Beastmaster/CHA builds exist in DF, though they aren't very common. So, what would a class based on the concept look like?
I thought about trying to figure out what it would be, and came to a conslusion that it's either a Bard or a Summoner.
I figured the Summoner could have more esoteric and unique gameplay, based on summoning guests mid-fight, so I decided to go with that one and see what comes out of my head.
Disclaimer: I'm in no way a part of the DF team, and this is totally unofficial.
Second Disclaimer: The only things I'm gonna include in the skills description is name and effect. I'm no artist, and balancing the mana costs and cooldowns for an imaginary class seems a bit silly. This is just an exercise of the mind.
So, without further ado, I present to you: The Summoner!
Summons a random elemental as a guest. If the enemy has an elemental weakness (one of the main 8), summons the appropriate elemental.
It has 30% of your hp, deals 50% of your damage, and has 2 skills: a DoT attack (50% for 5 turns), and self explosion (kills self for 4*(hp%) damage).
Keep in mind a 400% attack for the elemental deals 200% of your damage.
Summons one of DF's classic monsters as a guest: a gorillaphant, a tog, a frogidile, etc.
It has 40% of your hp, deals 40% of your damage, and has 2 skills: a double attack (2*100% damage), and a self boost (attack, and apply 25% boost for 4 turns).
Summon Defender Celestial
Summons a celestial being as a guest.
It has 75% of your hp, deals 30% of your damage, and has 3 skills: a shield that affects both itself and you (120 avoidance for 2 turns), a heal that affects you (5% for 4 turns), and a blind (-30 bonus for 3 turns).
Summon Destroyer Infernal
Summons an infernal being as a guest.
It has 25% of your hp, deals 80% of your damage, and has 3 skills: a 1-turn stun, a 100% damage attack that gives the enemy +60 health resistance, and a crit booster (gives itself and you +50 crit for 3 turns).
4 attacks of 25%. For every hit, enemy gets -10% boost and you get 10% boost for 3 turns.
Attack with +100 accuracy, gives -30 all resistance for 2 turns.
For 3 turns, all damage dealt to you is dealt to a random guest instead.
Effects are still applied to you.
A 3-turn stun. If the target is stunned, every other enemy is affected by a 1-turn dot equal to the target's damage.
(Necromancer's Terror makes an enemy attacks itself. This makes an enemy attack its allies!)
Available only after one of your guests die (except by Elemental's self-explosion, or a Mirror Image)
130% damage, auto crit attack on each enemy.
Gives each guest a 60% boost for 1 turn. Has 0 cooldown.
Summons a copy of yourself as a guest, with 1 hit point. It disappears after it takes one turn, and cannot use summoning skills, Dismiss or Ritual.
Randomly uses one Summoning Gem skill. If a Summoning Gem is equipped, uses the equipped one.
Remove all guests, and restores 5% mana per guest dismissed. Grants an extra turn.
(mainly for replacing weak minions whose abilities are on cooldown, or to use Avenge. That's why it gives an extra turn)
Ritual of Power
Afflict yourself with a 3-turn stun, but give +200% boost to all guests for the duration
(Alternative idea: gives guests double turns for the duration)
Summoning classes are notoriously hard to balance in RPGs. I tend to create classes on the strong side, so perhaps this is an overpowered monstrosity.
However, since DF is a computer RPG rather than a tabletop one, it's very easy to tweak numbers- lower the summoned creatures' hp and damage, for example- to compensate.
All abilities that affect guests should affect minions only, by the way- Summoner should be unable to invite other guests.
As is, it's very clunky, but the idea here isn't to create something refined.
< Message edited by mahasamatman -- 10/17/2021 11:07:21 >