Class Name:
This is the name of your base class, should be relatively short and simple. Make up a name that fits your class.
Weapons:
These are the weapon types your class can wield. Each class should be able to wield at least one weapon type, and some classes can wield two. Some weapons have advantages over other weapons (ex. Swords have an advantage over Axes) or over certain units (ex. Bows have an advantage over Flying units).
Existing Weapons in FE:A: Sword, Lance, Axe, Bow, Tome (magic), Dark Tome, Staff, Transformation Stone. Previous FE games have also had other weapon types, including Light Magic Tomes and Knives.
You are welcome to make up your own weapon type if you wish, but if you do, it should be actually unique. Don't just make a "katana" weapon that is no different from swords aside from the fact that it looks different. Give your weapons attributes and/or advantages/disadvantages to make them stand out and so there's actually a purpose behind it being a specific new weapon type. If you decide to make a new weapon type, you must write a short section about it in the "Notes on New Creations" section.
Since this is a vaguely medieval setting, avoid using newer technology such as guns, or it will impact your believability rating.
Stats:
Each classes have their strengths and weaknesses and these are generally reflected in their stats. For simplicity's sake, you will not be assigning actual stat values to your new classes, but will instead rank your class's value for each stat as
High,
Average, or
Low, except for Movement which should be given a number as detailed below. Explanations of each stat are as follows:
HP: Hit Points. A character with high HP can soak up more damage while low HP characters are relatively frail.
Strength: Your physical strength, it impacts how much damage you can do with a physical weapon. Typically, weapon-based fighters will have higher strength while magical classes have low strength.
Magic: Your magical strength, it impacts how much damage you can do with a magic tome or how much HP you can heal with a healing staff. Typically, magical classes have high magic and others are lower.
Skill: Skill affects your class's hit percentage and also critical hit rate. Classes with high Skill are very accurate and can score more critical hits, whereas lower Skill classes rely more on brute strength.
Speed: Speed affects how often your character can attack (or be attacked) in a round of battle. Classes with high speed are also better at dodging attacks.
Luck: High luck raises both your hit and avoid chances (though less of both than Skill or Speed affects individually) and also makes enemies less likely to score a critical hit on your class.
Defense: Defense refers to your class's physical defense. High defense minimizes the damage your class takes from physical weapons.
Resistance: Resistance is just like defense, but for magical attacks instead of physical attacks.
Movement: Movement is a fixed stat that refers to how many squares your class can move during a round of combat. Base classes on foot generally have a score of 5, whereas promoted classes on foot can move 6. A character on a mount (such as a horse, pegasus, or wyvern) gets 7 movement as a base class and 8 when promoted. Some classes also have movement boosts or penalties that make sense for that character's attributes (for example, very heavily armoured characters like Knights only move 4 squares instead of 5), so this number can be adjusted for your class if you feel it is appropriate.
Try and build a stat profile that is fitting for your particular class, but keep in mind that balanced classes have a mix of strengths and weaknesses. Promoted class are also likely to have more highs and fewer lows than base classes.
Skills
Skills are special extra abilities given to a particular class when they reach a certain level milestone. Typically, they are passive bonuses that improve a class's stats or fighting ability in some way. You must create 2 new skills that are unique to your class. You can either make them up completely from scratch, and/or you can modify existing skills to fit your class's needs.
Existing Skills in FE:A: The list of classes above has links to the skills for those classes, or you can look
here for a quick glance at all of the names and abilities of various skills.
Special Attributes:
While the majority of classes only have stats, weapon usage, and skills as listed above to distinguish them from others, some classes have something "special" about them that isn't quite reflected in those sections. For lack of a better term, anything that fits into this category is counted as a "special attribute" for the sake of this context. If your class has any special attributes, feel free to list them and their benefits here. If you decide to make up a completely new special attribute, please explain it in detail in the "Notes on New Creations" section of the application.
Here are some examples of current special attributes in FE:A:
Mounts: There are a few different classes that have a mount in FE:A. Cavaliers (and their promotions) ride horses, Pegasus Knights (and their promotions) ride Pegusi, Wyvern Riders (and one of their promotions) ride Wyverns (a kind of flying dragon), and a different WR promotion rides a Griffon. Mounted units have a higher movement than other classes, and flying mounts also have the ability to move easily over mountains and other difficult terrain. However, mounts also often have drawbacks by being weak to certain weapons, such as Flyers being weak to Bows. If you'd like to have a mounted class, you are welcome to use one of the current types of mounts, or create a new type of mount. If you do decide to create a new one, please explain in the "New Creations" section how it functions differently from the current mounts. Differences don't have to be large, but there should be some kind of difference.
Dancing: The Dancer is a special supporting unit in FE:A that, in addition to fighting in combat, can also dance for another unit. The unit that is danced for gets to move again the same turn. If the Dancer has the skill "Special Dance" the unit danced for also gets a stat boost. While I wouldn't suggest simply copying the dancing mechanic, you can certainly create another supporting-type class with its own type of support actions.
Level 30 classes: A typical FE:A class has 20 levels for the base class and then it can promote into its promoted class which also has a level 30 cap. However, there are some special classes that do not have a promotion and instead the regular class has a level 30 cap. These classes are stronger than base classes and usually have something special about them that explains why they function differently from a regular class. For example, the Manakete class in FE:A is a Level 30 class. This is because the
Manakete is actually a character of a special race that can transform into a dragon and breath fire on enemies using the weapon type Dragonstone. It makes sense that these characters are more powerful (because they're dragons :U) and also that they don't have a promoted form because being a Manakete is an innate ability due to race rather than a learned job type. There is another race, Taguel, that functions similarly, and also the special Dancer class mentioned above is a Level 30 class, and also a few powerful classes that are available as DLC (Dread Fighter and Bride). You are welcome to make a Level 30 class if you wish, but make sure that it is unique and done for a good reason.
Promotion:
For the purposes of this challenge, you are creating either a full base class or promoted class, but you should still give us some information on its counterpart.
If you're creating a base class: What is the name of the class it promotes into? Does it gain (a) new weapon type(s), or stat improvements, or a mount, or anything else noteworthy?
If you're creating a promoted class: What is the name of the case class it promoted from? You can have the promotion come from an existing base class or you can make up a new one. What specific things improved from the base class to the current class?
Physical Description/Uniform:
Give us a physical description of what your created class actually looks like. While individual characters in that class will all have their own unique attributes, there should be an overall uniform that designates how your class looks compared to others. An example of this can be seen with
Sumia and
Cordelia from FE:A. Both of these characters are Pegasus Knights, and even though they have their physical differences, they each have light armor over their torsos with over-the-knee boots. Artwork can be submitted for this section, but it is not necessary, so long as a good description is given.
Background Information:
You should give us a general history of your class, such as its origin, how common it is, where members of the class can be found, if there's any special teaching or anything necessary. A more powerful class can be balanced by being relatively rare or requiring specific training.
Notes on New Creations:
If you add any completely new things not specified up above, you should share details about them here. For example, if you create a zebra mount for your class to ride, tell us about the mount, what makes it different from riding a horse, etc.