A few suggestions that’s been rolling around in my head for awhile (and reinforced by experiances from other RPGs both MMO and SP alike.)
-3rd Soldier Profession-
It would be great to see Soldiers get a 3rd profession to bring it up to par with Scholar and Adventurer.
-Name: I’m split on the name between Magistrate and Marshal, but i shall refer to it as Marshal for now.
-Synopsis: Remember the stories of wild west, of Sheriffs, Federal Marshals, and bounty hunters who would travel to the edges of froniter and up hold law and order in an otherwise lawless land. That is the core of the Marshal profession. Essentially wandering lawbringers, these men and women would seek to uproot corruption, bring order, and punish those who feel they are beyond the arms of the authorities. One part frontier judge, one part bounty hunter, and one part vigilante.
-Primary mechanic: Judgements; Judgement work based on Boons and Conditions of its target or targets, and Marshal’s attacks revolve around racking up conditions. —Example: Final Judgement (an F1 command) when activated causes its target to receive a burst of damage that scales with the conditions it has.
-Secondary mechanic: Dilettante/Mysticism; A Marshal also dapples in various bits of magic to aid him in his mission. Its utility skills allow the Marshal to cause minor effects similar to Elementalist (namely Fire, Water, and Earth like effects), Nercomancer, and Paragon/Dervish (from GW1).
—example: Could use Invocations to alternate weapon damage types like adding Chilling or Burning for a brief time to attacks. Auras for disabling opponents or boosting allies or even reflecting conditions back, and Commands to summon temporarily allies like undead spirits to take vengeance.
-Weapons:
—Two handed: Greatsword, Hammer, Polearm, Rifle
—Main hand: Sword, Mace, Pistol
—Off hand: Sword, Mace, Pistol, Shield, Focus
---Aquatic: Spear, harpoon gun
-Traits: Judgement, Fate, Nature? (elemental effects), Will, Commands; each reflects essential beliefs and ideals of the Marshal.
—Examples: Fate for death magic and conditions, while Judgement effects core mechanic and Power.
-Additional Weapons-
-Two Handed:
1. Pole-arm: reflecting a wide series of weapons from halbards to scythes to billhooks and etc, Pole-arms have greater reach than a great sword and hammer, less average damage than Greatsword and Hammer but faster swinging, and focus on knockdown, interruption, and adjusting player and opponent position.
2. Great Axe: mid-way two handed melee weapon in power and speed, focuses on large swings and striking enemies around the player, inflicting deep wounds, and knockback effects.
-One handed:
1. half-pike/lance: A terrestrial version of spear in essence, the half-pike in combat would be similar as seen in 300 or Troy for dynamic combat. It focuses high damage on single targets, can be thrown to cripple and stun opponents, tripping numerous opponents, and longer reach over other single handed melee weapon.
2. Blunderbuss: a short rifle or large pistol that can hit multiple opponents at once. Old style shotgun with attacks reflecting what its been loaded, like grape shot for wide but short range blast, shell for longer range AoE, solid shot for knockback or knockdown, and etc.
-Off hand:
1. Buckler: Small spiked or bladed shield that trades defense for additional attack power
that is all