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| Help me build a class; The Geomancer | |
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| Tweet Topic Started: April 12, 2014, 4:20 pm (491 Views) | |
| NTNP | April 12, 2014, 4:20 pm Post #1 |
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As some of you know, I will be releasing an RP based on the Final Fantasy series. Today we are working on the Geomancer class; a hybrid warrior-mage who specializes in using nature magic to inflict harm on enemies, protect allies and be exceedingly good at surviving in any area regardless of where he or she might be at the time. While sometimes associated with druids- I am trying to keep away from the taming of monsters and commanding creatures part of the narrative since that is tied in with another class (the ranger). Somethings you need to know; each of these abilities are granted via "leveling up" during the course of the narrative so attempt not to make any ability that requires a previous ability to use. Secondly, characters who reach level 5 (and then 10 afterward) can gain a limit break as well. Lastly, destiny refers to a plot granted "bonus" given to a character which allows them to perform special techniques and moves that otherwise wouldn't be possible. Geomancer: Spoiler: click to toggle Description: Currently a filler. These Geomancers are from the Earthen Realm, accustomed to living in the harshest environments known to mankind and bending them to their will. Focus: Earth, Water Innate Ability: Geotrance: A Geomancer is the master of the natural world. By entering into a trance like state as a standard action, this character can conjure up either an offense or defensive geotrance. There are a total of 12 types areas in the world: plains, forest, city, mountains, desert, swamp, underground, snow, lava, cursed or sanctified. In the Geomancer’s journey, he or she can command the elements in each of these areas. As a new geomancer, this individual can command the natural elements in two of these areas and can gain two more with each level. At level five, this character gains the ability to conjure up mighty maelstroms within an area as well. Abilities: 1. Master of Elements: The Geomancer is a natural master of the elements, but it takes time to develop those powers. By taking this ability, the Geomancer gains the ability to not only command but also have mastery over two regions of the following list: plains, forest, city, mountains, desert, swamp, underground, snow, lava, cursed or sanctified. This means that in that region, your character becomes immune to any natural hazards within the area (heat, cold, pollen etc) that corresponds to that area and the ability to conjure up a maelstrom regardless of level. 2. Natural Evolution: Once per session, the Geomancer may take on some of the characteristics of the creatures that live within this region. From gaining increased hearing, better senses of smell, touch, taste or sight to being able to swing across vines in the jungle, gain thick fur to endure the snow or being able to climb up the side of a cliff in a ravine or just gain gills to breath underwater- if it would be advantageous to the geomancer he or she may gain it at the cost of 1 destiny. 3. Dreamstate: As a very slow action and placing him or herself into a sleep like state once per session and divine the location of just about anything as required. As long as the Geomancer can stay asleep, he or she can sense anything that exists within the surrounding area (within a few miles), including any locations, known individuals, creatures or anything else that might be worth noticing. All information gained in the dreamstate can be remembered with relative accuracy, depending on the Geomancer. 4. Geoawareness: Choose one of the following twelve areas: plains, forest, city, mountains, desert, swamp, underground, snow, lava, cursed or sanctified. From this point on, this Geomancer can now perform that geotrance associated with that location regardless of what is already in that area along with being able to perform that trance as a standard action instead of a slow one. 5. Nature’s Bounty: Geomancers are naturally capable of taking command of the natural elements and bending them to their will. However, by taking the time to develop their abilities- certain Geomancers become capable of granting their natural boons to others. Any bonuses associated with any geomancer abilities can now be passed along to your party as well. 6. ???: 7. ???: 8. ???: 9. ???: 10. ???: Limit Breaks: 1. Master of the World : By spending a single point of destiny, this seasoned Geomancer may instantly conjure up a maelstrom from ANY of his or her known regions. This particular maelstrom is significantly stronger than usual in a couple of ways; first, it cannot be negated or weakened by any means. Secondly, all secondary effects associated with the maelstrom will be 100% accurate. Lastly the general area where the maelstrom is performed will forever be transformed. For example summoning a Prominence (the lava maelstrom) in the middle of the Chocobo Plains could turn the immediate area into a smoldering crater where fire occasionally erupts for the next 100 years; or conjuring up Hell’s Ivy (the plain’s maelstrom) in the frozen mountains could create a thriving little grassland for the next couple of eras. 2. One with the Elements: The Geomancer becomes resistant to ALL elements (fire, water, earth, lightning, wind, shadow, holy) and all attacks launched by this character can gain one (or more) of these elements at will. Along with this bonus, the Geomancer also has the ability to create auras of any (or all) of these elements which will inflict constant damage to anyone or anything within the area. 3. ???: ??? Any help, ideas or suggestions would be very appreciated. |
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| Sin | April 12, 2014, 4:40 pm Post #2 |
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Slow and steady...
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Right off the bat, a Geomancer being resistant to ALL elements including darkness and light seems strange. I understand that it's a limit break, but a character who's one with the earth resisting anything beyond the earthly elements seems very out of place. |
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| NTNP | April 12, 2014, 4:49 pm Post #3 |
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Alright, so dropping shadow and almighty makes sense. What else could you think of? |
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| Sin | April 12, 2014, 4:51 pm Post #4 |
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Slow and steady...
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That was the first thing that I saw when I skimmed it. I'll have to give it a more thorough read soon. >__< |
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| Person A | April 13, 2014, 3:20 am Post #5 |
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Best to sleep on it.
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Mm, don't really remember much of the geomancers aside from their silly attire in FFV. There's a similar job in 4 heros of light called the Elementalist, and one of the things they could do was hurl every type of element at the enemy in one spell. Sounds impressive, but with resistances being more plentiful than weaknesses it was only really good for figuring out what a boss was weak to. There was also a buff that made allies more resistant to all elemental attacks, but if you're going with "warrior mage", then a support move may not be the idea? Actually, what are you looking for for the geomancer? As in the role it should play? That might help things a bit more if "jack-of-all-trades" jobs are supposedly less common. I know there are some planed to be these "Master of None" jobs, but if the geomancer is a "warrior-mage", then is it more of a front-liner with can cast a certain theme of spells or a tanky mage that supports? Or just a jack-of-all-trades/Master of None thing after all? What I'm getting at is, where is its niche? My suggestion is, if it gets too complicated to figure it out, might want to either drop the job or tweak the job system a little bit. |
![]() Mover, Shaker, Brute and Breaker. Master, Tinker, Blaster and Thinker, Striker, Changer, Trump and Stranger. Worm: Power Classifications
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| NTNP | April 13, 2014, 5:25 am Post #6 |
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The Mages: Black Mage: An offensive mage specializing in inflicting heavy elemental damage and inflicting negative status effects on enemies. While good controllers, they are much better as an offensive mage role. White Mage: A defensive mage specializing in healing comrades, banishing otherworldly entities and providing positive status effects on allies. While capable of some limited offensive magic, they provide more of the defensive mage role. Time Mage: This utility based mage class specializes in using powerful buffs and debuffs to alter the party’s chances of success. While possessing some offensive and defensive magics, the Time Mage is much more effective as a utility based mage. Red Mage: Being innately capable of casting both white and black magic, along with being able to take a feat to grant them access to green (time) magic these mages are exceptionally diverse in their combat abilities. However with slower progression magical progression than any of the other “mage” classes they have less spells to use at any given time. This class is capable of being the “jack of all trades” style of mage. The Warrior: Warrior: With the highest basic damage dealing potential using weapons, the warrior can always be expected to be an offensive powerhouse. However, they are also highly effective at damage reduction and can perform as exceptional tanks as well. While lacking in the bells and whistles of other classes, the Warrior knows what it does best. Monk: With a number of flashy techniques, better than average survivability and many powerful abilities the Monk class can inflict considerable amounts of damage while protecting him/herself in the process. While less tanky than the warrior, both of these pure “fighters” are skilled at inflicting and dealing out damage through different methods. The Rogues: Engineer: Possessing many team based buffs and supporting skills, the Engineer is by far one of the most helpful rogue like classes available. With a number of positive status effect granting abilities and an innate ability to give every character at least one new “ability” on their equipment this class could be the cornerstone of many groups. Thief: While no slouch offensively, the Thief specializes in improving the odds of the party’s success through deception, misdirection and you guessed it- thievery. With a number of ways of debilitating the enemy, the thief class can weaken most enemies along with improving the success of the party along the way. The Mage-Warrior Hybrids: Geomancer: Focusing more on the defensive, survivability based abilities the Geomancer can combine physical augmentations which improve the caster along with supporting abilities that make the party more effective as well. This is a defensive, support driven hybrid. Blue Mage: Gaining power by slaying enemies, being hit by special attacks used by monsters and getting progressively stronger with each near death experience the Blue Mage is often considered highly offensive within most parties. While capable of some limited supporting actions, this is one of the most aggression and risk based hybrid classes. Dark Knight: Possessing access to the black magic chain and a focus on debilitating foes using status effects the Dark Knight is an offensive powerhouse capable of unleashing exceedingly powerful dark based attacks that inflict heavy damage on humanoids. This is an offensive, striker based hybrid. Paladin: Having access to the white magic chain and capable of withstanding overwhelming amounts of damage. Possessing many feats focused on damage reduction and keeping the party alive, this hybrid is tanky and very capable of boosting the survivability of the group. The Mage-Rogue Hybrids: Gambler: Possessing a number of offensive and defensive abilities, the gambler specializes in changing the fates of the party for better or worse. Often using abilities with the chance of backfiring on the party (or just the gambler him/herself) this class can alter the way things will go significantly with a single roll of the dice. Entertainer: Instead of the indirect sort of support shown by the Gambler, the Entertainer has the ability to improve the party using defensive buffs and can inflict negative status effects on enemies. They possess numerous positive feats for the party, making them an ideal supporting member of a team. The Warrior-Rogue Hybrids: Ninja: Leaning further toward the “rogue” side of the hybridization, the ninja has a number of powerful physical attacks along with some supportive skills to improve their ability to inflict damage against enemies. This class is by far the most offensive in this group, possessing the ability to outperform some pure warriors in direct damage per turn. Ranger: Possessing a number of monster slaying, improving, taming and supporting abilities the Ranger is a rather unique class that possesses hints of the jack of all trades. Specializing in ranged weapons and the ability to overcome natural foes, this class is rather offensive in nature and provides little in the way of support to the party. Samurai: Focused on slaying undead and fiends, the Samurai class has a number of positive defensive buffs that can be applied to the party as well. Individually, this class has a number of debilitating abilities designed to weaken opponents for the party. Dragoon: Now on the most “warrior” side of the hybridization, the Dragoon is a dragon slaying specialist that possesses many positive buffs focused on increasing the party’s offensive capabilities. Individual feats are usually focused on increasing the survivability and offensive capabilities of this class. |
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| Primera Espada Yggdra | April 13, 2014, 10:41 am Post #7 |
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The Kitty Cat, Mew!~
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So... how about a Summoner class? Does that exist? And how about a Chemist as well? |
![]() ![]() ![]() ![]() Because... My Imagination When talking with you. - Person A | |
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| NTNP | April 13, 2014, 11:55 am Post #8 |
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The summoner class won't be present, instead it will be a feature that any and all characters can obtain. The process of gaining a summon is relatively simple from a mechanical point of view; you first obtain the option to gain a summon as of Lv.2 (so no starting with one for plot reasons) by selecting the feat "summoner's heart." Now there are a few limitations present though; First, all aeons that I have selected to include in this narrative are split into one of five tiers. From the relatively weak sort such as kirin or slyph (tier 1), ifrit or shiva (tier 2 respectively) to the stronger sorts such as diablos and gilgamesh (tier 3), knights of the round or phoenix (tier 4) or the highest sort of summon like edin, odin, bahamaut or alexander (tier 5). In order to gain a summon, you must meet a minimum level requirement for them so at the beginning of the game if you choose to select an aeon you would be limited to the tier 1s only. Now for the plot part, each god is associated with one of the four major continents in the world. I'll have a formalized list a little later but there are on average 14 aeons associated with each region so there should be a total of somewhere around 56 total aeons available for us to use. During the narrative you can come into contact with these aeons, gain their favor and in turn be able to summon them in character. Now as far as the chemist class goes, the vast majority of those abilities have been plugged into the engineer class. They include abilities such as: Innate Ability: Invent: As a standard action during the battle or before the session begins, the Engineer can apply the following two categories to all player’s equipment. There can only be one “invention” per player, per session. The first of these enchantments is “malfunction” which means there is a one in four chance that the equipment will sizzle out and the bonus will be lost. Additionally, the Engineer can apply one of the following as well; Alchemist, Regen, Auto-Flight, Auto-Protect, Auto-Shell, Elemental Enchanter, Elemental Strike, Elemental Ward, a Skill Bonus (Engineer’s Choice), SOS Invisible, Glowing and Therapeutic. Maintenance: Upon taking this ability, the Engineer and one chosen ally gains the property indestructible on all equipment along with protection against malfunctions from the innate ability Invent. After every session, the Engineer can choose whom will gain this bonus along with themselves. If taken additional times, the Engineer can cover two additional allies for this quality. Hidden Reserves: When selecting a consumable feat, increase the total number of these once per session items by x2 available at any given time. Additionally, you may increase the tier of that item by one by selecting this item based feat. Each time you select this feat, you can choose one additional item to upgrade and double the number of items available for. Alchemist's Soul: By selecting this feat, this character is granted the auto-status of both alchemist (which doubles the effectiveness of items) along with adding the auto-status therapeutic (which provides healing for any item used, if positive in nature). and the limit break: Extra-Stash: The Engineer can produce one item that he or she has ever interacted with free of cost and can use it. This means that an Engineer can produce any of the items that they have ever came across and apply it immediately. This includes things such as Phoenix Pinions which restore an ally to life with 100% HP or a Mega-Elixir that restores 100% HP and MP to all party members. Or something more offensive… Edited by NTNP, April 13, 2014, 12:01 pm.
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| DarkZeroth | April 13, 2014, 1:40 pm Post #9 |
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Two things that seem a little bit odd to me about the Geomancer are the Natural Evolution and Dreamstate skills. Natural Evolution seems like something that might fit Blue Mages better, as they're the ones who copy monsters and stuff like that. Dreamstate just seems...sort of odd. Maybe not bad, being able to remote view stuff would definitely be useful, but it just seems out of place to me. I just sort of skimmed everything else, sorry, but I'm seeing a few terms here and there, standard action and feats and things like that, and it raises a question: are you combining D&D rules with Final Fantasy for this? |
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| NTNP | April 13, 2014, 2:51 pm Post #10 |
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Sorry, I just realized that you probably missed some of the stuff from the chatbox before. Each time a character levels up, they gain a character level and a class level. In response, the character receives a general feat (chosen from a general feat list, akin to that of those discussed above) along with a class based feat such as Dreamstate, Nature's Bounty, Hidden Reserves etc. This represents the learning that the character has gained over the course of the story thus far. As is the norm of all my RPs; I provide a basic turn system for actions. Instant actions are those that can be triggered instantly at the beginning, middle, end etc of a turn and are usually minor things like turning on an aura, flipping a switch, looking around etc. Standard actions are things you can only do once per post; attacking with a sword, lifting a heavy weight, creating a fireball, typing in a series of commands on a computer etc. With standard actions you can do other things before or after the standard action. In action that means being able to do something like run forward and then slash at a monster. A slow action alternatively requires the full turn to complete. It is usually associated with some big move (like say a dragoon jumping into the sky and then coming down like a meteor on something's head), casting a bigger spell like blizzara or haste or performing a choreographed attack involving flipping backward, dashing forward like a blur, flipping someone onto the ground, flying up into the air and then diving headfirst toward the enemy with your sword aiming to impale the foe. There are also slower actions too, that might require an entire turn of preparation in order to unleash but that is usually limited to even higher level spells that can alter entire battles effectively enough. Moving on, the next post will contain everything for the blue mage class so you can see that instead of short-term transformations and bonuses, their transformations are a little more... severe and longlasting. |
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| NTNP | April 13, 2014, 2:51 pm Post #11 |
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Blue Mage: Spoiler: click to toggle Description: Currently a filler, sorry guys I’ll make up some fluff in a minute Focus: Earth and Fire Innate Ability: Learning: All Blue Mages are renowned for their ability to learn wild magic from monsters. When engaged in combat, the Blue Mage can witness a monster’s special abilities and then transform them into something usable afterward. All Blue Mages can only gain one new ability per battle and only twice per session. Abilities: 1. Observe: Improving upon Blue Mage’s innate skill learning, this allows the Blue Mage to observe up to two new wild magics per battle and learn up to four new abilities per session. Additionally, if the Blue Mage is incapacitated during the battle, it is still possible to learn this new ability. 2. Defy Death: A Blue Mage, due to their dangerous lifestyles, can cheat death more effectively than others. The cost to cheat death is reduced to 3 instead of the standard 7. Blazes of Glory are reduced to 2 from the original 5 as well. 3. Blast Bomb: The Blue Mage can create a “Blaster” as a slow action, which is invisible, floating mine that can be set to explode at the Blue Mage’s will. These conditions can be anything, from “if someone enters into the scene” or “if I get KOed” it could work. The damage inflicted is equal to the Blue Mage’s maximum MP score and hits all targets within the local area as the Blue Mage wills. There can only be one Blaster present at a time and is easily trackable by the energy signature released afterward. 4. Sapphire Seal: The next spell or ability used by the Blue Mage will ignore Reflect, any mitigating effects (like protect, shell etc). Additionally, all Blue Magic attacks now restore energy based on the damage done by this attack. This ability can be activated once per battle. 5. Chimera Blood: Choose one of the seven elements: Fire, Water, Wind, Earth, Lightning, Physical, Shadow and Holy. The Blue Mage can now absorb one of those elements and receives a weakness to another one on that list. This can be taken up three times and this effect overrides the bonuses provided by other effects. However, any weaknesses can be overcome via wards, absorbs, nulls etc. 6. Diffusion: When using Blue Magic, the user can expend 25% of your maximum HP to increase the type of targeting used. This means that a single target ability or spell increases to group. Group becomes All. All becomes Local. As applicable the Wild Magic becomes controllable. 7. Rippler: When a Blue Mage is inflicted with a status effect, he or she can “share” this status with another target. If the target is immune to that status effect, it becomes useless. This ability cannot be used along with a standard action. 8. Escalate: After casting a spell of any color or launching an attack of any type, the Blue Mage can expend 25% of his/her HP to increase the damage dealt or increase the chances of inflicting status effects to ignore resistances. Escalate can be used multiple times on the same spell or attack. If the user’s HP is reduced to 0HP, he or she will fall unconscious and be unable to rise this battle. 9. Bloodline: A Blue Mage can go as far as to become part of the monstrous races he or she fights. This ability grants the user the “monster”-killer category to all of their attacks and they become “monster” as a subcategory making all “killer or slayer” abilities function on these individuals. Additionally, each bloodline grants a particular ability too. 1. Aerial: The user becomes capable of self-sustained flight and can lift another humanoid. 2. Amorph: The Blue Mage’s internal organs lose any discernible anatomy and can alter their form at will. 3. Arcana: All attempts to silence this individual will be ineffective. 4. Aquan: As comfortable on land as in the water, this Blue Mage can never drown and can swim exceptionally well. 5. Beast: After gaining monstrous additions, this character gains pugilist at all times. Using claws, feet and teeth, the Blue Mage can inflict higher damage (akin to that of a monk). 6. Construct: This Blue Mage can communicate with machines without touching or seeing it. As such, all systems attempts can be done at a distance and are more likely to succeed. Additionally this Blue Mage gains immunity to poison, fear and zombie. 7. Dragon: The Blue Mage’s skin becomes much thicker and covered in scales. All Armor and M.Armor scores are increased by 25%. 8. Fiend: A fiendish Blue Mage loses it’s weakness to Shadow and gains a weakness to Holy. All monsters now treat this character as wary instead of hostile. As such, no monster without prodding will willingly attack this Blue Mage. 9. Plant: After gaining a green hue, this character now recovers entirely all battles if he or she chooses to rest. This can only be used in places with access to sunlight, soil or water. 10. Undead: As zombified Blue Mage, this character is undying and cannot be permanently killed without using Holy spells. As such, this character can revive itself after every session. Also any holy healing magic now inflicts damage instead of restoration. Limit Breaks: Metamorphosis: Metamorphosis is a slow action that requires one point of destiny to use. Upon doing so, this Blue Mage may become any non-Boss monster that he or she has defeated in the past. This new form may vary from a cuddly rabbit to a mighty behemoth. For the remainder of the session, the Blue Mage is now considered this creature. He or she has the same race, stats, skills, abilities and spells usually available to that creature as presented previously. In addition, any interaction with the Chimera Blood and Bloodlines abilities are considered present and add to the creature’s strength. Any negative weaknesses based on those two abilities, if applicable, are replaced by this new transformation. However, the Blue Mage cannot access any of his own spells or abilities in this new form. While transformed, the world will view the Blue Mage as this creature. Bad Breath: As a slow action and making an appropriate Force check against all enemies, the Blue Mage can release a noxious breath that inflicts a variety of negative status effects upon the enemy party based on random chance via a dice roll: 1: Bad Breath hits allies instead of enemies, roll again! 2-4: Poison 5-6: Poison, Blind and Zombie 7-8: Poison, Blind, Zombie and Stop 9-11: Poison, Blind, Confuse, Zombie, Stop and Seal 12: All negative status effects are applied! Absolute Power: For the remainder of the session, any rewards that the Blue Mage would receive is replaced by a point of Destiny. Additionally, all actions that use Destiny have their costs reduced by half. Edited by NTNP, April 13, 2014, 3:19 pm.
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| DarkZeroth | April 13, 2014, 3:14 pm Post #12 |
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Scout
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In response to the Blue Mage, it seems like in order to understand a lot of this I would need to know exactly what kind of system you are using. You're mentioning a lot of things like HP and points and stats and I have no real idea what you're talking about. Is there another topic where this stuff is explained? It's kind of hard to help build classes if I don't know what I'm using to build them... |
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| NTNP | April 13, 2014, 3:16 pm Post #13 |
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Honestly, a lot of it is something that we went over a while ago and then it started getting too complicated so I scrapped some of it and started going back to basics to help make it a little easier to control. In particular, the removal of MP/HP, any type of damage numebrs and anything else that could be problematic tracking wise. With that being said, the original topic is here: http://s1.zetaboards.com/Espada_of_Alexandria/topic/5196882/2/#new |
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| NTNP | April 24, 2014, 6:23 pm Post #14 |
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You will first select the summoner feat for your character level up and then you may select an aeon from the list available for that tier. After that, when we enter an area where making contact with that aeon seems appropriate I will attempt to introduce that plotline. It will then be the player's requirement to go ahead and try to find that aeon within the storyline, get on it's goodside somehow and then make the pact. Now for how aeons themselves work: When summoned, the character themselves BECOMES the aeon for3 turns (5 after devotion). Each aeon can only be summoned once per session and when desummoned/defeated/astral flowed out cannot be recalled again until next week (to keep things fresh). Each tier also has a minimum level requirement before a pact can be created. This is approximately: Lv.1-4 for tier 1, Lv.5-9 for tier 2, Lv.10-15 for tier 3, Lv.16-22 for tier 4 and Lv.23+ for tier 5. This means that we can also know (approximately) what the summoner’s stats should be at that comparable level as well. The gods (by region) are as follows: Land of Wind Tier 1 Gods: Choco (wind), Siren (water), Lamia(earth), Ramuah (lightning), Tier 2 Gods: Catoblepas (earth), Pandemonia (wind), Zuvran (almighty) Tier 3 Gods: Asura(almighty), Tritoch (lightning), Majin (shadow) Tier 4 Gods: Maduin (wind), Phoenix (fire), Sophia (holy) Tier 5 Gods: Bahamaut (holy), Taimat (shadow) Land of Fire: Tier 1 Gods: Salamander (fire), Valefor (wind), Marilith (fire), Barbariccia (water), Tier 2 Gods: Ifrit (fire), Titan (earth), Fenrir (earth) Tier 3 Gods: Ragnarok (shadow), Atamos (lightning), Diablos (shadow), Tier 4 Gods: Knights of the Round (Holy), Ultima Weapon (Almighty), Ark (Almighty) Tier 5 Gods: Alexander (holy), Omega (shadow) Earthen Realm: Tier 1 Gods: Carbuncle (holy), Slyph (wind), Gilgamesh (earth), Yojimbo (wind) Tier 2 Gods: Leviathan (water), Taurs (earth), Rubicante (fire) Tier 3 Gods: Mist Dragon (water), Quetzalli (lightning), Scarmiglione (shadow), Tier 4 Gods: Doomtrain (Dark), Cerberus (fire),Phantom (holy) Tier 5 Gods: Odin (shadow), Ozma (earth) Land of Waves: Tier 1 Gods: Bismark (water), Garuda (wind), Terrato (earth), Oceanus (water) Tier 2 Gods: Shiva (water), Kirin (holy), Ixion (lightning) Tier 3 Gods: Sandy (fire), Mindy (water), Cindy (wind) Tier 4 Gods: Seraph (holy), Slyda (lightning), Anima (shadow) Tier 5 Gods: Edin (holy), Kraken (water) |
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