So, rather than doing a class suggestion, I decided to do a boss one. If this doesn't belong here than delete it, I'm sorry
Name: Joknar
Look: A dark armored knight, with an arced sharp bastard sword with a spiked helmet. He is huge. Think a White Mantle soldier, only with black armor, bigger, and with a scarier sword.
Biography: A father who lived in Ascalon long ago as one of the best warriors in the Ascalonian army, Joknar lost his life early before the Searing, leaving a young girl and his wife, Sarah alone. He struggled in the mists until darkness changed him into something scary and fearful. He is no longer the hero he once was, he is something vile. It would break his daughter's heart to see how he is now...
Relations: Wife: Sarah, Daughter: Gwen
Location: Joknar is fought in the Mists, in an arena. The arena has environmental hazards such as spikes that occasionally rise up in parts of it and various traps.
Profession: Warrior/Monk with custom skills.
Type: Joknar is unique, he is effectively corporeal thanks to the powers of the mist and the one who made him what he is now, but he has incorporeal qualities, such as spikes not affecting him, nor traps. All environmental hazards in the fight do not affect Joknar, but he is not counted as a Spirit or Undead type either.
Battle Stats:
Joknar has just a bit more health than Mallyx and Abaddon.
Joknar has 50 Energy
Joknar has a base AL of 100 making him more armored than a Warrior.
All Hexes and Conditions wear off 50% quicker on Joknar.
Joknar can't be interrupted, and his skills can't be disabled.
All of his Skills have the properties of Monster Skills, and are unable to be stolen or copied.
Skills:
#1: Blade of the Mists
5e, 0AT, 60RT
Stance
For 30 seconds, Joknar's blade is consumed with the mists. He deals +10 damage with all attacks, his attacks can't be blocked, all of his attack skills also add a random Condition that lasts for 10 seconds to the target when they hit, and every time he deals damage he is healed for 15% of that damage.
NOTES: Joknar uses this at the start of the fight, and every time the RT is finished.
#2: Dark Field
10e, 3AT, 120RT
Skill
A bubble erupts around Joknar for 60 seconds or until it is destroyed. Any person who deals damage to the field is dealt 25% of the damage back to them. When Dark Field is destroyed Joknar is healed for 5 Health for every second the field was in effect.
NOTES: Joknar won't use this until 25% Health or below.
#3: Phantasmal Slice
10e, 3/4AT, 0RT
Sword Attack
If this attack hits, you strike for +60 damage. If you have an Enchantment affecting you, this attack hits twice.
NOTES: Joknar uses this often.
#4: Mist Armor
15e, 1AT, 60RT
Enchantment Spell
This enchantment lasts for 30 seconds. While under the effect of this Enchantment, you gain 50 Armor and a 33% chance to block. If this Enchantment is removed before it ends, you are healed for 150 Health.
NOTES: Joknar won't use this until below 50% Health.
#5: Mist Burst
25e, 0AT, 120RT
Smiting Prayer
The powers of the mist cause the arena's land to crack slightly. Any character standing on a crack will take 50 damage every second, lose 10 energy, and all conditions on that character are renewed.
NOTES: Joknar will rarely use this.
#6: Phantasmal Thrust
5e, 3/4AT, 0RT
Sword Attack
If this attack hits, you strike for +40 damage. If the target is below 50% Health, this attack does double damage.
NOTES: Joknar will rarely use this.
#7: Dark Laser
10e, 3AT, 30RT
Smiting Prayer
Target foe takes 25% of their current maximum HP as armor ignoring damage and is inflicted with 2 random conditions that last for 10 seconds.
NOTES: Joknar will use this fairly often the more he gets hurt.
#8: Dark Renewal
0e, 3AT, 0RT
Spell
Joknar gains 50 Energy and is healed for half the damage he takes while using this Spell.
NOTES:
Joknar will only use this when he has no Energy.
A Boss Idea! (kind of like a class suggestion only not!)
DarkNecrid
Keneth
Too cheesy, bosses are not made good by giving them lots of power, if that were so, everyone would love fighting Shiro. It's more fun fighting something that's strong because of how they fight than something that comes with a bunch of custom skills that can wipe out your party.