Disgaea 3 is a game about teleport ambushes. It also is
incredibly grindy. Fun. But a titanic time sink. Titanic.
These are serious ways to unlock more power in the game:
- You can unlock a better version of the Cleric by bringing a Cleric to level 15. If you make the new class, you can access another even better one after you get to level 40, and another breakthrough with the new class to level 80, and again to level 160, and one more time until level 360. Every Class and monster type can be advanced in this fashion.
- You can improve items by opening up dungeons inside the items and hammering your way through random levels of increasingly bad ass monsters. Some of these dungeons are one hundred levels long.
- You can also improve items by jumping into the dungeons of other items and beating up special monsters in them which then allow you to transfer bonus properties to items you actually want to use.
- You can also enter 10 level dungeons inside the heads of your individual party members to give them stat and skill bonuses.
- You can restart any of your characters at level 1 of a new class (including monster race class), transferring bonuses from your old class to level 1 (since stat progression is exponential, a tiny bonus at level 1 is a huge deal). This is the primary method of utilizing the higher tier classes.
Anyway...
The Jacks are scarecrow people with pumpkin heads. They go "boogy boogy" at people and also run around stabbing fools. The default Jack would be an Assassin or a Jester. But Totemist and Samurai would be a good fit too.
The Green Mage
Got a bag on my head and the wind at my back.
Green Mags use the power of Wind. Many people think this element is "weak" or "childish" compared to the more visible powers of Fire and Ice. But Wind users suggest that all magic is equally powerful, but that since theirs is the only one you can't see coming, that perhaps you should fear it most of all.
Playing a Green Mage: The Green Mage is a user of magic, and that magic is based on Charisma. But they are also a heavy user of ranged attacks, and those manipulations are Dexterity based. Green Mages have a strong tendency to use staves.
Starting Age: As Sorcerer
Starting Equipment: 5d4x10gp
Alignment: Green Mages favor secrecy and conniving. But since the game rants extensively on how conniving can be Lawful or Chaotic, so can they.
Hit Die: d8
Base Attack Bonus: Medium (as Rogue)
Good Saving Throws: Reflex and Will
Skill Points: 4+Int
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Hide, Jump, Knowledge (Any), Heal, Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Use Magic Device.
Level: | Abilities:
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1: | Wind Blast, Wind Resistance, Message, Ghost Sound, Air Magic
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2: | Gust of Wind, Shocking Grasp
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3: | Wall of Air, Whispering Winds
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4: | More Resistance, Clairaudience
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5: | Air Walk
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6: | Thunder Clap, Silence
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7: | Scary Noises, Pin Drops
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8: | Slow, Secrets on the Wind
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9: | Chain Lightning, Wind Tunnel
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10: | Gaseous Form, Sending
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11: | Speed of the Wind, Weather Control
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12: | Animate Air, Windwalk
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13: | Control Winds
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14: | Breath of Life, Calming Voice
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15: | Storm of Vengeance, Whirlwind
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Class Feature
Weapon and Armor Proficiency: Green Mages are proficient with Simple Weapons. A Green Mage's Spell-like abilities suffer from Arcane Spell Failure if they are wearing armor with which they are not proficient. A Green Mage may add the masterwork or enhancement bonus (if any) of any staff they are wielding to any attack or damage rolls they make with their Supernatural and Spell Like abilities.
Wind Blast (Sp): A Green Mage can throw blasts of wind as an attack action. A Wind Blast travels out to short range, and inflicts 1d4 of Sonic damage per level. A Wind Blast strikes its target with a ranged touch attack.
Wind Resistance (Ex): A Green Mage has resistance to Sonic and Electricity equal to her level. In addition, she treats wind as being one step less intense.
Message (Sp): A Green Mage can cast
message at will.
Ghost Sound (Sp): A Green Mage can use
ghost sound at will.
Air Magic (Ex): A Green Mage is considered to have all spells with the [Air] or [Electricity] key word on her spell list for purposes of crap like activating magic items. A Green Mage's caster level is always equal to her character level.
Gust of Wind (Sp): A 2nd level Green Mage can cast
Gust of Wind as a standard action, at will.
Shocking Grasp (Su): A 2nd level Green Mage can shock people with a touch. As a melee attack action, the Green Mage can make a touch attack that inflicts 1d6 of Electricity damage per level. The Green Mage can use her Dexterity modifier instead of her Strength modifier on her attack roll. A Shocking Grasp attack can be made with a staff.
Wall of Air (Sp): A 3rd level Green Mage can create a
wall of air at will, as a standard action. The Green Mage can only have 1 such wall in existence at a time for every three whole levels she has. If she creates a new wall while she is already at her maximum, one wall of her choice dissipates. The Save DC of any of her effects is DC 10 + ½ Level + Charisma Modifier.
Whispering Winds (Sp): A 3rd level Green Mage can use
whispering winds at will.
More Resistance (Ex): At 4th level a Green Mage may personally ignore Wind Effects. Also her Sonic Resistance improves to twice her level.
Clairaudience (Sp): At 4th level, a Green Mage can hear things at great distances. She can use
clairvoyance/clairaudience at will as a free action, but only the audio version.
Air Walk (Su): From 5th level on, a Green Mage constantly benefits from
air walk.
Thunder Clap (Sp): At 6th level, a Green Mage can create a tremendous clap of thunder that damages and deafens. The Thunder Clap can be created within Medium range. It is a 20 foot radius burst, and it inflicts 1d8 + 1d8/2 levels in Sonic Damage (Fortitude save partial for half damage). Those creatures that fail their save are knocked prone and
deafened for 1 round/level. At 11th level, the Wind Mage may make her Thunder Clap larger, doing an extra d8 of damage and having a radius of 30 feet.
Silence (Sp): A 6th level Green Mage can create a zone of silence, as per
silence. The Green Mage can only have one such zone active for every three full levels she has attained, and if she creates a new one when she already has her maximum she chooses one to be dispelled.
Scary Noises (Sp): A 7th level Green Mage can use
fear as a spell-like ability. Once she has used it, she may not use t again for 10 rounds. Scary Noises is a [Sonic] ability.
Pin Drop (Ex): A 7th level Green Mage gains a bonus to her Listen checks equal to her ranks in Listen.
Slow (Sp): A Green Mage of 8th level can cast
slow as a Swift Action at will.
Secrets on the Wind (Sp): An 8th level Green Mage can
scry at will with a minute's concentration. Unlike a normal
scrying, the Green Mage cannot see through to the target, but instead can hear from that area as if sh was there herself. There is no literal sensor in this case, the scrying is entirely passive.
Chain Lightning (Sp): A 9th level Green Mage can use
chain lightning as a standard action, at will.
Wind Tunnel (Sp): At 9th level, a Green Mage may invoke
wind tunnel (Spell Compendium) once per day as a Swift Action.
Gaseous Form (Sp): A 10th level Green Mage can use
gaseous form at will. Gaseous Form used by a Green Mage is permanent until dismissed, and Green Mages often use it to bottle captured enemies.
Sending (Sp): A 10th level Green Mage can use
sending at will simply by speaking into the wind.
Speed of the Wind (Sp): An 11th level Green Mage can use
haste as a Swift Action once per hour.
Weather Control (Sp): An 11th level Green Mage can control the weather every day.
Animate Air (Sp): At 12th level, a Green Mage can animate the very air. By spending a Standard Action, she essentially creates a Huge Air Elemental that follows her orders. She can only have one at a time, and if she creates a new one, the old one dissipates. She can only create one an hour in any case. At 16th level, her Elemental can be made as a Greater Elemental instead. At 20th level, it can be an Elder Elemental.
Wind Walk (Sp): A 12th level Green Mage can invoke or terminate
wind walk at will as a Swift Action.
Control Winds (Sp): A 13th level Green Mage can cast
control winds as a Druid of her level. This ability can only be invoked once per hour.
Breath of Life (Sp): A 14th level Green Mage can
raise the
dead a number of times per day equal to her Charisma modifier.
Calming Voice (Sp): Once per hour, a 14th level Green Mage can cast
charm monster.
Storm of Vengeance (Sp): Once per hour, a 15th level Green Mage can invoke a
Storm of Vengeance as per the Druid spell of the same name.
Whirlwind (Sp): A 15th level Green Mage can use
whirlwind or
greater whirlwind (Spell Compendium) at will.