Okay I've read through the concept class listing and from all I saw I was not impressed with the two hand to hand fighters that I saw. Both seemed very unbalanced to me.
This Class will be given the name “Geomancer”. It is a hand to hand fighter with the ability to utilize the elements around you.
Basic Stats
AL 60 - They aren't the kind of profession that will carry lots of armor because it will hinder them in battle. I don’t know what the rest of you think about this low of an armor, but it can always be changed depending on how other people view it.
30 Energy with 3 pips regen
Primary Attribute Endurance - For every point invested in Endurance the character is given +1 AL. Skills related to Endurance will keep the "Geomancer" alive in combat and help him outlast Warriors.
Secondary Attributes
Fisticuffs - Increases the damage you deal with hand to hand combat and knuckle weapons. Improves skills related to the " Geomancer " dealing damage.
Mind, Body, and Spirit - No inherrent effect. Points invested in this will improve the " Geomancer ‘s" ability to heal, defend and empower himself.
Staff Mastery - Increases the damage you deal with hand to hand staves. Skills related to Staff Mastery are more of defensive attacks rather than damage dealing attacks.
Inner Strength - No Inherrent effect. Points invested in this will improve skills related to spirit based attacks and skills that call on the inner power to deal damage.
Although it may seem a little unbalanced at first I have some counters to this.
Knuckles will have a max damage of 7-12. They will work much like the Daggers of the Assassin with the idea of "double strike" in mind. OR My original idea is to have a right hand, and a left hand weapon. Then the max would be 5-10, and the double strike would not apply. I don't know which is better but I like the originality of having two seperate weaopns for the class.
Staves will not be like the kind casters have. They will be for melee attacks and require both hands. Their max will be 8-19. Although they are weaker in attack, the skills that go with them can give a HUGE diversity to this class.
Some of the skills
Endurance
Resist Pain - Stance
5e|0c|30r - For X1...X2 seconds all physical damage you take is reduced by 5.
"Never Give Up!" - Shout
5e|0c|45r - You and all Adjacent Allies are given back 33% of their max health and X1...X2 strikes of Adrenaline.
Fisticuffs
Quick Jab - Melee Attack
5e|1c|8r - You deal an additional X1...X2 damage.
Fakeout Punch - Melee Attack
10e|1c|10r - This attack cannot be "blocked" or "evaded" and has a X1...X2% chance of Dazing your target. (the % chance to daze will be relatively low)
Knockout Punch - Melee Attack
10e|1c|15r - If your target is casting a spell that target it interrupted and is dazed for 4 seconds.
Mind, Body, and Spirit
Mind over Matter - Stance
15e|0c|45r - The next X1...X2 non spell skills or attacks that target you miss.
"Toughen Up!" - Shout
10e|0c|25r - Heal yourself for X1...X2 HP.
Spirit Release - Spell
0e|2c|20r - You lose all energy. For each point of energy lost you recover X1...X2 HP.
Staff Mastery
Roundhouse - Staff Attack
10e|1c|10r - You spin with your staff and knock down all adjacent foes.
Parry - Skill
5e|0c|8r - The next melee attack only deals 30% of its normal damage.
Trip Up - Staff Attack
5e|1c|10r - Knock down target foe and deal +X1...X2 damage.
Inner Strength
Wind Strike - Spell
10e|2c|10r – Send out a wave of air to hit target foe dealing X1…X2 damage. This has half the normal range of spells. (Pretty much half the agro circle.)
Earth Strike – Spell
10e|2c|10r – Send out a wave in the ground knocking down all adjacent foes for 1 second.
Water Strike – Spell
10e|2c|10r – Create a small geyser that interrupts target foe and deals X1…X2 damage.
Roots – Hex
15e|1c|10r – Target foe’s movement is reduced by 75%. This hex ends if the target takes any damage, or is the target of any fire hexes.
I am open to all criticism. If you think my idea sucks so bad that I should turn emo, then tell me. If you want to build on this by all means do so.
C

Whoops, heh heh. Completely forgot that. Though the Warrior falls into the category of "weaponmaster" of sorts, so I guess the 5 attribute specialty fits them, as well.
