hunter's Shot - Active
Years of hunting raptors with your trusty bow have steadied your hand and sharpened your eye, allowing you to strike true against any prey, no matter how fleet-footed.
1 hit of (weapon element) damage, autohits. Deals 56% damage of a standard weapon-based skill and the monster makes a save (Dex/Luck vs Dex/Luck) with +0 bonus. If it fails, your pet and guest also autohit for one round.
Costs sp of a standard skill.
Level 2: Alertness - Passive
You can immediately tell when your bestial companions sense danger, giving you a forewarning in every encounter.
Use Cha in place of Luck for Initiative.
Level 3: Internal Beast - Toggle
Unleash your inner beast to boost your strength and charisma!
Combined Str and Cha drive. Costs sp.
Level 4: Feral Pounce - Active
When the moment comes, command your pet to leap forward and maul your foe with extreme prejudice!
Quickcast, 1/turn. Your pet deals +125% damage for one round.
Costs 50% melee sp.
Level 5: Call Forth the Beasts - Active
Call upon the beasts of the wild to aid you in battle!
Choose among 8 elemental guests (Bat, Dragon, Frog, Hawk, Shark, Snake, Tiger and Wolf), and call two of them. You pay upkeep of both and they both attack. All guests cost sp, have *1.4 upkeep to compensate for omni-elemental compression and deal *1.1 damage for different elements.
Level 6: Bestial Skin - Active
Since ancient times, hunters collected hides and furs of slain foes. Follow their example and embrace your wily side to adapt to your enemy's element!
At the end of a fight, you gain one Hide that follows the base element of your foe. Click on the skill to don one of the Hides in your possession, changing your armor's base element to the element of the Hide until the end of the battle or until you use another Hide.
The skill is quickcast, and uses up the Hide equipped.
Level 7: In Spirit United - Passive
You and your beasts are one and the same, any separation is merely an illusion.
The first time each battle you're inflicted with daze, fear, choke or blind, you shake off the effect. Each subsequent time, the effect is spread between you and your pet+guest. (ex: you're inflicted with 100% daze; instead of skipping your turn, you, your pet and your guest are all inflicted with daze, 50% chance)
Level 8: Pack Tactics - Active
Hammer and anvil? Have you tried Chosen and Dragon? Your foe's defences drop as it tries to fend off attacks from all sides.
Make a standard weapon attack. Afterwards, your pet and guest deal +50% damage for one round, and the monster is inflicted with Weakness Exposed (takes +22.5/1.4% additional damage from all elements until it makes a successful save). Monster can shrug off the effect (Cha/Luck vs Cha/Luck) at +0 bonus.
Costs 75% melee in sp.
Level 9: Stampede - Active
Call forth a stampede of wild animals to trample your foe!
15 hits of (Hide Element; defaults to earth) at -5 bth lean. Spell-type skill, uses Cha for stats. Deals +20% damage if you have a pet out and active, +50% if you also have a guest out, and +80% if you have two guests out; gains elecomp to damage.
Costs sp of a standard skill + your guest upkeep. Your pet and guest do not attack this turn (unless they get celerity).
Level 10: Force of the Wyllt - Toggle
Draw upon the primal wild inside every beast to unleash your true strength!
You, your pet and guest deal *1.5 damage.
Costs 100% melee in sp.
< Message edited by Primate Murder -- 4/26/2020 3:01:22 >