Topic: The Artic Werewolf Vs The Fulminous Witch  (Read 2146 times)

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Offline TakoshiWolfite

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« on: February 01, 2013, 08:33:59 PM »
This is a battle RP between me and Rolina, My Play Style Vs Hers.
To make things simple if it doesn't look like it would work in the Golden Sun Universe then don't bother using it.

Location: Rolina's Choice.

Offline Rolina

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« Reply #1 on: February 05, 2013, 01:28:28 AM »
How do you define Golden Sun Universe?  By strict canon, or by what could be reasonably possible?  I go by the latter - I'm an offensive mage, use a fighting style tailor made with RPs in mind, and the attack stat and unleashes are not the godly things they are in canon, but instead are equal choices to many other options available to an adept. 

None of these are possible in a strict canon interpretation, as the Spellcasting and Warding stats do not exist, most of my spells are not canon, field spells cannot be used in battle neither creatively nor even in their most basic form, and as a mage I would be forced into the role of a support unit whether I like it or not.

I certainly trust that this will be the latter?  Because if so, I can go ahead and post my character sheet for you to study.

Offline TakoshiWolfite

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« Reply #2 on: February 05, 2013, 02:37:50 AM »
it is the latter and that is fine just don't forget you have choice of the battle field.

Offline Rolina

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« Reply #3 on: February 05, 2013, 02:40:10 AM »
Very well.  I shall post the bio, as well as where we will be confronting one another, either tomorrow or the day after, depending on how drained I am after doing my taxes.

Offline TakoshiWolfite

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« Reply #4 on: February 05, 2013, 02:41:53 AM »
very well, I prefer to do the battles at a leaserly pace so no one feels rushed.

Offline Rolina

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« Reply #5 on: February 05, 2013, 11:02:14 PM »
Rolina "Role" Eldis
 Author Avatar, Golden Sun
 
Gender: Female
 Age Range: 25 as of May 14, 2012
 
Posted Image
Art By Misery

 
 Personality:  A loner by nature, though occasionally finding herself out of her comfort zone when having to do work.  She can often come across as a bit elitist and arrogant, though this is mostly unintended.  In reality, she's actually quite unsure of herself, and will often seek advice from the few true friends she's managed to make - she just has really bad social skills.  Despite what she may say, she cares a lot about how she comes across, so while she may not care to be particularly fashionable, she does care about appearances.
 
 General History: Rolina grew up in Contigo, though without too many friends.  Despite her innate potential, all signs pointed to her being an inept when she was young, which led to a lot of bullying.  She was found by a Jupiter Djinn named Ohm, who taught her that not only was she capable as an adept, she was quite powerful as one too.  She would become very close to Ohm, seeing him as her closest of friends.  Unfortunately, Rolina let the part about the power go to her head, and the anger and spite she felt towards the children get the better of her.  By this time, as she was ~14 years old, the other children has already begun to mature and grow out of the bullying phase, but Rolina remembered and held on to her anger, much to Ohm's unease.  She began to work on coming up with her own spell just to get revenge, but she wouldn't perfect it for another five years. 
 
When she was 19, her Puppet spell was complete.  Having actually tested it several times on actual people, she wound up being feared, as people called her the "Dread Witch".  While she never had killed anyone, the point of her spell was never to kill, but to torment and to make them suffer, which eventually led to her wanted status within her hometown.  Already more or less homeless due to her obsession taking precedent over working, she left Contigo and tried to stow away on a ship.  She was caught, and while she tried to use her Puppet spell to escape, her victim this time wasn't alone - a quick punch to the face and she was out cold.  Waking up in the brig, she began to reflect on herself, realizing that while she was potentially powerful, the only thing that made her scary was the scary nature of her taking over other people's bodies - an act clearly not suited if there was more than one person present.  The only spell she really had other than that was Bolt. 

Ohm pleaded with the crew, who wound up taking her in and training her.  She began to understand just how stupid she had been, and that she had completely neglected getting proper training as an adept.  During her travels, she eventually became stronger, often helping the crew fight off monsters.  While she had begun as a spoiled brat with an attitude problem, she eventually became a much better person over her travels, visiting many places around the world.  Eventually, she returned to Atteka, and decided to settle down in the outskirts of a city west of the Jupiter Lighthouse.  There she hunted for her food and did the occasional job in town to earn money she needed.

Interestingly, she gained another title.  Because of her power, the lightning based nature of her spells, and her general loner nature, the townspeople began to refer to her as the Fulminous Witch.  She was happy to accept this title, and even introduces herself as the Fulminous Witch to this day.  It is to be noted, however, that due to her rather poor social skills, she is commonly misunderstood in her meanings.  This has led to a rather mixed reputation of her in town - some say she's nice, some rude, some honest, some mean, etc.


 Class Selection:
 
 Base Line:
 Posted Image
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HPPPATKDEFSPLWRDAGLLUK
Sibyl 95%115% 85% 95%115%100%125%100%
Witch110%130% 95%105%125%110%135%100%
Incantatrix130%140%105%115%135%120%145%100%
Magistra145%155%115%125%145%130%155%100%
Fulminarch165%165%125%135%155%140%165%100%


 Spells:
 
 Innate:
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 Reveal - Senses the truth the area around the caster.  Allows them to see the unseen and the hidden.
 
 
 Learned:
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 Circuit - User and associated teammates are briefly converted into a bolt of lightning, jumping from their point of origin to the target area.  In practice, this psynergy works very similarly to the Grip Psynergy in terms of it's mobility capabilities, but works specifically on conductive materials.  As a result, not everything that can be Gripped to can be reached via Circuit, and not everything that can be reached though Circuit has a place Grip can take hold of.  This spell can also be cast without a conduit, but with significantly less range, maxing out at 3 Meters/9' 10" in distance.  This spell travels in an arcing shape, but will be interrupted if there is an obstacle in the way.  Rolina learned this spell upon visiting Air's Rock.
 
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 Puppet - The User takes control of the electrical impulses controlling the target's motor functions.  The target now moves as the user desires.  This spell requires a great deal of concentration, and while it was originally designed to work on people, the amount of concentration leaves the caster wide open to attack, and is thus highly impractical for use on living beings.  Instead, the main target for this spell is mechanical devices such as the moving statues in TBS' Crossbone Isle and the Mirror Title in TLA's Anemos Inner Sanctum.  The development and use of this spell early in Rolina's life has given a bad reputation and her old title of "Dread Witch".  Rolina developed this spell herself.  The concentration required for this technique prevents Rolina from combining this with other spells.  Rolina cannot use a variation on this spell.  This spell is now exclusively for puzzle solving, and cannot be used in battle.
 
 
 Bestowed:
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 Hover - Allows user to hover for a period of time.  This is bestowed by a Hover Jade, which is embedded within Rolina's staff.  Due to the nature of the staff-based installation, Rolina can only use Hover on herself, essentially using it to imitate flying on her staff.
 
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 Teleport - Transports the user and others within a certain range to another location via a Psynergy Circle.  This spell requires the existence of a psynergy circle (either drawn on the ground or similar) in both the starting point and the destination, and both circles are linked to one another.  It cannot be used for short-range teleportation.  This psynergy is bestowed via a Teleport Lapis.
 
 
 Base Class:
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Volt Ribbon - First Tier Added Damage Spell, Range 1.  User swings their weapon, sending a ribbon of lightning into the enemy, looping, and coming down upon them again.
Ripple Drive - Second Tier Added Damage Spell, Range 1.  User twirls their weapon over their head, repeatedly striking a foe with ribbons of lightning moving with each end of the weapon before coming down atop the foe's head with the final strike.
Mjolnir Weave - Third Tier Added Damage Spell, Range 1.  User sends a powerful ribbon of lightning upwards into the enemy, sending them into the air.  Teleporting in rapid succession around the foe, they spin and redirect the bolt to strike the enemy several times before sending it straight down into the foe, causing it to explode with electrical energy upon contact with the ground.
 
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Arc Lightning - First Tier Multiplier Spell, Range 1.  User sends out a bolt of lightning to repeatedly electrocute a single foe.
 Fulminous Spark - Second Tier Multiplier Spell, Range 1.  User sends out three rotating bolts of lightning, repeatedly shocking the foe.  After one or two quick rotations, a highly concentrated ball of lightning travels down the bolts, exploding into a large burst of electrical energy, sending out planar shockwaves upon impact.  Signature Move of Rolina Eldis.
 
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Bolt - First Tier Basic Level Spell, Range 1.  Call a small purple bolt of lightning to strike the target  Field Use:  Can activate small scale alchemy machines. Can be reoriented to strike from caster to target.
Flash Bolt - Second Tier Basic Level Spell, Range 3.  Call forth three groups of small purple and blue lightning bolts to strike the target area in rapid succession.  Can be reoriented to strike from caster to target.  Can be Concentrated.
Blue Bolt - Third Tier Basic Level Spell, Range 3.  Call forth three groups of large blue lightning bolts to strike the target area in rapid succession. Can be reoriented to strike from caster to target.  Can be Concentrated.
 
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 Thunder - First Tier Intermediate Level Spell, Range 1.  Fire a bolt of lightning from your fingertips.  Can be Concentrated.  Can be cast Continually.
Thunder Arc - Second Tier Intermediate Level Spell, Range 3.  Fire a spreading arc of lightning from your fingertips, striking a small area.  Can be Concentrated.  Can be cast Continually.
Thunder Array - Third Tier Intermediate Level Spell, Range 5.  Fire a wide array of lightning bolts from your hand, striking a moderate area.  Can be Concentrated.  Can be cast Continually.
 
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Ion Burst - First Tier Advanced Level Spell, Range 3.  2 Tier Modifier (-1 for caster builds).  Call down a ball of electrical energy, which then explodes, sending out lightning bolts into a small area.  This spell can also be sent forward from the caster.  If a target gets caught on the spell while it's an orb of electricity, they will be flung with the orb and receive the brunt of the blast upon the orb's explosion.
Storm Grenade - Second Tier Advanced Level Spell, Range 5.  2 Tier Modifier (-1 for caster builds).  Call down a large ball of electrical energy which bursts out powerful bolts of lightning in a moderate area.  This spell can also be sent forward from the caster.  If a target gets caught on the spell while it's an orb of electricity, they will be flung with the orb and receive the brunt of the blast upon the orb's explosion.
Spark Sphere - Third Tier Advanced Level Spell, Range 5.  2 Tier Modifier (-1 for caster builds).   Call down a super-condensed ball of electrical energy, erupting violently into a storm of lightning bolts withing a moderate area.  This spell can also be sent forward from the caster.  If a target gets caught on the spell while it's an orb of electricity, they will be flung with the orb and receive the brunt of the blast upon the orb's explosion.
 
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 Bind - Support, Ailment, Single Target.  Block a foe's Psynergy.
 Paralyze - Support, Ailment, Single Target.  2 Tier Modifier (no reduction for build).  Stun a foe with a good probability.
 
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 Weaken - Support, Debuff, Single Target.  Lower a foe's resistance.
 Enfeeble - Support, Debuff, All Targets.  Lower the resistance of all foes on a battlefield.
 

The character limit can go die in a fire, part two coming in a bit.
« Last Edit: February 05, 2013, 11:21:28 PM by Rolina »

Offline Rolina

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« Reply #6 on: February 05, 2013, 11:14:34 PM »
Techniques:  These are techniques that Rolina uses in combat.

Blink: Blink is a technique where the user casts the Circuit spell without a conduit.  The maximum range for a single blink is 3 meters, and the user must materialize before they are able to blink again.  This works by concentrating the psynergy at a certain point in space, allowing that to act as a magnet for the Circuit spell.  When several blinks are chained together, an adept can cross distances far faster than they ever could on foot, and if they can act in time, blinking can even be used to evade or counter spells and attacks, a technique called Blink Countering. However, it IS possible for an adept to be knocked out of a blink chain, and they are vulnerable in that moment, preventing any kind of defending or parrying.  As such, it is dangerous to blink chain in a predictable pattern, as a simple spell in the destination area can knock an adept out of it.

Blink Counter:  Blink Countering is when an adept blinks to evade an attack, and counterattacks to punish the opponent.  This technique can only be used when a the victim of blink countering is the target of the adept (central target for area spells) - as the focus of the user of this technique is focusing on that target and their actions.  Blink Countering takes advantage of the target's telegraphing of attacks, as well as the distance and range of the incoming attacks.  When Blink Counter activates, no damage is taken from the opponent's action on account of evasion - this includes summons.  Counters are always single target, even if the spell would otherwise strike an area.
  • Summon Counters:  Summons are by far the easiest things to be countered, as they are telegraphed heavily.  The setup involved, as well as the time it takes to call down the summon, gives the adept enough time to cover a large distance with a Blink Chain and prepare a powerful spell to counter with.  24-30 Meter close in limit (8-10 Blinks), ~90% success rate.  Rolina is able to counter with her Volt Ribbon, Ripple Drive, Mjolnr Weave, Arc Lightning, and Fulminous Spark spells.  She tends to favor Fulminous Spark.
  • Base Counters: When the opponent uses a base damage spell such as Gaia or Plasma, if they telegraph it too much, and the adept can escape its range in time, they can blink counter it.  Countering Base Spells is much tricker than summons, as they are not nearly as telegraphed, and the range of these spells often prevents successful counters.  As the range of the spell goes up, the amount of blinks it takes to successfully evade increases as well.  If the opponent can adjust for the blink counter technique, this ability will not work for base damage spells.  If the opponent is within the range of the spell's area, this technique cannot be used. Opponent must be ~2 Blinks further away than the AoE of the spell they cast (ex:  Spells with a range of 7 can only be blink countered if the adept can pull off 9 blinks in time).  Rough success rate is ~20%, unless the target can adjust.  The spells used to counter are Tier 2 base damage spells.  For Rolina, this means Flash Bolt, Thunder Arc, and Storm Grenade.  She typically prefers to use Thunder Arc.
  • Attack Counters:  When in the heat of combat, and the opponent using physical blows, EPAs (ex:  Ragnarok, Liquifier), or FPAs (ex: Ripple Drive, Arc Lightning), there is hardly any time to set up a blink counter.   Very, very rarely is this possible, and never is there time to pull off anything spectacular. Countering these moves has at best a 5% activation chance, and can only be countered with a standard physical blow.  Unleashes are disabled in an Attack Counter.
Continual Spell:  Some spells can be held for greater effect.  When a spell is held, it begins to do constant damage on its targets for as long as the spell is active.  Of course, this also means that there is a continual drain on the caster as the spell is held.  Rolina can hold the following spells:  Thunder, Thunder Arc, Thunder Array.
 
Concentrated Spell:  Some spells can be concentrated on a single point to inflict much greater damage.  This usually requires physical contact, and completely eliminates any range a spell may have for the sake of dealing greater damage.  This cannot be applied to every spell, however, and is largely dependent on the nature of the spell. The following spells can be concentrated:  Flash Bolt, Blue Bolt, Thunder, Thunder Arc, Thunder Array.

Spell Chain:  This caster is trained in chaining spells together.  Should one land, they can immediately follow it up with another if the target is within range.  Example:  Grab Target → Continual Concentrated Thunder Arc (3 sec) → Spark Sphere.

Simulcast:  This caster is trained in casting multiple spells at once.  The caster still has to pay full price for each spell cast.  An example would be casting Thunder Array from both hands in two different directions.

Spell Spread: This caster is trained in the art of casting several spells within a wide area.  An example would be casting 8 Spark Sphere spells and sending them out into a wide area as if they were a cluster bomb.  This technique requires simulcasting, and can very quickly drain a caster if used too much.
 


 

 Familiar/Pet
 
 Name:  Ila
 Race:  Pixie - Wierd Nymph
 Gender: Female
 Age: 4 years Old
 Personality:  Friendly, enjoys being helpful to others.
 Posted Image
 Ila found Rolina when she was quite young.  At the time, Rolina had recently returned to Atteka, and was alone in her room.  She entered the open window, flying around a bit.  Rather than take out the monster, Rolina offered her some sweets - a little bit of chocolate - and she took quickly to the witch.  Rolina named her and decided to have her be a pet, but Ila wanted to be a little more helpful.  As a result, Rolina began to consider her to be more of a Familiar rather than a simple pet, and Ila now acts as a messenger of sorts, taking notes and letters to and from Rolina and the Townsfolk.
 
 Abilities:  Ila is a Weird Nymph, and has all the skills available to them:
 
 Bind - Attempts to temporarily Seal the target's Psynergy capabilities.
 Psy Drain - Damages the target's PP and restores the user's PP by the amount of damage dealt.
 Sleep - May inflict the Sleep status ailment to a small area.
 Shine Plasma - Tier 2 Advanced Spell, strikes a moderate area.
 Wind Slash - Tier 2 Intermediate Spell, strikes a small area
 Wish - Restores a small amount of health to the party
 
 However, Ila has never really seen combat outside of the occasional stray monster she has to fight, and as such doesn't really know how to fight adepts.  So while these are available to her, she's only really learned to use them against monsters, and would likely use them inefficiently against a human foe.  Usually, when threatened, Rolina will step in and fiercely defend her.  When Rolina is in combat, Ila generally retreats to a safe distance away from the battlefield.





Djinn
Rolina, having traveled the world and seen many things, has acquired many djinn as her partners.  Her oldest djinn, Ohm, is her dearest friend, and she will protect him with vicious fury if he's in danger.

Ohm: Boosts Spellcasting and Agility by 50% to a single target
Amp: Boosts Spellcasting to all party members by 25%
Charge: Boosts Agility to all party members by 25%
Short: Increases the reaction time of the adept, allowing them to move twice in one turn (see:  Kite)
Static: Boosts Warding to all party members by 25%
Fence:  Reduces physical damage by 60% for all party members.  Spell and Summon damage unaffected.
Field:  Reduces spell damage by 60% for all party members.  Physical and Summon damage unaffected.
Elec:  Restores 65% of a single Adept's HP
Shock:  Removes all ailments except KO from the party (see: Salt)




Okay, that about does it.  Questions, comments?  Anything you have a problem with?

The location will be about a mile west of my cottage.  There is no Field of Elemental Influence in this location, so neither of us is boosted or hindered by such areas (ex:  Elemental lighthouses and rocks).  It is a lightly wooded area, on the border between a heavy forest to the west and plains to the east.
« Last Edit: February 05, 2013, 11:25:03 PM by Rolina »

Offline TakoshiWolfite

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« Reply #7 on: February 05, 2013, 11:24:58 PM »
That will work, I'll post mine laters because I'm at work at the moment.

Offline Rolina

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« Reply #8 on: February 06, 2013, 03:56:07 AM »
Whenever you're ready, hun.

Offline TakoshiWolfite

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« Reply #9 on: February 06, 2013, 03:07:48 PM »
Name: Takoshi Wolfite
Age: 21
Species: Wolf Beastman
Class: Artic Werewolf
Appearance: 7'10" White haired green eyes blue marks on wrists and ankles.
Personality: Easy going, kind to all but mostly girls. while hard to tick off once he is it's hard to calm him down.
History: (Haven't thought of one)
Weapon: Fenrir Claws(Cursed, Keeps Beastlings in beast form: Howling Blizzard(damages and temporarily blinds opponent) Fenrir Bite(12 to 24 fit combo))

Spells:
? ? ?
Blue Dragon
Call of the Hounds(summons two Fenrir monsters to battle with you)
Cloak(Can use it but won't this battle)
Techniques:
Exceptional Swimming in water.
Winter Camouflage: Able to disappear in Snow and Icy surroundings
Ice Clones: Can create a ice clone that actually don't do anything but take damage. (is destroyed after one hit)(able to make more if there is enough water in surroundings)
Ice Craft(Make temporary Weapons or tools out of ice)
Multi-Beast forms (Can change to other beast forms based on which combo of Fenrir gear is wearing)(won't be used since i'm only wearing the claws wearing any of the other Fenrir cursed gear will cancel the stunning effect of the curse)
Beast Form 1: Fenrir Claws equipped; basic werewolf form
Beast Form 2: Fenrir Claws and Fenrir Helm Equipped; Berserker Werewolf Form(Greater strength at the lost of speed)
Beast Form 3: Fenrir Claws and Fenrir Armor Equipped; Large Wolf Form(causes user to travel on four legs with increase in defense; Drains PP goes into a frenzy when out of PP)
Beast Form 4: Fenrir Claws and Fenrir Boots Equipped; Speed Wolf Form(Greater speed at the lost of strength; Drains PP slows down as PP depletes)
Beast Form 5: Full Fenrir Gear Equipped; ? ? ?(Will never use EVER unless facing a "God"; Very lethal to caster and everyone around them; Costs all PP, instant frenzy due to no PP)

:mercury_djinn: Djinn:
Mist-Deals a Mercury-aligned physical attack 130% of the power of the user's normal physical attack, and there is a chance that the target will be afflicted with the Sleep status condition.
Spritz-Restores all currently active party members' HP meters by 30% of their respective maximum HP meters. 
Hail-Deals a Mercury-aligned physical attack equal in power to the user's normal physical attack with an additional 40 damage points added to the result, and there is a chance that the target's Defense rating will be lowered by 25%.
Tonic-Heals all status ailments from all currently active party members.
Sour-Deals a Mercury-aligned physical attack 150% of the power of the user's normal physical attack, and there is a chance that each of the target's Resistances will be lowered by 40.
Spring- Restores a targeted party member's HP meter by 70% of their maximum HP meter.
Rime-Seals the target's Psynergy with full accuracy.
Shell-Decreases all damage done to all party members by 60% for the current turn. Acts with increased priority.

Items:
Cloak Orb- grants Cloak
Fenrir Fang Horn(a horn made from a Fenrir's fang)- Grants Call of the hounds

Familiar: Fox kit(Foxie)
Age: 2
History: Takoshi found Foxie unconscious on his way back from the Mercury Lighthouse one day has been taking care of her since then.
« Last Edit: February 08, 2013, 06:15:09 AM by TakoshiWolfite »

Offline Rolina

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« Reply #10 on: February 06, 2013, 03:30:39 PM »
Too many spells, hun. There's no way all of those would fit in a class, which in the data has an absolute limit of 16 spell slots, and base classes never go over 15.  You have 13 base damage (max is 9 for a base class), 2 healing slots (both which make little sense for a base class), 1 added damage slot but without any upgrades for it, and... a summon spell?

Also, the Cool and Prism lines are both Advanced spells, about equal in power.  Having both is kinda redundant.

You may wanna look into using Pray/Ply instead of the Faerie and Succubus lines, especially since it'd be better for you as an adept due to the stronger healing.

Call of the Hounds... looks like it'd be better as the ability of an item, such as one called "Fenrir's Horn".  You still have access to it, but it makes more sense for it to be triggered by an item.

Enhanced hearing and sense of smell, as well as instincts, is just part of being a member of the beastling race.

Try to only have one defined beasform.  It can be enhanced or altered in its nature by equipment, that's fine, but having one solid set of moves for it really helps when it comes down to actually using it, so that you don't confuse the two.

You don't have any supports - you're gonna want them.  Every class in GS has them, after all.

Finally... hun, that fox ain't a familiar.  What you have there is an Animal Companion - similar in practice, but much different thematically.  A familiar, or more properly, "Familiar Spirit", is something specific to magicians and witches in traditional medium.  An Animal Companion would be something like what you have there, a wolf or fox or other beast who travels with you as a friend.  I know it's a technicality, but I also think having one fits you quite well.

Its ability is OP, though.  If you'll notice, Ila is limited only to what a Weird Nymph can actually do in the games, so you may wanna try something similar.

Offline TakoshiWolfite

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« Reply #11 on: February 06, 2013, 06:58:17 PM »
Alright I'll make adjustments when i get home from work tonight. (Was mostly just going with what i use in the Clan Wars) though i figured my class to be closer to a Beastmaster/tamer class.

Offline Rolina

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« Reply #12 on: February 08, 2013, 01:17:15 AM »
Have you figured out what you wanna tweak yet?  A great way to give yourself a more beast-themed nature is to make new spells instead of using old ones.  While you should definitely keep frost, consider using something other than Ice or Cool that has the same general power, but is more thematic for who you are.  Use Pray/Ply instead of the Pixie and Succubus lines, since not only is it more useful to you, it's easier to lay out in your classes.  Then for your added damage... are you a warrior or mage?  I think you want to be  warrior, so these would be an Added Damage EPA line.  In the original games, these are 2-tiered, in my system they're 3-tiered.  Again, this is the best place to make it thematic for your character, especially since these tend to be your signature attacks.

Then for your supports, what do you want?  A buff line?  Debuff line?  A couple ailments?  Maybe Cure Poison and Restore?

Your wolf call attack is best if it's either a Use Item or a bestowed ability, as such you can use it in any class.  By tweaking these things, you make your class not only more personalize, but much stronger than what you originally posted.  While I respect your desire to try and make sure you're not overpowered, you wound up underpowering yourself as a result.  ^-^;

Also, remember that Cool and Prism are about the same in strength (Megacool might be a little weaker than Freeze Prism, but it strikes a wider range, which evens them out in the end).  Instead of doing the whole redundant spells, you may get more use out of using those supports I suggested.

Offline TakoshiWolfite

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« Reply #13 on: February 08, 2013, 06:13:38 AM »
I've never been one for supports and I'm never very original on my stuff. though if I must I do have certain howls I can do to buff/lower stats mostly Strength/Speed/Defense/Stunning. other than that I don't know what else to make I original (The ice hammer is more of a distraction than an actual attack.)

Offline Rolina

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« Reply #14 on: February 08, 2013, 12:18:26 PM »
...It's generally a good idea to build yourself to fit with the series.  Every class has supports.  I've got a whole thread dedicated to helping people build a proper class if you need it...