So, let me see if I understand this alright.
If I took the closest thing I could to a Beastmaster, let's say the closest thing is a Ranger/Berserker blend. And the Summoner would be a squishy mage too.
HP would be mid/high for the first blending, and then made lower (to a sort of middle ground). The growths would be OK to good.
MP would be low for the Beastmaster, but then the Summoner would make it middle ground again. The growths would be kinda low.
Strength would be mid/high, but then drop a bit due to Summoner. Growths'd be fine.
Int wouldn't be bad, I don't think, though I assume growths'd be cr**.
Dex'd be right out low.
And probably move would be somewhat better then the average, but not great.
Am I doing that right?
Honestly, I didn't use a berserker- the stats are similar, but the abilities weren't.
I also think that's about right, and you can see where I'm getting a whole lot of problems. See how many stats middle out? I might need to do a sort of roll for heredity on a d20- 1 and 2 takes lowest possible outcome, 3-5 are closer to the lower result, 6-14 are what you'd expect, 15-18 are higher than average, and 19-20 are take highest result.
This could also allow me to do the same thing for growth.
Intentions have a lot to do with outcomes I'd imagine. That would be one way of going about a Beastmaster, you'd be more like a hunter (Ranger+Berserker would have a lot of versatility, has high-damage arrows and close-up blade skills) that learned to control beasts (through Summoner). You'd retain the all-around combat skills ala Berserker- all of them carry some form of backlash, you're pretty crazy- but you can also summon things like bears and have them listen to you.
You could also mix Druid and Summoner, and be able to summon all sorts of forest creatures, but have much different abilities and stats. I don't really have a system for combat or anything set up, but INT would reduce mana drain, STR would... have some combat effect, probably increasing damage dealt on a successful hit, and DEX would be dodging, possibly reduce effects of missing (enemy wouldn't be able to counter?), HP and MP are obvious, move speed was more included as a grid-based system but it's something I wouldn't be able to keep track of if I ran the game...
Actually, I might be able to run it. I'd need someone to do the mapping, though, more than likely. You know, something like those -turn based strategy game here- on Forum style things.
So, let me do a trial run of how this would work. Let's take something kind of easy- let's say we wanted a Slyph Archer (you'll be able to name classes you make when this is actually run, this case, an archer+wind mage)
HP: Archer has middle-ground HP, Mage has low HP. If lv. 1 base stats range, say, 2-12, we're looking at 6 and 3.
Growth rates are medium and medium low at 2 and 1.4.
(3)(8 )
4HP with 1.7 growth rate. No stats round up, so at Lv2 you've got 5HP (5.7) and at lv3 you have 7HP (7.4)
MP: Archer has very little MP (2) and mage has very high MP (10). Growth rate is lowish (1) and fast (2.5).
(19)(1)
10MP with 1.0 growth rate. Interesting, as it starts high but only goes up a point per level.
STR: Medium at 5 and low at 2. Growth is 1.3 and 1.0.
(
20)(8 )
5 STR with a growth of 1.15. Two decimal places is as far as I'll let that go.
INT: Archer is pretty middling (5) and Mage is the smartest-est (8 ), archers don't exactly bang rocks together (1.1) and Mages learn all the books (1.8 )
(1)(13)
5 INT with a growth of 1.45. Not too bad, realistically.
Dex is high for archers (8 ) and not fantastic on mages (5), growth rates of (1.4) and (0.8 )
(6)(14)
7 DEX (if the base values have decimals, I will round) with a growth rate of 1.1)
Move rates (calculated by tiles, assumedly, where 5 is average)
Archer has 5, mage has 4, growths of 0.2 and 0.08
(15)(9) 5 tile move with a growth of 0.14. Move speed goes up very slowly by default- this unit would gain one tile of movement at-
(5) (5.14) (5.28 ) (5.42) (5.56) (5.70) (5.84) (5.98) (6.12)
Level 9.