Damn, you're exactly correct! I know that this is a lot to ask, but could you review how I'm currently doing? In the spoiler is just the perks for some of the classes, and I want to see if which ones are overpowered or underpowered. Sorry to bother...This offer is for everyone to view, and please DO NOT be afraid to criticize me, even to the point of mocking. It will only make me better if you point out all flaws. Yes, I plan to do a D8 rolling system, with a 1 being a critical failure, and an 8 being an overshoot. When anything over an 8 is rolled, the normal effect still takes place, but a hidden roll will decide if something bad affects the player who rolled the 8. Do you think this is fair?
Classes
Ranger
Paladin
Magician
Beserker
Wanderer
Class Ability Pools (Each player picks ONE from their class pool.)
RANGER
-Deadeye Shot: (If the Ranger has killed at least one type of a certain enemy, they may "Call" a special shot against said enemy, adding a +2 to hit and a +1 to damage to the normal roll. If a natural 5 or more is rolled, the creature who is hit by this attack gains the "Crippled" status, receiving a -1 to defense and a -1 to Initiative rolls, for the remainder of the battle. This skill may be used only once every battle. Note that the creature does not have to be the exact monster that the Ranger killed, just similar. So if the Ranger kills a goblin, then the Deadeye Shot will affect all manner of Goblin-like creatures, from Kobolds to Orcs.)
-Summon Companion: (The Ranger gains the ability to summon an animal companion, to defend them in battle. The creature summoned is random, but the lowest tier is a Giant Rat, whilst the highest is a Forest Bear. This ability may be used once every battle. The summoned creature will last for 2+1D4 turned, 6 turns being the maximum, 3 the minimum.)
-Forest Tranquility: (When outside of a battle, the Ranger can scour any of the terrain near the party, rollin a 1D6 in the process. What they roll will change what they find, but it can only be good. They may find anything from hidden objects to secret entrances, it's all up to the dice. This ability may be used once every three turns, not including any turns experienced in battle.)
PALADIN
-Lay On Hands: (Twice per battle, the Paladin may use this skill to heal an injured ally or self. If a natural 7 or higher is rolled, then the injured Paladin/ally will gain the Blessed status, receiving a +1 to defense and +1 on the To Hit modifiers, for the remainder of the battle. The amount of HP healed is 50% of the player's maximum life, plus a 1D6. Note however, if a 1 is rolled, then the spell has no effect on the player, and lowers the Paladin's damage rolls by -1 for the remainder of the battle. This effect may not stack.)
-Herculean Strength: (If either the Paladin or an allied player's HP drops below 20% of the maximum, the Paladin may choose to enter an imbued form for the remainder of the battle. While in this form, the Paladin recieves a +2 to every roll when defending an allied player or himself, as long as the Paladin is protecting an himself or an ally. The Paladin may NOT cast any form of magical spells, or use any magical items. This skill may be used only once per battle. The Paladin must state who he is protecting each round, otherwise a default action will be rolled. Note that when defending self or an ally, the Paladin will only counter enemies attacks, not attack them himself.)
-Clockwork Mechanism: (Once per battle, the Paladin may ask the GM to roll a 1D6. What the 1D6 lands on will depend on what effect takes place. All effects that inflict a Status such as Blessed remain for the rest of the battle. A 1 will result in the Paladin gaining the Blessed status, recieving a +1 to defense and +1 on the To Hit modifiers. A 2 will heal the Paladin and all allied players by 30% of their Maximum HP, rounded up. A 3 will cause every player and monster besides the Paladin currently in the battle to freeze for the next turn, and lose all forms of Defense. The Paladin may act however they wish for this turn. A 4 will heal everybody currently in the battle by 50% of maximum hp, excluding the Paladin. This heal affects the Monsters as well. A 5 will result in the Paladin recieving a random item, rolled by the GM. This item is completely random, and may be anything from a handful of herbs to a magical artifact. A 6 will cause the Paladin to enter a state of Frenzy, forcing him to attack for the remainder of the battle. While in this state, the Paladin recieves a +2 to damage modifier, but a -1 on the To Hit modifier.)
Magician
-Reagent Magic: (The Magician may choose to excel in Reagent Magic, recieving a permanant +1 boost to all spells consuming Reagents. The Magician will also gain the Sense Magic passive skill, allowing him to see anything magical, ranging from otherwordly creatures to enchanted, or cursed, objects.)
-Soul Magic: (The Magician will recieve a permanant increase of 4+1D6 to his Magic pool, as well as adding a +1 to hit on any Elemental magic.)
-Blood Magic: (The Magician who selects this perk will recieve immense magical powers, at a crippling cost. The Magician will gain a +1 to all spells involving Blood Magic, as well as recieving the spell Drain Life. The cost to this perk is that the Magician will lose 1+1D6 of his Maximum HP. The spell Drain Life may be cast three times per battle. The spell will deal 2+1D4 damage to a single target, as well as healing the Magician for half the amount of damage dealt. Note that the Magician's HP may exceed the normal maximum, but will lose 1 HP per round, until default maximum HP is reached.)
-Arcane Magistry: (The Magician may use this perk to cast a spell that is one Tier higher than their current Tier, once per battle. This will result in even a Level 1 Magician being able to cast a Tier 2 spell, with no loss to normal modifiers. All positive modifiers will still take effect. The Mana cost will be 20%+1D4, rounded down. Note: There are 3 Tiers of magic, 1 being the lowest, 3 being the highest. A level 1 Magician starts with only Tier 1 spells.)