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Caves of Narshe Forums > Final Fantasy Tactics > Invent-A-Class!


Posted by: Shotgunnova 12th May 2004 08:56
This is just a little thing I made up, so I thought I'd post it here. Remember, you can go into as much detail as you want and be as stacked as you wish. This should be a character that represents you or what you like about the game, so don't hesistate to put whatever you want into your character. Anyway, here's mine:
--------------------------------

Edit, indeed =P

Since you've taken the time to explain the aspects of the class rather than just the attacks, I'll do the same.

Purge
Protector -{Enemy who protects his liege with defensive skills}

Cross-delay -{Defender command. Capable of delaying enemy attacks with quick reflexes}
Reversal -{Defender command. Protects allies with positive aura}
Blade Grasp
Defense UP
Move +3

Save the Queen
Venetia Shield
Crystal Helmet
Crystal Armor
Genji Gauntlet (Salty Rage if female)

Cross-Delay

Stasis Sword - (200 JP)

Exerts holy sword spirit to deal damage to enemy ; 15% chance of casting Stop. Two panel range with no height limitations.

Cross Step - (500 JP)

User moves ahead two spaces and swings sword over the left, right, and front panels around him. Target(s) must be within 2h to succeed

Daze - (500 JP)

Swing once to inflict damage, and another time to inflict "Don't Act" status. Probability of paralyzing equals ((Brave + Faith) / 6). Affected by Concentrate.

Alleviate - (500 JP)

Four panel range ; Cures one target of status ailment(s)

Cycle Sword - (550 JP)

Hits all enemies within one panel of caster with a spinning blade; May knock enemies back.

Aura - (700 JP)

Casts Regen and Auto-Life on self.

Downshift - (1000 JP)

Sends a razor-sharp blade of wind at enemy(s) in the path of attack (physical attack). Seven panel range; Target cannot be more than 2H above caster for this to connect.
Reaction, Support, Movement

Condemn- (800 JP) -Reaction

Counters physical attack by casting Doom upon an enemy. Range depends on weapon equipped.

Defense UP- (400 JP) -Support

Raises Defense for equipped user.

Any Ground- (350 JP) -Movement

Walk easily in any sort of terrain.

Move +3- (800 JP) - Movement

Adds three to current movement range

Reversal

Protect-All - (1500 JP)

Casts protect on all allies; Always has a 75% chance of missing

Shell-All - (1200 JP)

Casts shell on all allies; Always has a 75% chance of missing

Regen-All - (1400 JP)

Casts Regen on all allies; Always has a 75% chance of missing

Haste-All - (1500 JP)

Casts haste on all allies; Always has a 75% chance of missing

Reperation - (2000 JP)

Reduces MP cost on an ally to zero; Wears off after target casts an MP-consuming attack

Even though this character can do all kinds of helpful things, I'd still prefer status effects anyday =P

Posted by: AflyingWeasel 12th May 2004 23:19
Necromancer

Primary skills – necromancy

Animate skeleton – Changes dead body into a skeleton that will fight for you until the end of the battle

Animate dead –Animates dead body that will fight for you until end of battle

Gargoyle – Turns spirit crystal into stone gargoyle that will fight for you until end of battle

Sacrifice – Removes all hp of adjacent ally unit and heals necromancer and minions by that much (evenly distributed)

Steal soul – Removes all mp of unit and heals mp of necromancer and minions by that much (evenly distributed)

Lobotomy – casts either don’t act, don’t move, paralyze, or silence on nearby unit

Brainwash – invites nearby critical enemy unit

Reaction abilities---

Curse – activated by physical attack – reduces attackers PA by 50% until end of battle

Doom – activated by magic attack – reduces attackers MA by 50% until end of battle

Support abilities ---

Undeath – allows character to use necromancy when not a necromancer

Prevent reanimation – prevents your allies from being reanimated by an enemy necromancer

Movement---

Wake of undeath – leaves a poisonous cloud in squares the necromancer has stopped on

Walk under water – allows the necromancer to walk under water


while i don't have any jp amounts posted you can use your imagination to set what you think is a fair amount

Posted by: Dark Paladin 13th May 2004 16:44
Meh. This sounds interesting.

Dark Knight
Action Abilities - Dark Skill
Darkside - 1/4 HP loss of DK for heavy Damage against one character
Dark Wave - 1/2 HP loss of DK for same amount of Damage against a line (like Earth Wave in one direction)
KamiKaze - dies to hit all enemies for very heavy damage.

Reaction
Damage Share - Randomly splits received damage with non-critical allies
Auto-Kamikaze - When reaches critical after a blow, does Kamikaze automatically.

Support
Equip Dark Sword - New weapon type for DK
Equip Dark Armor - New Armor type for DK

No Movement
For Dark Skill, it is the decrease in Current HP. When they have more HP, the more damage they will do.

Paladin
Action Abilities - Light Skill
Holy Wave - Recovers allies, no MP cost (equivalent of Cure2, must know Cure2 to cast)
Justice - Holy against all enemies, no MP cost (must know Holy)
Set Cover - Always covers certain ally

Reaction
Auto Cure - Like auto Potion, except with Cure, does cost MP (must know Cure to cast)

Support
Cover - Blocks ally in critical within certain range

Movement
Critical Teleport - when ally goes to critical, teleports near him/her

Paladin also has new armor type (Light Swords/Armor), but they cannot be equipped on another job.
Paladin can never use DK's support abilities.

Posted by: Wind God Gau 13th May 2004 22:31
Cool. For me...
8Bit Mage
Action Abilities: Hadouken
Costs ALL MP, dealing massive damage to all enemies. If directed at a "Fighter" class on your own sie, however, it changes into the Fighterdoken, which deals similar damage to one enemy, and teleports the Fighter to the targets' side. This only costs 1/10 of your MP. It CAN be taught to the 'Fighter" class, who will use it as 'Medoken', but the INt score MUST be under 20.
Reactions:
Stabbity- When physically atacked, the Black Mage will hit 5 times.
Movement: Normal.

Posted by: sharkerbob 14th May 2004 09:38
I had a thought to post this topic a while ago, believe it or not. Didn't think anyone would go for it, so I opted out. I suck. happy.gif

Anyway, i had several ideas, but one that sticks to me the most would be Pirate.

This is more a design for an FF5 class, but the Pirate Class has the innate abilities of:

Navigation - superior skills with shiphandling allows the Pirate to travel over water without encountering monsters
Plunder/Pillage - With Plunder, a Pirate can steal twice. When Plunder is upgraded
to Pillage, the pirate steals twice and attacks twice
Money Plus - earn one and a half times as much gold per battle if a Pirate is in your party

Pirates can equip medium armor, rapiers, sabers, and guns.

As for an FF Tactics style class, I guess the Pirate would mainly be an enhanced Thief. Meh...


Another class I came up with was Totemystic. A sort of combination summoner/morpher, the Totemystic calls upon the power of a summoned mosnter and channels it thorugh his own body, essentially becoming a humanoid version of that monster (somewhat similar to the idea of Terra's Esper form (FFVI), but with more forms to take).

Transform Spells use the same list as the summoner, but it takes no MP to initiate the transformation itself.

Depending on what kind of were-summon the Totemystic becomes, the base stats can vary greatly, as do the range of spells. (Think of it like being able to control of summoned monster, as in FFX). Of course, the transformation ends when the fight is over. A level 8 summoner and level 8 mediator are necesary to unlock this class.

Totemystics were simple clothing for armor, and use special artifacts (totems and symbols) in order to attack. Normal attacks will be elemental (or not), depending on the kind of artifact that is equipped. Artifacts have a range of four panels to hit.


If I think of more, I'll post 'em. I had some other good ones but can't think of one right now.


Posted by: Mordred 17th May 2004 17:23
Chaos Knight ~ A shadowy Knight who seeks to destroy order with otherworldly power. His 'Chaos Sword' makes rifts in the fabric of reality.

Job Command: Chaos Sword ~ Sword skill damages and curses enemies with the power of the beyond.

+- Fractal Sword :: [Speed: Now; MP: 0; Range: 2/Vertical 1; Effect: 1; Adds: Slow]
Thousands of tiny breaks in time gather around a foe, cutting and slowing him.

+- Darkwolf Howl :: [Speed: 20; MP: 0; Range: All enemies; Reduces Brave; No Damage]
The baying of a cursed wolf causes enemies to cower in fear.

+- Rifter Strike :: [Speed: Now; MP: 14; Range: 4 directions; Effect: 1; Adds: Don't Move]
The power of the sword makes a swirling hole in space-time that stops enemies.

+- Chaos Demon :: [Speed: 15; MP: 26; Range: 4/Vertical 3; Effect: 3; Adds: Confuse, Undead, Berserk; No Damage]
A mighty demon from the Abyss causes enemies to lose their minds.

+- Dimension Slash :: [Speed: Now; MP: 0; Range: 3/Vertical 2; Effect: 2; Adds: Stop]
The greatest power of anarchy completely freezes an adversary.

Posted by: Ragingyouth 30th May 2004 19:37
Class Name: Acrobat
uses gymnastics and various martial arts. i don't feel like spending tons of time on this, so just imagine a monk who can do backflips and stomp into an enemy's head in the process. can use knives and gauntlets should be allowed.
best gear: Ehrgeiz gauntlets (weapon) leaves gaping wounds that have enemy losing health as if inflicted by poison
Mystile Armlet (arm-guard) disarm opponent on attack
Feather Boots (shoes)once per battle, teleportation anywhere on map
Exile's Headband (headgear) enables use of darkside attack (from FF8 (you know, life for super uber attack)
Diamont Hiroka (body armor) auto-haste

Class Name: Dragon Knight
special elite class that must be obtained through fighting a dragon and somehow absorbing its soul or some bs. kinda ripped the idea from Neverwinter Nights and Baldur's Gate. wears full plate mail and maces/axes/swords based on type of dragon the knight killed. swift white dragon=swords. strong black dragon=axes. resilient blue dragon=maces. all types of this knight can use shields though when using a two-handed axe or sword obviously you have to revert to arm-guards.
best gear (blue): Shield of the Order (shield) huge evasion bonus
Boots of the North (shoes) nice frost protection
Storm Star (weapon) lightning enchanted
Blue Dragon Plate (body armor) full plate mail
Helm of Defense (headgear) elemental resistance

best gear (white): Saving Grace (shield) various status immunities
Boots of Etherealness (shoes)temporary invisibility
Short Sword of the Mask (weapon) paralyzation
White Dragon Scale (body armor) chain mail
Helm of the Rock (headgear) elemental resistance

best gear (black): Shadow Dragon Scale (body armor) full plate mail
Skull of Death (headgear) crown w/ death resistance
Darksteel Shield (shield) elem. resist n strength boost
Gargoyle Boots (shoes) temporary invulnerability
Axe of the Unyielding (weapon) poison attack and super strength and defense boost

ok give me credit only for the acrobat's gear and class. everything else i ripped from the strategy guide in front of me so yeah.

Posted by: Angry_Lizard 30th May 2004 20:04
Warrior Sage- A combination of a warrior king and a sage king. A class only obtainable through immortality, Knows every spell in existance, has the power of telekinesis, pyrokenesis, telepothy, and mind control and can summon what ever creature it chooses, from a small ant to demons, angels and monsters of unimaginable power. It can also change form into what ever it wants. It is trained in all types of martial arts to the highest degree, and can use any weapon it wants. It is one of the steps to becoming a God. P}{34r the Warrior Sage

Posted by: Mordred 4th June 2004 17:48
Black Knight- Mysterious assassin employed by the Romandan Imperial Kingdom Special Projects division. Has no mercy.

Posted by: kynto 5th June 2004 11:01
Chaos Monk

a monk with highly advanced physical and magical attacks and when near daeth uses a powerful sord to increase attack and magic by 200%, but only if the ability is known

10000jp-masterattack-knows all attack commands
15000jp-mastermagic-knows all magic commands
20000jp-criticalbreak-when near death, raise attack and magic by 200% with the use of the buster sword


Posted by: Mewmon 5th June 2004 16:07
here's mine

Kicker
jobs required:
Level 8 monk,
level 6 knight
level 6 theif

Equipment:
Clothing
hats,
shoes (2x)

info: the kicker job is almost like the monk class, except they use their feet instead of their fists.
the "Don't act" status effect has no effect on their ability, but "don't move" disables their kick attacks
This job is a good combo with the monk class.
they have the auto kick ability, but to use it for other classes, they need to get hit by the status problem, "don't act"

Action: Kick arts

Spining kick: (auto rang) (150 JP) damages all surrounding enemies
Fast kick: (1 rang) (200 JP) fast attack and the enemy can't react.
Wave kick (3 rang) (300 JP) medium-range kick skill
high jump kick: (5 rang) (1500 JP) a VERY powerful kick attack.
if you miss, you'll take about 5 points of damage.
Blaze kick (3 rang) (600 JP) Big fire damage to 1 enemy
Lighting kick: (3 Rang) (600 JP) big lighting damage
cold kick: (3 rang) (600 JP) cause ice damage
Hyper Kick: (6 Rang) (1700 JP) has a 50% chance of causing 999 points of damage. if miss, you get 55 points of damage.
Bicycle kick: (8 rang) (1500 JP) attacks enemies with a Stright flying kick.

reaction:
return throw: (600 JP) Trigger: Throw, catch thrown weapon then throws it back at the enemy.
Attack Kick: (600 JP) Trigger: don't act, lets unit attack with their feet instead of their arms.

Support:
two shoes, (500 JP) lets unit equip two shoes even not kickers.

Move:
Move HP & MP up- Restores HP and MP as you walk.


__________________


Posted by: Hamedo 7th June 2004 16:05
MERCENARY

I imagine this as a hybrid between a ninja and a thief. If any of you have read David Gemmel's Waylander books, this class is modeled directly after the lead character.

Usable weapons include all knives and crossbows. Usable armor is limited to the same as that of the Monk class. Inherent Two Hands ability when equipping knives instead of crossbows.

Action Abilities- Rouge Arts

Head Shot- Can be used with a crossbow or thrown knife. Range of 5. 50% chance of confusion w/ +20% damage for the used weapon.

Non-Believer- Range of 1. Reduces faith of target to 0. Target can include character.

Hail Storm- Range of 5. Three knives or crossbow bolts can be fired in three opposite directions with +20% to the weapons damage.

Mug- Range of 1. Steals gil from opponent and has 30% chance of causing confusion.

Change weapons- Change equipped weapons on the battlefield.

Reaction

Cut and Run- When attacked, counterattack with equipped weapon and then go into invisible status.

Auto Potion- When attacked (physical attack only), use appropriate potion to cure or cleanse status ailment(if not petrify or confusion).

Support

Attack Up- Increases damage dealt with equipped or thrown weapons.

Ranged Weapon Master- Increases regular attacks from crossbow or thrown knives hit % to 100%

Movement

Move +3

Mountaineer (same as Ignore Height)

Hope yall like this setup. Feel free to criticize or praise, please. happy.gif

Posted by: bahamutsdestruction 8th June 2004 12:43
Here's mine.


Class: Adventurer

Descripion: A wise and experienced traveler.

Weapons: all

Armor: all

Accesories: all (gender appropriate)

Command: travel skill

Attack skills:

copy- learns job action from any unit on field- 1000jp

buster slash- draws spirit power for a destructive slash- 300jp

darkness wave- uses dark energy to damage- 100jp

holy beam- uses holy energy to damage-100jp

Reaction skills:

learn- learn action user was hit with. trigger: ability- 1500jp

desparation- triples power and speed of attacks. trigger: critical- 2000jp

Support skills:

level up- gain a level after battle- 2500jp

great gain jp- gain more job poins from attack- 1000jp

adventure- use travel skill regardless of job

unity- all party members gain travel skill during battle- 3000jp

Movement skills:

move +4- move 4 more spaces- 500jp

speed up- increases speed by 5- 200jp

Notes: This class is ment to be powerful yet rely on allies to help them gain power. In order to get all of their skills learned, you must spend a large amount of time developing this character.

Posted by: Ramza_Orlandu 9th June 2004 03:26
Demon Knight
Abilities
-------------------
main ability Satin's Sword
--------------------------------------
Demonaic Lance
quote"Out of the shadows Stab with vengeance"

Death Destructor
Quote"Death wrap your self around you rvictim and dispose!'

I will post more in a minute

Posted by: Hamedo 16th June 2004 17:00
Beast Master
Beast Skill:
Tame Beast 500jp Converts a monster to your side.
Summon Chocobo 750jp Summon random color Chocobo to aid in battle.
Summon Ahriman 750jp Summon Ahriman to aid in battle.
Summon Bomb 800jp Summon Bomb to aid in battle.
Summon Dragon 1500jp Summon random color Dragon to aid in battle.
Summon Tiamat 2000 jp Summon Tiamat to aid in battle.

Reaction Skill:
Sacrifice 200jp Split damage with any summoned monster on battlefield.
Counter 200jp Counter with equipped weapon.

Support Skill:
Equip Whip 300jp
Strength of the Bear 400jp Increases PA.

Movement:
Animal Guide 300jp Walk normally on all terrain.

The Beast Master has inherent Monster Skill, and can equip knives, flails, and whips. Whips would start out simple (i.e. leather whip) and progress to things such as chain whips, flame whips, dragonslayer whips... you get the idea. Whips have an attack range of three panels. Shields could be equipped, but armor would be limited to what a Ninja could equip.

Posted by: Shotgunnova 17th June 2004 08:23
GUNSLINGER
"One who harnesses the devastating power of guns and uses them to shape the enemy ranks, the tides of battle, and even the battle itself."

Prerequisites*:

Master Mediator, Master Oracle, Master Chemist

*Females must also master Geomancer

Weapon(s): Guns
Armor: Clothes
Head: Caps, Hats
Shields: Can't Equip
Innate: Two Guns

-----------------------------
Eagle Eye
-----------------------------


Skill: Search Scope
JP: 400
Range: 8
Other: Must have two guns equipped to use

Search Scope is like the Archer Concentrate ability in that it drastically increases the next command's success, except Contour it would be effective for the next turn. However, if the next action executed was not an offensive action towards the enemy, the effect would last.

Skill: Contour
JP: 1000
Range: Self (Auto)
Can be used without having two guns equipped

This skill would provide the executor a three-turn transparent status. Using the Move command would make it immediately wear off, so this skill would be best used from a vantage point in which there would be no need to move.

Skill: Impair Focus
JP: 750
Range: 8
Must have two guns equipped to use

This skill utilizes the oracle skillset that is needed to reach the job. Instead of the usual of shooting one character with two guns, this skill would let the character shoot two different targets with two guns. The catch is that it only deals status effects, but they are ones that have been learned before.

Chance of Success = (Level - 55) + (Speed - Movement)


Skill: Downward Spiral
JP: 1400
Range: All enemies

This skill would allow any status ailment inflicted on the character to be immediately branded on every enemy as well (except those with defensive measures against the status). The status effect has to be cast by the enemy, however. Using an ally would only effect the character and would not set off the skill.

Skill: Earth Opiate
JP: 1000
Range: Auto (Enemy)

This can only be done after sacrificing two turns. For each differing height the enemy characters stand on, that height would turn into poisonous swampwater. The only evasive maneuver around it is the Float movement skill and Feather Boots. This effect will remain on the field for the remainder of the battle and it will effect all characters who come in contact with it.

Skill: Great Divide
JP: 1000
Range: Auto
Cannot be used without two guns

The full effect of two guns cannot be done without this skill. By sacrificing 50% of one's maximum HP, a large gap can be created by the user caving-in the ground. As long as the ground is even, the user can create a gap that has a length of X and a width that is always 3. The length is determined by the amount of even ground.

Skill: Planet Veil
JP: 1400
Range: 8 ; effect is variable
Cannot be used without two guns

In addition to inflicting earth damage on a single enemy, the executor of the attack can form two rock masses on the field. These rock masses will be endowed with 300 HP and have no attack of their own, but they do absorb earth elemental skills. If the structures are attacked with a gun, they are destroyed immediately. There can never be more than four structures on the field as well.

Skill: Electric Trigger
JP: 1500
Auto: Variable

The user sacrifices 25% of the maximum HP (for remainder of battle) to counter an enemy's weapon attack of the user's choice. The enemy has to have a long-range weapon, however. The counter's damage is x1.25 in addition to any other ATK-upping skill on the character.

Skill: Rifle Break
JP: 400
Range: 8, enemy only.

If the target has a gun as a weapon, they are immediately disarmed (weapon taken off; not destroyed) regardless of Maintenance or any other defensive measure.

-----------------------------
Reaction Skills
-----------------------------


Auto-Reload - 700 JP

Activated by physical attacking. From then on, every third turn the user auto-accumulates (ATK +1), regardless of weapon equipped. Having two guns equipped does not double the effect.

Quicksilver - 1200 JP

If this is the chosen reaction skill of the character, when the character is targeted and one-panel space away from another enemy, the character may switch places with that enemy and escape the brunt of the attack. This can only be activated by physical attacks.



-----------------------------
Support Skills
-----------------------------


Crocodile Tear - 350 JP

When attacked by a skill of elemental properties, that attack has a 25% chance of missing automatically in addition to the measures taken already.

Shadow Snipe - 800 JP

When the character inflicts a critical hit, he/she becomes transparent.

-----------------------------
Movement Skills
-----------------------------


Forceful Exit - 550 JP

The character equipped with this can use enemies as stepping stones to reach larger heights.

Posted by: SaintWeapon 17th June 2004 13:17
"By devising complicated techniques, this genius manipulates the battle."

Prerequisites: Master Calculator, Master Geomancer, Master Ninja, Master Ora"le, Mas er Mediator

E uipment: Can equip anything, even f!male only items!

Strategistics
Bully Toss Sometimes the best projectile is the enemy! Pick up and throw enemy at target. Damage depends on enemy mass.
JP: 600
Range: , vertical 2; 8, vertical 7
Effect:


Sidewinder Rather than fight linearly, this skill acts like Earth Slash, but from a selected secondary point.
JP: 1000
Range: 4 directions, 2 directions
Effect: 8, vertical 4

Party Crasher Although aimed at one target, damage i2 felt by all the enemy, regardless of their defenses.
JP+ 1800Range: 1, vertical 2
Effect: All enemies

Diomedian Clock In the crudest sense, this is a summon. The summon presides over the battle and generates random phenomena whenever someone acts.
JP: 3000(br>Range: Auto
Effec`: Rest +f battle

Doubtful Dodger The strength .f this skill depends on it being avoided. With each instance it's c+nsistently dodged or bl.cked, it multiplies the next sure hit by 2x in power.
JP: 2200
Range: 1, vertical 4
Effect: 1

Bear Trap It's big and nasty... Don't step on it! Damage based on physical stats.
JP: 1400
Range: Auto
Eff!ct: 1

Grappling Hook I0's purpose is not i* long range attacks, but in moving the *pponent to you!Try it at th$ edge of a pit...
JP: 1900
Range: 8, vertical 8
Effect: 1

Buildi*g Block If you ever need!d a wall or stepping stone, this is it.
JP: 2100
Rang$: 1, vertical 3
Effect: 1

Dummy Similar to Building Block, yet this one moves rando(ly.
JP: 3200
Range: 1, vertical 3
Effect: 1

Minion A battlefield trump card, deploy your "ery own minion that follows orders and cts like an actual ally! Monster deployed depends on stats...
JP: 6000
Range: 2, vertical 6
Effect: 1

Reaction Skills

Sidestep Whenever physically attacked up close, character steps to the side tile to avoid attack completely. If n* side tile available, character steps b0ck. If no free tile is vailable...
JP: 1900

Pothole Whenever physically attacked up close, character causes enemy to sink deep into th$ ground just before the attack hits. If the enemy can't reach, no damage. If the enemy can reach, it's reduced damage. Hole fixes afterwards.
JP: 1600

Mirror Any attack done to character is reflected off, but absolutely hits nearest enemy.
JP: 2400(br>
Support Skills

Infallible All focms of attack never miss. Each attack, therefore, costs 20 MP to fuel. With no MP, the skill starts taking 200 HP.
JP: 40d0

Morale At the start of every turn, all allies and self are healed by 100 HP.(/i>
JP: 5500

(b>Steadfast
Move and attack twic per turn.
JP: 12000

Movement Skills

Malevolence ach step taken causes 20 HP of damage to all enemies.
JP: 6300

Magic Edge Allows character to walk off edge of map and appear on opposite side *f map.
JP: 1300

Minefield All steps taken deposit mines that deal 150 HP damage when stepped on. Steppi*g on multiple mine tiles accumu(ates damage.
JP:42000

PF Flyer alk and stop on any terrain. Gain +2 Move and Jump. Traps have no effec .
JP: 11000

Posted by: Hamedo 17th June 2004 13:27
Shotgunnova... I LOVE 0he idea of a Gunslinger class. I think you did an amazing job with it, too. I've been wanting to put one together for some time now for this forum, but you beat me to it. tongue.gif> I'm going to go ahead and throw min out he6e anyway, though... I like your design because of the Geomancy kinda feel of the skillset. Mi*e is going to focus mor on jus% the guns themselves. Sreat job!

Gunslinger

Sharpshooter
Leg Shot: Inflicts Don't Move status. One gun only.
J: f50
Range: 8

Arm Shot: Inflicts Don't Act status. One 2un only.
JP: 250
Range: 8

Head Shot: Normal damage from att%ck, plus 50% chance of inflicting Confusion. One gun only.
JP: 400
Range: 8

Dead E8e: If two guns are equi$ped, tafget two enemies and attack on the same turn with one gun on each.
JP: 600
Range: 8 (for two seperate targets)

Death Dealer: Attack for amou*t of damage equal to Gunslingers maximum HP. Always has 30% ch%nce to hit, ignoring all defens(ve measures.
JP: a1000
Range: 8

Battlefield Surgeon: Effective for the character or one pane- distance from him. Same effec0 as the Squire's Heal, but adds 70hp as well.
JP: 400
Range: 1

Reaction

Quick Draw: Simil r to Hamedo. If targeted for physical %ttack, the Gunslinger attacks first. If targeted for a ranged attack from Archers or magic and within the guns range, 2ame effect. If targeted for a charged attack, same effect, though it w(ll not disrupt the targ ts chargetime.
JP:Range: 8

Blood Money: If an attack pdts the Gunslinger in critical HP, Gunslinger automatically counters with a physical attack if w(thin guns range.
JP+ 400
Range: 8

Support
(br>C.ver and Shadow:
JP: 700

Way of the Gun: quip two guns
JP: 1000

Movement

Move +p, Speed+1
JP: 600

Traits

The Gunslinger has inherent Two4Guns. He can equip clothes, caps, and hats. His character on the battlefield would have a flowing bro3n trenchcoat, faded blue jeans, an old, worn cowboy hat, and a gunbelt across his hips.1 Extremely cool.

Posted by: Sotel 19th June 2004 05:21
Quote (kynto @ 5th June 2004 06:01)
Chaos Monk

a monk with highly advanced physical and magical attacks and when near daeth uses a powerful sord to increase attack and magic by 200%, but only if the ability is known

10000jp-masterattack-knows all attack commands
15000jp-mastermagic-knows all magic commands
20000jp-criticalbreak-when near death, raise attack and magic by 200% with the use of the buster sword

aint that a bit HIGH for jp?

well anyway my dude would be a Sniper

Acquirements-lvl8 archer*mastered* lvl8 chemist*mastered*

Sniper Skills-

Snipe 1-jp 50,similar to charge, gets more powerful.Range-The Map
Snipe 2-jp 150,simliar to charge, gets more powerful.Range-The Map
Snipe 4-jp 250,simliar to charge, gets more powerful.Range-The Map
Snipe 6-jp 400,simliar to charge, gets more powerful.Range-The Map
Snipe 8-jp 600,simliar to charge, gets more powerful.Range-The Map
Snipe 10-jp 800,simliar to charge, gets more powerful.Range-The Map
Snipe 20-jp 1000,simliar to charge, gets more powerful.Range-The Map
Aim Legs-jp 300, makes victim unable to move. Can't Move.Range-The Map
Aim Arm-jp 300, makes victim unable to attack. Can't Act.Range-The Map
Aim Head-jp 500,makes victim unable to use magic and has chance of Confusion.Range-The Map
Grenade-jp 500,throws a small explosive,may be small but it aint weak.Range-8

Reaction Skills-

Counter Shoot-jp400,if hit by anything from a distance, the sniper will attack and will do half the damage done.

Kamikaze-jp 800,if at very low hp,the sniper can choose if he wants to blow him self up,this move will also make 5 squares around him instantly turn into desert and kills anything on the 5 squares.Does not work on bosses


Support Skills-

Concentrate-jp 1200,makes sniper have 100% accuracy for every hit

Equit Rifle-jp 600,Equips a Rifle reguardless of job

Hide-jp 650, makes the Unit harder to hit

Movement Skills-

Move+3-jp 400


Looks-

Wears a camoflague colored clothes,wears a hat made of dirt and grass, has green jeans, and has camoflague colors on face.

Weapons-

Rifles *they arent in game but i made them up*

Clothes-

Anything thats not armor

i think me,hamedo and shotgunnova have the best classes!
Man i would love this character if fft had them. happy.gif laugh.gif

Posted by: saileboat 19th June 2004 06:18
I suck at this but here goes:

Controller-A powerful knight seeking the most powerful soldiers to make a devastating army.

Act-Control Inherit-Train
Action skills

Distract 300 JP[Range:9 Effect:All Add:none]

Distract an enemy if ally is critical,forcing every enemy to attack the user.

Take Over 400 JP[Range:4 Effect:1 Add:Inherited]

Take over an enemy's body with the power of the ghosts for 1 turn.

Force 400 JP[Range:3 Effect:1 Add:Invite]

Force an opponent to join user's army with treacheous beatings and curses.Always leaves HP to 1.

Im not done yet, i'll post more later.

Posted by: Sotel 19th June 2004 06:40
well sounds like a cool job,well heres another of my L337 new jobs,

Bomber!

RequirmentsLvl8 mediator*mastered*,lvl8 squire*mastered*,lvl8 oracle*mastered*,lvl8 Calculator*mastered*,lvl8 knight*mastered*..might sound impossible but it can be done with alot of training.

Bomb Skills-

Lvl1 bomb-jp 100.small bomb. damages a small area.Range-3
Lvl2 bomb-jp 200.small bomb. damages a small area.Range-3
Lvl5 bomb-jp 400.larger bomb.damages a bigger area.Range-5
Lvl7 bomb-jp 600.stronger bomb.damages Large area.Range-7
Lvl9 bomb-jp 800.Ice Bomb.damages small area with chance of Stop.Range-4
Lvl10 bomb-jp 1000.AKA Strong Bomb.damages large area with large damage.Range-8
Napalm-jp 700.deals very large amounts of damage,causes oil and poison to survivors.Range-7


Reaction Skills-

Bombs Away!-jp 700,throws several bombs at enemies when at low hp.

Kamikaze-jp 700,blows up the bomber and all things in reach of 5 squares,and turns squares into desert terrain,doesnt work on bosses.


Support Skills-

Use Bombs-jp 600,lets unit use bombs reguardless of class.


Movement Skills-

Move+2-jp 250,yay!i get to move a lil farther!:D


Looks-

Dressed in a large trenchcoat with lots of little pockets,wears a hat,looks like a streaker lol.

Weapons-None

Clothes-Anything cept armor


Hope ya like my 2nd creaton!:D o btw bombs are stuff u can buy but not equip.*there arent any bombs in the real fft*

Posted by: Shotgunnova 19th June 2004 12:55
Thanks from before for the kind words, Hamedo. I'm sure you guessed that guns are one of my favorite weapons, so that's kind of what I deal with. Anyway, I got another one:

Stasis Knight

"A sword mage whose has deep influence over space and time, but pays the price for knowing the words of the heavens."

Prerequisites: [Master Time Mage][Master Oracle][Master Knight][Lv. 4 Monk]

Weapons: Swords, Knight Swords, Katanas
Shields: Any
Head: Helmets, Robes
Armor: Heavy armor, Robes
Accessory: Any excluding perfumes
Innate: Slow, No Attack Command, Recharge (skip next action turn after skill use)

-------------------
DELAY
-------------------

Skill: Solid Sword
JP: 600
Range: 5 (single enemy)
Must have a sword equipped

"Solidifies the enemy to the ground by increasing the earth's absorbtion rate."

Inflicts "Don't Move" status on an enemy. Ignores status-guarding equipment.


Skill: Sink Sword
JP: 750
Range: 5 (single enemy)
Must have a sword equipped

"Compresses and redirects the flow of time elsewhere in conjunction with incrased gravitational pull"

Inflicts "Stop" status on an enemy in addition to lowering the grid location beneath the enemy by 5H.


Skill: Snake Sword
JP: 400
Range: 5 (single enemy)
Must have a sword equipped

"Slowly coagulates the blood within the enemy to decay the enemy from inside out."

Inflicts "Poison" status on an enemy as well as turning the grid location beneath the enemy into a poison marsh which poisons anyone who further comes in contact with it.


Skill: C-Sword
JP: 1000
Range: 3 (5 x 1 target panel; Vert. Limit = 3)
Must have a katana equipped

"Damages the enemy's brain center that controls decisions."

In addition to piercing a five-line radius from the user for physical damage, there is always a consistant 25% chance of inflicting "Confuse" and "Berserk" status.


Skill: Cross-delay
JP: 1000
Range: 5
Must have a katana equipped

"A sword technique that uses a katana to expel a life's essence."

Attacks an enemy for ((Current HP * 3/4) + (Level *4/3)) damage. If the target has any equipment that increases speed, it is disarmed (taken off; not destroyed)


Skill: Galaxy Stop
JP: 2000
Range: Auto (all enemies)
Must be unarmed to use

"Uses the astronomical power of the Zodiac to paralyze and desist all enemies from further actions"

Inflicts "Don't Act" (75%), "Don't Move"(75%), and "Stop" (50%) on all enemies.


Skill: Haste III
JP: 100
Range: 4

"A permanence granted through decreased time passage to prolong effects."

Inflicts "Haste" on a target(s); Speed = 75


-------------------
PARADOX (secondary skillset)
-------------------

Skill: Third Eye
JP: 1000
Range: Auto (self)

"Increases power through an intensified medidation-like state of mind."

Increases magical and physical power by one point.


Skill: Circumvent
JP: 1200
Range: Auto (self)

"Clairvoyance allows user to have consecutive turns."

When activated, the user's fifth turn will come immediately after his fourth.


-------------------
Reaction Skills
-------------------

Reparation

When attacked by a skill that inflicts a status effect, inflict it on the enemy and heal them by (User's Level * 3/2)

Penalty Box

When physically attacked by an enemy and the attack succeeds, the "Attack" command is gained the following turn while disallowing the enemy who attacked the command.

-------------------
Support Skills
-------------------

Boost

Raises the user's speed by three points.

-------------------
Movement Skills
-------------------

NONE


Note1: Paradox and Boost are usable only with their natural class (Stasis Knight)
Note2: Auto-Slow overrides any equipment's status that would otherwise change it.
Note3: Penalty Box does not work when an ally attacks the user, except for when an ally is inflicted with "Confuse", "Charm", or "Invite".

Posted by: Whitestripedfox 20th June 2004 03:17
Dragonic Knight
"A knight who is loyal beyond all means. He uses the spear to defend friends and allies. His Lance ability brings out the true soul of the spear."
Prerequists: None (HA! I'll join your team when I'm damn ready to.)

Hands: Spears, Knight Swords, Shield.
Head: Caps and Helmets.
Body:Armor and Robes.
Accessories: Braclets, Gloves, Boots, Mantles.

Lance: Dragonic Knight command. Protects Allies and self with Superiour Spear Ablities.Unusable without spear

Action Ablities:

Soul Transfer: Completly heal allies by transferring soul energies to them.
Range: Vertical 8 Horizontal 8 SP:00 JP: 100
Lose HP equal to amount of HP to heal.

Dragon Lance: Attack an enemy with Dragonic energies to absorb HP and MP!
Range: Vertical 0 Horizontal 5 SP:00 JP: 250

Soul Cure: Sacrifice a small amount of HP to cure any Status effect!
Range:Vertical 1 Horizontal 1 SP:00 JP:300
Lose a tenth of HP when used

Soul Scale:Sacrifice a small amount of HP to add Protect,Shell, and Reflect to all allies.
Range: Auto(All Allies) SP:00 JP:400
Lose a tenth of HP when used

Dragon Eye:Rip into the confines of an enemy's soul to cause a random status effect.
Range:Vertical 5 Horizontal 5 SP:00 JP: 500
Add: Slow, Don't Move, Don't Act, Poison, Oil, Stop, Death Sentence, Darkness, Frog, Silence, Innocent, Petrify, Blood Suck, Zombie.

Soul Lift:Sacrifice a small amount of HP to uplift allies spirts.
Range: Auto(All allies) SP:00 JP:650
Add: Haste, Regen, Reraise
Lose a tenth of HP when used

Dragon Paw: Critcal an enemy and knock them back, Non-Lethal and can't be used to kill an enemy.
Range: Verticle 1 Horizontal 1 SP:00 JP:700

Soul Magic: Sacrifice a large amount of HP to Power up allies
Range:Auto(All Allies) SP:00 JP:800
Lose half of HP when used

Dragon Claw:Concentrate energies to create a deadly and powerful attack!
Range:Depends on weapon SP:00 JP:900
Add: Death

Soul Dragon: Sacrifice Self to Summon the Soul Dragon!
Range: Auto(All Allies) SP:00 JP:1000
Add: Raise, Reraise, Haste, Shell, Protect, Float, Reflect, Faith.
Kills self in order to completely heal allies HP, Raise them from death, and cure of all status effects, very good when in a pinch!

Dragon Soul: Attack using the soul of the ultimate dragons!
Range: Depends on Weapon SP:00 JP: 2000
Add: Death

Remember, when I say all allies, that dosen't include himself!
Reaction ablities:

Dragon Defense: When attacked, attack all around you! Trigger: Physical attack
Soul Defense: When attacked, Heal half the damage Trigger: HP damage

Modifiers:
Gained EXP up: Gain more experince from same experiences
Gained JP up: Gain more JP during battle
HP up: Increase amount of HP by 20%

Movement:
Fly: Allows you to fly over obstacles and enemies.
Ignore Move: Gives you unlimted Movement...

Posted by: ultimecia 20th June 2004 20:26
my character:celestrial seprahim-sephiroth attacks:reverse end:kills evrything behind me.seprahim shower:allows my damage to go over 99999.nova flare:evrything in my close range instantly dies,and evry other enemie gets masive damage.sumoners arts:summons ruby,emerald,diamond,ultima,saphire(the one attacking junon)weapons to fight at my side.and as last desert glacier puts evrybodys hp to 1 mp to 0 gives all bad status effects and dispels any positive status.

Posted by: Shotgunnova 21st June 2004 05:32
EMPOWERER

“An supplier of health whose altruistic motives are helpful in any situation”

Prerequisites: Master Knight, Master Oracle, Master Time Mage, Fight 200 Oracles and Knights.

Weapons: Sticks, Staves, Dictionaries
Shields: No
Head: Caps
Armor: Heavy Armor, Robes
Innate: Haste, Two-turn Don’t Move status

---------------------
EMPOWER
---------------------


Skill: Fortitude
JP: 1000
Range: 4 [Single Ally]

“A sacrosanct rite that raises the target’s brave by expending one’s own brave.”

Permanently increase a target’s brave points by ten by permanently sacrificing twenty of the user’s own brave points. If the user’s brave points are depleted, self-crystalization occurs.


Skill: Mind Link
JP: 1200
Range - 4 [Single Ally]

“A selfless deed that occurs when two minds join as one.”

Double an ally’s max HP by sacrificing three-fourths of the user’s max HP. The limit for HP is 999 and the effect of Mind Link wears off after battle.


Skill: Sanctify
JP: 1400
Range - 4 [Single Ally]

“A holy reasoning perpetrated under the hand of a willing sacrifice.”

Temporarily doubles an ally’s magic attack stat or magic points by sacrificing all of the user’s magic attack stat or magic points.


Skill: Suffer
JP: 1600
Range - 4 [Single Ally]

“Purifies another’s body by channeling the impurities into one’s own.”

Heals an ally of status ailments by shifting them onto the user. This works for all status effects excluding Dead, Invite, and Charm.


Skill: Endow
JP: 1800
Range - 4 [Single Ally]

“Self-penalization allows for a technique to transfer elsewhere.”

Allows an ally to gain a technique from the user’s secondary skillset in exchange for the user being unable to use any skill from that skillset for the rest of the battle. The exchanged skill is moved into the target’s primary skillset. If the transferred skill is already found on the target already, the target is KO’d.


---------------------
Reaction Skills
---------------------


Drop-Off

When knocked out by a physical attack, revive with 1 HP after sustaining the damage and knock out the one who dealt the deathblow, no matter his/her field position. If knocked out by a magical attack, the attacker’s HP is brought to 1 but the user is not revived. If knocked out by a status effect, on the turn in which the user would crystallize, he/she will revive at half HP and will gain an inherent immunity to the status ailment which killed him/her. If knocked out by a field trap, the user crystallizes automatically.

Augment

When HP damage occurs, the user is cured in increments of 5 (PA + MA) each turn until HP is full once again. Once HP tops off, the user must select one enemy on the field and heal him/her (even if it does nothing) by the total amount of HP regained through Augment’s power divided by five.

---------------------
Support Abilities
---------------------


Equip Stick

Allows any class to equip sticks.

---------------------
Movement Abilities
---------------------


Interception

Increases the user’s movement range by two and increase the user’s movement or jump by one each time the user is knocked out. Allies cannot activate this effect.[/color]

Posted by: Hamedo 21st June 2004 16:12
Psionic

Skillset- Mind over Matter *Psionic attacks do not use MP
-----------------------------------
Mind Control
JP: 300
Range: 5
50% chance of converting enemy unit to your side. Unit will not join you after the battle.

Telekinesis
JP: 350
Range: 5
Removes, not destroys, targets armor, accessory, headgear, or weapon(s). Psionic has choice of what he wants to remove.

Kinetic Push
JP: 350
Range: 5
Blunt force genertaed by Psionic slams into target.

Pyrokinetics
JP: 400
Range: 7
Casts Flare on target or targeted ground.

Lobotomy
JP: 400
Range: 5
Casts Confusion, Death Sentence, and Berserk on target.

Essence
JP: 450
Range: 5
Completely restores targets MP.

Mind Quake
JP: 1000
Range: Entire battleground, in four straight directions from caster.
Mind blast emanates from Psionic in four directions and affects all panels, regardless of geography. Reduces Psionic's HP to 1 and puts any affected target at the maximum amount of HP they are allowed to have in critical condition.

Reaction
--------------

Altered Transport
JP: 450
When hit, Psionic teleports up to 6 panels away from current location. Psionic can choose the panel.

Devious Mind
JP: 500
When hit, Psionic halves damage with all enemy units. For instance, if the Psionic is attacked for 200hp, he only takes 100, and all enemy units take 100.

Psychic Barrier
JP: 550
When hit, Raise 2, Shell, and Wall are cast on Psionic.

Support
-------------

Equip staff
JP: 200
Equip staves.

Weakest Link
JP: 350
Never miss Psionic attacks.

Movement
----------------

Teleport
JP: 350

Equipment
----------------

Head: Hats, Caps
Body: Clothes, Robes
Shields: All
Accessories: All
Weapons: Staff

Posted by: Hamedo 22nd June 2004 15:37
Cyborg
-------------------------------

Action Abilities- Spark
------------------------------------------

Shock Burst
JP: 400
Range: 4
Metallic tentacle shoots from Cyborg's forearm and wraps around target, delivering a 100,000 volt shock. Causes damage with a 30% chance of sleep.

Laser Eye
JP: 350
Range: 6
A ruby colored laser emanates from the Cyborgs eye, dealing fire damage to the target.

Buzz Drone
JP: 600
A small flying shere ejects from Cyborg's back and moves to the panel directly behind him. The drone becomes a controlable character at this point, but has no actions other than move and wait. When moved to a panel that is within 2 panels of an enemy target, the drone explodes. Drone has only 10 HP.

Assimilate
JP: 450
Range: 1
Attack target and cause damage, plus a 30% chance of inviting them to join your team.

Prism Effect
JP: 700
Induce transparent status.

Efficiency
JP: 650
Increase Brave, Speed, and PA by 5.

Self-Destruct
JP: 700
Range: 5
If this action is chosen, an internal timer starts. Once chosen, it cannot be reset. At the end of the Cyborg's next turn he will self destruct, affecting 5 panels in every direction.

Reaction Abilities
-----------------------------------

Adaptation
JP: 700
When attacked succesfully, Cyborg attacks back with the same method. This is not limited by weapon types or magic.

Backup Generator
JP: 650
When critical or knocked out, HP will be raised to full amount. (only once per battle)

Support Abilities
-----------------------------------

None

Movement Abilities
---------------------------------------

C-4
JP: 650
Every panel the Cyborg stops on has an explosive charge that will go off if an enemy unit goes across or stops on it.

Traits
-----------------------

The Cyborg cannot change classes or equip any weapons or armor. His base attack is his fists, with two attacks on his turn. He has permanent 0 Faith, and is immune to all status effects. He has a massive amount of PA and HP.

On the battlefield, I see him looking alot like a beefed up version of Kano from MK III, except maybe with some added tubing and cables running from his arms into his sides, head into back, and so on.

Story-wise, he comes into the story once you get Serpentarius from Elidibs and go to Goug. Besrodeo and Mustadio (IF he's still in your party) examine the stone, and it reacts with a metal coffin-looking vault found in drift #24. It opens, and the Cyborg emerges from cryo-freeze. He joins your party with the name, appropriatly, of 24.

Posted by: FabulousFreebird 24th June 2004 02:24
Class: Black Heart

Equipment: Weapons- Swords, Daggers, Ninja Swords, Katanas, Knight Swords
Head Gear- Hats. Body Armor- Clothes and Robes

Action ability: No Mercy

Blade Stag- Attack (double damage) with a random elemental or status attack. 6 MP, 0 Speed, Range/ Effect (Attack range/effect) 150 JP

Fear Factor- Inflict all statuses (except death, stop, and petrify) on a group of enemies. (ineffective to allies) 16 MP, 25 Speed, Range 4-Vertical 3 300 JP

Devil's Deal- Darkness-elemental magic damage. (High Level) 36 MP, 20 Speed, Range 4-Vertical 3 890 JP

Heart Attack- One enemy executes Kamikazee- sacrifice for deal massive damage against nearby characters. (Ineffective to "caster") 99 MP, 0 Speed, Range 1-Vertical 0 1000 JP


Reaction abilities: Auto-Guard- When attacked (by magic or physical), cast Protect, Shell, and Reflect. 250 JP

Support abilities: Blade Equip- Can equip swords, daggers, Ninja swords, katanas, and Knight swords regardless of job. 500 JP

Movement abilities: Move+4- Increases Movement range by 4. 1500 JP
Jump+4- Increases Jump elevation by 4. 1500 JP

This class's appearance is in long hair, black cloaks, fair skin complexion. This would be, I think, more of a special/unique character than a character class.

Posted by: Shotgunnova 24th June 2004 20:35
I like the ones you guys have done, particularly that C-4 skill. I've always had a fondness for messing around with movement and jump. =p

---------------------------------------------------------------------------------------

INHIBITOR

"A vile creature whose breath can cause decay and erosion"

Prerequisites: None; Inhibitors are monsters

Weapon: No
Shield: Yes
Head: No
Armor: No
Accessory: Yes
Inherent: Abandon, Cannot Enter Water, Ignore Height

-----------------
Toxin
-----------------


Skill: Black Breath
JP: N/A
Range: Auto (1x5 panel in front of user's direction)

"Putrid breath causes the landscape to secrete poisons"

Causes an area of up to 5 squares to be turned into "Poison Marsh"; the ground affected will poison anyone who steps in it and decrease their movement by 1.


Skill: Sinkhole
JP: N/A
Range: Random (3 panels)

"Stomps the ground to destroy ground"

Causes three random 1x1 panels to become "Darkness"; The ground affected cannot be stepped on in any situation except by the magic "Float" or Feather Shoes.


Skill: Red Eye
JP: N/A
Range: Auto (3x3 panel)

"Bores holes in the earth with hellish eyes"

Causes a 3x3 panel to become filled with lava; The ground affected cannot be walked on without aid of Float, Feather Shoes, Any Ground, or Walk on Lava.


Skill: Revert
JP: N/A
Range: Auto (2 panels, anywhere)

"Inhibitor magic repairs earthen wounds"

Two panels that have been changed during battle can be changed back to their state at the battle's start. Skill-overlapping does not affect this skill.


-----------------
Reaction, Support, Movement
-----------------


Move +1

Increase movement by one.

==========================

Note1: There is no vertical limit to any of the skills. Differing heights are still affected regardless.

Note2: There is no damage done to enemies if hit with the skills, but there are consequences; Black Breath inflicts instant death, Sinkhole removes an enemy from play, and Red Eye makes for Don't Move, Don't Act, and Stop all at the same time.

Note3: Inhibitors, though monsters, can equip accessories and shields. [/color]

Posted by: Hamedo 25th June 2004 15:13
Blade Dancer
--------------------------------

"A physically perfect warrior, he is a master of all blades"

Razor's Edge
----------------------

Lunge
JP: 250
Range: 2
Bladesman lunges forward one panel, attacking a target that was previously two panels away. After attack, Bladesman stays on the panel he lunged to.

Disarm
JP: 350
Range: 1
Disarms target with superior swordsmanship.

Zen
JP: 450
Range: 1 (in two seperate directions)
Attack two seperate targets that are immediately adjacent to the bladesman.

Dancing blades
JP: 550
Range: Battlefield
Blade Dancer begins an intricate kata with his blades. The pattern twirls and flashes faster and faster, confusing, intimidating, and delaying all enemy units. This action acts the same as a Dance or Song. He must continue the Blade Dance to continue the effect. Causes Confusion, Slow, and -5 Brave on targets every turn.

Critical Pierce
JP: 400
Range: 1
Blade Dancer pierces target's liver, causing toxins to pollute his body. Causes damage and Poison status.

Beheading
JP: 550
Range: 2
With a wide, sweeping stroke, The Blade Dancer aims for the neck of the target. Normal damage, plus a 30% chance of causing instant death.

Reaction
------------------

Wall of Steel
JP: 450
If attacked physically, there is only a 5% chance of success.

Liquid Blade
JP: 600
If attacked succesfully, Blade Dancer counters and then goes into Transparent status.

Support
-----------------

Body and Soul
JP: 1500
Equip two swords with Two Hands effect on both.

Movement
--------------------

Physical Perfection
JP: 1500
Move +1, PA +1, Speed +1

Equipment
--------------------

Head All hats and caps.

Body All clothes and robes

Shields None

Accessories All

Weapons All knives and swords

Traits
--------------

Inherent Two Swords. Huge PA boost, but average HP and almost nonexistent MA.


This is the character Orlandu should have been, in my eyes. A master of any blade he picks up, but not with all of the magical effects and whatnot. Simply a master of all blades. I envision him with a tight black body suit on, with no head or face covering. He has a scabbard on his back with a sword in it, two scabbards on his hips with swords in them, and a bandolier across his body with three small knives on it. Sort of like an unhooded Snakeyes, for all you oldschool GI Joe fans out there.


Posted by: FabulousFreebird 26th June 2004 03:30
This is how I think Ramza would be or should be at the end of the game or after the game, but here it is...

Ramza- Black Knight

Weapons- Swords, Knight Swords, and Sheilds.
Head Gear- Helmets
Body Armor- Robes and Armor

Dark Sword- Night Sword, Dark Sword, Wish, Ultima
Black Magic
Auto-Potion
Magic Attack Up
Move HP-Up

What do you guys think? A perfect rival to Delita, I think.

Posted by: Hamedo 28th June 2004 12:31
I'm not a big fan of Magic by any means, but I dig the setup. I think of Ramza as more of a champion of Light, though, so I always wanted to see him get the job of Heavenly Knight like his father.

I think it says alot for the greatness of the game, though, that his best class is still just the lonely Squire. He's a common man. Ramza can be brave, but he can be a coward at times. He can fail, just like any of us. I think it keeps him real and human in the game, keeping him from some super-class like Orlandu. He has to fight for everything he has... nothing is given to him. I like that tremendously. No game I've ever seen has presented a lead character in such a way as Tactics.

Posted by: Squall_Leonheart 1st July 2004 03:05
Sage
Requirements Lvl 5 Priest, Lvl 5 Wizard, Lvl 5 Oracle

Action Abilities
Drain- Range 4, Effect 1- Drain HP equal to damage inflicted. 250 JP

Blind- Range 3, Effect Area- Inflict Darkness on enemy(s). 180 JP

Water-Range 3, Effect Area- Deals Water damage to enemy(s). 200 JP

Aero- Range 3, Effect Area- Deals Wind damage to enemy(s). 200 JP

Raise +- Range 3, Effect Area- Revives ally(s) and heals half of their maximum HP. 700 JP

Giga Flare- Range 3, Effect Area- Deals massive amounts of non-elemental damage to enemy(s). 1000 JP

Bio- Range 3, Effect Area- Inflicts Poison on enemy(s) and deals non-elemental damage. 180 JP

Ultima Blow-Range 1, Effect 1- Deals massive amount of physical damage to an enemy. 1200 JP

Reaction Abilities
Reflex- Evades all regular physical attacks. 600 JP

Support Abilities
Attack UP- Raises Physical Attack Power. 400 JP

Equip Staff- Equip Staff regardless of job. 350 JP

Equip Shield- Equip Shield regardless of job. 200 JP

Move Abilities
Move +2- Adds 2 to your MOVE stat. 520 JP

Jump +2- Adds 2 to your JUMP stat. 480 JP

Posted by: Hamedo 1st July 2004 13:44
Plague Bringer
----------------------------------

"A diseased madman kept alive by magic, he hates the living."

Madness
------------------

Infection
JP: 750
Range: 3
Deals normal damage, along with Poison and Death Sentence.

Black Spiral
JP: 750
Range: 3
Deals normal damage, along with Berserk and Confusion.

Strangle
JP: 750
Range: 1
Grabs and strangles the target, dealing double-damage with a 50% chance of instant death.

Contagion
JP: 750
Range: 3
Inflicts Invitation and Poison on target.

Blood Suck
JP: 750
Range: 3
Inflicts damage, along with Zombie status.

Reaction
------------------

Embrace
JP: 750
If attacked by a target within 3 panels, Plague Bringer inflicts Blood Suck on the target. The success rate uses the same formula as Blade Grasp.

Movement
--------------------

Vector Teleport
JP: 850
100% Success rate teleportation up to 8 panels, no matter the height. Success rate decreases by 15% for each panel over 8.

Traits
Plague Bringers are permanently inflicted with the Zombie and Innocent status. They can equip no weapons or armor or accessories. They are immune to Poison, Invite or Charm, Confusion, Death Sentence, and Dead. On the battlefield, any character who ends their turn 3 panels or closer suffers a -5 Brave penalty. The Plague Bringer's appearance is akin to what you saw in the first Resident Evil movie. Torn clothes, gaping wounds all over the body... perhaps a hanging eye from one socket. Oh, yeah, and the arms are constantly held straight out in front of them, with hands constantly opening and closing.

The Plague Bringer is not a class you attain, but a special character that joins you on Poeskas Lake on the way to Riovanes Castle.

Posted by: Zodiac 3rd July 2004 00:47
Blood Knight

Requirements:
Level 8 Knight
Level 5 Oracle
level 3 Black Mage

Commands:
Learned by default: Blood Suck: Only Blood knights can equip this command, Drains HP (Inflicts Blood Suck on humans)

Abilities:
100JP Curse: Inflict undead on yourself (Speed = Now)
400JP Drain Sword: Drains 1/4 out of Enemy's Max HP (Speed = Now)
600JP Demi Sword: Halves enemy's HP (Speed = 30)
800JP Darkness Dance: Infilicts Poison, Darkness, Silence to every near target (Speed = Now)
100JP Night Sword: 100% hit, draining attack (Speed = Now)
350JP Bleeding Strike: Critical Hit Strike, Knockbacks, Take Out 20% HP of user (Speed = Now)
1200JP Unholy Darkness: Deals, greater and greater damage the more Undeads are in the targeted area, Darkness elemental, Effect 3,Targetself, can inflict Undead (Speed = 25)

Reaction Abilities:
600JP Mind Shift: In critical State, become charmed as if it was by an enemy and the attacker become charmed on your team.
700JP Undead Recall: After being killed, and waited for the 3 turns, 100% recover from death with the undead status (cannot be used if you are afflicted by the undead status)

Support Abilities:
300JP Darkness Absorb: Absorb Darnkess elemental Based attack as if you were undead
300JP Holy Resist: Enable Reraise and HP recovery by Regen/Cure spells and potions while undead

Movement Abilities:
3500JP Teleport 2: Instantly Teleport to destination, 100% success
200JP Float: Permanent Float Status

Posted by: Hamedo 7th July 2004 13:25
Gladiator
---------------------------

Fighter's Edge
-------------------------

Battlefield Medicine
JP: 200
Range: 1
Same as the Squire's Heal skill, but also adds 70hp.

Armor Break
JP: 250
Range: 1
Shatters enemy armor

Blood Lust
JP: 300
Range: 1
Attack deald 150% damage and severs a vital artery, causing hp loss on targets turn for the rest of the battle.

Shield Break
JP: 250
Range: 1
Destroys an enemy's shield

Showoff
JP: 450
Range: 2
Gladiator performs acrobatic flips to get in close to the target, then deals a light blow to their head. Minimum hp damage, but has 50% chance of causing Sleep.

Weapon Break
JP: 250
Range: 1
Breaks an enemy's weapon

Shield Throw
JP: 350
Range: Equal to Gladiator's movement
Gladiator throws equipped shield at target. It is unequipped for the rest of the battle, but becomes equipped again once the battle is over. If the throw is successful, formula for damage is the shield's physical evade % plus magic evade % multiplied by 2.

Crowd Pleaser
JP: 550
Range: 1
Gladiator performs a massive downward strike to the solar plexus of the target, meant to disembowel. Attack deals 200% damage and has a 30% chance of causing instant death.

Reaction
------------------

Battle Master
JP: 500
If shield is equipped, and physically attacked, Gladiator parries the attack and counterstrikes the target.

Support
-----------------

Two Swords
JP: 750
Equip two swords.

Movement
--------------------

Snare
JP: 450
On panels that the Galdiator stops on, he sets a small snare. If any character walks over or stops on that panel, they are stopped on that panel and can take no action on the turn. The next turn allows no movement, as well.


Traits
---------------

Speed: 11 Movement: 5 Jump: 3

Inherent Two Swords

user posted image




Posted by: Luna_FFT 8th July 2004 01:43
Since my head feels like a big ole mush of nothing,I'll just make mine a bit easier.

RUNE BLADIST (...XD)

Description:Warriors who use runeblades,or swallowtails,for weapons and use special
Weapons:Swallowtail(They're like spears except with two blades,one at each end)

Armor:Just about anything you feel like giving them.They're strong enough,so you don't always have to give them Knite armor or anything like that.

Abilities:Job Comand:Attack,Rune Attack

Rune Attack Abilities:
Shooting Star(damages and lowers enemy's Physical Attack by attacking the with a tecnique using the swallowtail and a fallen star.)

Wish(Offer 1/4 of one's HP to the spirits,wishing to restore the target's HP by double that amount.)

Rejuvenation(Recover from All abnormal status.Sometimes fails.)

Elixer Blade(Recovers all HP and MP to one target.Sometimes fails.)

Tsuke Kage(Absorbs enemy's HP by using the powers of the shadows of the moon.)
Holy Explosive(Uses a magic bomb with holy magic from the swallowtail and explodes in attack.){It does NOT destroy the weaon!XD}

Solar Wind(Attacks the enemy using solar energy collected by the swallowtail.)

Reaction Abilities:Counter Explosive(counters with a holy bomb.)

Hamedo Star(Attacks the enemy before getting attacked by using the Shooting Star ability.)

Auto Reraise(uses reraise after being attacked.)

Support Abilities:Equip Swallowtail

Magic Eater(Makes magic damage to HP)

Move Ability:Ignore Condition(allows to walk on any ground,including water and lava.)

Mleh.Hopefully this is enough info?



Posted by: Lockes AlterEgo 8th July 2004 17:22
Lust Knight

Female Knights who have the power the the sirens.

Siren Song:

Banshie Sword: Powerful sonic slash that confuses and mutes the enemy.

Mercy Cry: A technique that is best after hp is low. Allows the user an extra attack by pleading for mercy. Effect :charm 20%

Sailors Nightmare: Make Bard Songs effects not work, also confuses the user.

Seduction Song: Charm all male charectors into being you body gaurds, works on monsters too. Add: Arm Break

Angel Cry Make all Female type warriors on the get a power bust through the tears of an angel. Add: Defense up, Attack Up

Equipment:

Save the Queen
Diamon Helment
Genji Armor
Crystle Sheild
Iron Bracer

Specal ablitys

Move Find Item

Hp Stroll

Walk on Water

Counter

Counter Tackle

Dead eye : Makes attack never miss

Music Score: Ups the effective ness of each siren song


Charector Profile:
Once reveard as the queens knights these women chose to take up the way of the siren to protect them selves form the preying men of there village. now the art of the siren is all but lost Trena is one of the last of the lust knights, although she may not look like it she is a powerful fighter. She Came Searching for the Dragonner Reis to learn the ways of the dragoner so she could hone her skills more.

What do you think i there needs to be more gender spacific classes and i never though the female knight looked right so i made a speacle on. I know this kind of class is surpiseing to come from a guy but what the hey i think it sound pretty good.

Posted by: Hamedo 8th July 2004 19:47
----------------------------------

Magitek Armor

----------------------------------

M-Tek
---------------

Mech Fist
JP: 500
Range: 3
MP Needed: 30
Huge punch from the M-Tek armor. Massive HP damage.

M-Tek Cannon
JP: 750
Range: 9
MP Needed: 50
Magic and laser fusion beam that tears through target, inflicting HP and MP damage.

Missle Pod
JP: 800
Range: 9
MP Needed: 70
M-Tek armor carries a payload of 3 missles. Upon contact with target or panel, explosion damages 3 panels in all directions.

Backup Generator
JP: 400
Range: 1
MP Needed: None
Only for use once per battle, the M-Tek armor can repair 150 HP and 150 MP to itself or a target on an adjoining panel.

Esper Overload
JP: 1000
Range: 5 (all directions)
MP Needed: None
Self Destruction. Deals massive damage, along with status ailment of Oil to all survivors.

Dismount
JP: None
MP Needed: None
Magitek Soldier can dismount from the armor, similar to dismounting a chocobo. Once he has left the Armor, it can perform no actions or movements. It can still take damage, though reaction skills will still take effect. Magitek Soldier can re-mount the armor at any time.

Reaction
-------------------

Plasma Shield
JP: 400
If MP is reduced in an attack, Shell, Protect, and Wall are cast on Magitek Armor.

Support
-----------------

None

Movement
--------------------

Inherent Any Ground




----------------------------------
Magitek Soldier
----------------------------------

Magicite Infusion
----------------------------

Blaze
JP: 250
Range: 5
MP Needed: 15
Fire2 will emanate from M-Tek soldier's hand in a straight line for 5 panels.

Drain
JP: 250
Range: 5
MP Needed: 10
Drains 20% of maximum MP from target and replaces the M-Tek Soldier's with it.
Kefka's Orders (fanatic)
JP: 400
Range: 3
MP Needed: 20
Inflicts permanent Charm on target. Only cured by death and revitalization.

Reaction
------------------

Beacon
JP: 450
If attacked succesfully, the M-Tel Soldier activates a homing beacon. The Magitek Armor will move as close as it can to the M-Tek Soldier, then stop.

Support
-----------------

None

Movement
--------------------

None

http://pj-skunk.fo.cx/pictures/FF6-Magitek.jpg

Posted by: Hamedo 13th July 2004 13:51
------------------
Vampire Hunter
------------------



Skillset: Deadly Arts
-------------------------

Blessing
JP: 350
Range: 5
MP: 15, must have Holy Water in inventory
Similar to the Moogle summon, a rain of light from Heaven descends on the hunter and a 5 panel range around him. All allies have Cure2 cast on them, while all enemy units have Fire2 cast on them. Both spells are non-reflectable, and damage any undead units for double damage.

Curse
JP: 350
Range: 5
MP: 10, must have Holy Water in inventory
Inflicts Death Sentence on target.

Heart Pierce
JP: 600
Range: Weapon dependant
Hunter attacks the targets heart. Double damage, with 10% chance of instant death.

Holy Aura
JP: 400
Range: 3
MP: 30, must have Holy Water in inventory
Casts regen on Hunter. Any target ending their turn within 3 panels of the Hunter for the remainder of the battle while this is in effect gains HP as if regen were cast on them. Damages undead units.

Holy
JP: 1000
Range: 5
MP: 80, must have Holy Water in inventory
Casts Holy on target.

Reaction Skills
-----------------

Cloak of Shadows
JP: 600
If HP damage is incurred, go into Transparent status.

Counter
JP: 150
Counter with equipped weapon.

Support Skills
----------------

Special Training
JP: 1500
When crossbow is equipped, +5 PA is added.

Garlic and Crosses
JP: 1300
Immune to Death Sentence, Bloodsuck, Zombie, Death, and 50% reduced damage from Black Magic.

Movement Skills
-------------------

Godspeed
JP: 850
Move +1, Speed +2

Purifier
JP: 850, must have Holy Water in inventory
Douses panel that the Hunter's turn ends on with Holy Water. No magic or special skill will affect this panel for the rest of the battle.

Traits
-------

The Vampire Hunter can equip crossbows, guns, knives, and swords. He can wear hats or caps, and can equip clothes and robes. On the battlefield, I see him looking like Hugh Jackman in Van Helsing if male, or Kate Beckinsdale in Underworld if female. To get this class, you must be Lvl. 8 Priest, Lvl. 8 Archer, Lvl. 8 Monk, and have NO black magic abilities learned.



As an aside, I almost added an ability called "The Holy Handgrenade"....... for all those who love Monte Python, y'all know what I'm talking about. happy.gif

Posted by: Cloud_Strife510 13th July 2004 20:36
Roque Knight (ram.a)
GUtsII
Jump JP 300xbr>Glacier slash JP 600 glacierdfalls on enemies attacks all (ice elemental)
inferno cannon [P 600 launchers a stream of fire at a row of enemies (fire elemental)
Thunder stab JP 600 (stabs enemies in a row lightning btrikes them all)
Shadow tornadow JP 800 (whirls around causing a black tornado, damages all enemies
Holy crusafix JP 900 (slashesaenemiy in a cross formation, cross shows on the character and blows up enemy in a white flame, knocks them back five sqdares)

reaction:
two turns JP g00 Gets two turns in a row after being struck
Auto-potion JP5200

support:
Movement:
chocobo JP 200 move lik a chocobo
BlackuchocoboqJP 300 move like a black chocobo
Red chocobo JP 300 move like a red chocobo

5,100 JPato master

*you still get ultima the same way

Posted by: Mike 14th July 2004 19:04
Quote (Hamedo @ 28th June 2004 07:31)
I'm not a big fan of Magic by any means, but I dig the setup. I think of Ramza as more of a champion of Light, though, so I always wanted to see him get the job of Heavenly Knight like his father.

I think it says alot for the greatness of the game, though, that his best class is still just the lonely Squire. He's a common man. Ramza can be brave, but he can be a coward at times. He can fail, just like any of us. I think it keeps him real and human in the game, keeping him from some super-class like Orlandu. He has to fight for everything he has... nothing is given to him. I like that tremendously. No game I've ever seen has presented a lead character in such a way as Tactics.

Ramza still has the best abilities. I mean just take a look at scream. And Ramza being scared? Where did you get that? Vormav kidnaps his sister so he follows him to a place he can't return from (supposedly) just so he can beat the hell out of Vormav.

When Zalmo says he's a heretic, what does Ramza do? He beats him up. When Wiegraf becomes Velius, does Ramza run and hide? No, he beats him up. And he does all of this because he can. Also note that there is no flee option in Final Fantasy Tactics because running is for wimps and Ramza is not a wimp.

Posted by: Hamedo 14th July 2004 20:19
Ramza says it himself after the battle at Fort Zeakden. "when it came down to it, I ran away". He couldn't deal. It doesn't make him a wuss or anything. It makes him human. No one can be brave all of the time. As the game progresses and he develops as a man, you see the childlike attitude and mannerisms disappear, to be replaced by confidence and grim determination... But in Chapter One, Ramza was scarcely more than a boy.

Posted by: The Cause 15th July 2004 07:39
Bard (because the normal Bard is horrible)

Items: Sword or Harp (Harp allows broader selection of abilities), clothing class, no robes, males can wear female accessories (call it glamrock..).

Any Gender, who says Women can't be Bards? that's just odd.

The Bard's "Music" act ability is not available to any job class as a secondary ability, nor are the Support Reaction and Movement abilities available to any job but Bard. The Bard's abilities are exclusive because it's awkward manipulation of ability types, the programmers said it was because the Bard's keep to their own, but we know the truth.

Action Abilities
200 JP Sing - Change Support Ability
This ability allows the Bard to change the song that they are singing, unlike the normal Bard available to male casters. they do not sing as their action - they sing as their subliminal activity, making them useful instead of lame.

350JP Dazzle - Stop singing until next AT to stun target.
This ability is a funny sort of trick, the Bard will grab ahold of the attention of their target until either the bard or your target is struck. It has a 100% chance to succeed and lasts until broken manually or by force.

500JP Rude Inturruption - Stop singing until next AT to insult target
This ability works much like the mediator's ability to lower the brave and faith of their target, all in one. This has a 60% + ( faith / 3) chance of succeeding and will lower their Brave and Faith by 30 + MA, 3 of that removed amount is permanent.

1000JP Charm - Stop singing until next AT to charm target.
This ability is like the assassin's charm ability, which will invoke an enemy unit to fight on your side until struck, it has a 100% chance to succeed. This will work on anyone, not just the opposite gender.

Reaction Abilities
600JP Strut to the Beat - The Bard will dance about with his song unwittingly making it difficult for him to be struck.
This ability is a goofy version of blade grasp, instead of preventing being hit by a sword or arrow or bullet (not sure how that works but it does in FFT), it will lower the chance of an enemy to hit by 30% due to the difficulty involved with trying to lead his/her movements.

Support Abilities (songs that you can change about mid battle)
300JP Concerto - The Bard's Allies become more focused
This song provides himself and his compatriots with an added 10% to all abilities, as they are able to focus better than normally as the Concerto serves as an ambient filler, or white noise.

300JP Crescendo - The Bard's Allies attacks become more acute
This song riles the Bard's Allies into striking with his music, filled with crescendos from piano to fortissimo, which strengthens their attacks by 10%, (ie. a 50 damage strike will now do 55 damage).

300JP Memoir - The Bard's Allies become filled with Bravery and Faith
This song adds 4 Brave or Faith with a 25% + MA * (Faith / 10) chance of each by reminding the party of those that have fallen on their path.

300JP Fanfare - The Bard's Allies are filled with Vigor (PA)
This song adds 1 PA to his allies whilst his song is being sung.

300JP Discordant Twang - The Bard pisses off the neighbors
This song makes the Bard's enemies become annoyed by the horrible twanging of the Bard tuning his instrument, The Bard must be equipping a harp to perform this song. This song lowers enemy damage by 10% (ie. 50 damage becomes 45 damage).

500JP Lovesong - Everyone's favoite.
This song adds the Regen status to all allies as long as it is played. The bard must wear a harp to perform this song.

800JP Unique Bombardment of Sound - The bard's only remotely offensive maneuver that doesn't involve thresholds
This song is particularly unique sound and makes the bard's harp simple attack cover all spaces around him/ her. The bard must wear a harp to perform this song.

Movement Abilities
1200JP Turntail - Frightened harp players know how to hide
This ability allows the Bard to run in a frightened panic and hide, this doubles the Bard's movement allowance but if the Bard moves into a square outside of his/ her regular allowance, they stop playing their song and are stripped of their Support Abiliy until the next AT. This abiliy also adds: Invisible.

Posted by: Mike 15th July 2004 10:13
Quote (Hamedo @ 14th July 2004 15:19)
Ramza says it himself after the battle at Fort Zeakden. "when it came down to it, I ran away". He couldn't deal. It doesn't make him a wuss or anything. It makes him human. No one can be brave all of the time. As the game progresses and he develops as a man, you see the childlike attitude and mannerisms disappear, to be replaced by confidence and grim determination... But in Chapter One, Ramza was scarcely more than a boy.

I think its perfectly legitimate and valid to run from exploding forts.

Posted by: Zodiac 15th July 2004 13:29
sorry to correct you but Celia's and Lede's charm ability is not a guaranteed 100%.

In one of my games my Ramza had Bad compatility with either Celia or Lede and it had 88% chance of charming me, well i'm not really correcting you because everytime they tried it on me they charmed my Ramza... arg i hate you Celia and Lede but i'll pardon you because you are so sexy wub.gif .

Posted by: The Cause 15th July 2004 21:05
zodiac would change the effectiveness of any of those, of course -- didn't really go in depth into the battle mechanics far enough for that though.

Posted by: Ragingyouth 15th July 2004 23:59
Arsidius Cain
Fallen Angel

bio: angel monk who has turned his back on his god from shame of hidden conspiracy blah blah blah. i decided to make a character to go with the class.

can wear any judo, tai chi, kung fu, karate, kendo, jujitsu or ninjitsu uniform and uses elemental gauntlets as weapons.

skillset: Punch Art (punch arts have no charge except Fury Of All):

Shadow Punch: focuses all power into fist for super powerful attack on all surrounding enemies. range 1 in all directions.

Molotov Cocktail: Cain unleashes some molotov cocktail and chucks it at enemy and it covers the enemy in liquor obviously. causes confusion and slight damage.

(insert cool title) Cain flies out of the battlefield and divebombs the enemy. charge time of 25 i guess.

Bruce Lee Tragedy: (imagine at the cost of one's life FF7's Omnislash with fists that obliterates all enemies on screen. too powerful you say? here's the catch: does not work on bosses or in the final battle of any chapter. i dunno if that ruins the fun out it or what and there is one more drawback cause this skill would enable you to beat the game in a matter of hours. skill can only be used Once Every 4 Game Hours. so if you want to leave your playstation on and come back every four hours to do this easily then so be it. and each hit deals 25 % of character's max HP so the show won't be too too long.)

Power of One: can for one turn and at the cost of 50% of max HP borrow other's attack points and add to character's total for one turn/attack.


Support abilities:
Ask The Lonely: upon death of party member (who is selected when this skill is equipped), Cain teleports to comrade's murderer and hangs him a Holy Hand Grenade and the grenade freezes enemy in place for 4 turns. Reaction skill.


ok this guy is turning out crappy i'll fix him later.

Posted by: FireyInvaderX 21st July 2004 04:52
Been working on this idea for a while....

Dark Battlemage
Dark wanderer who utilizes both combat skills and magic. Dark Battlemage magic is deadly and powerful, yet they have mastered many weapons classes and can wear armor. They make excellent mercenaries.

Impure Magic

Firestorm 250JP
Conjures a orb of fire that creates a fire ripple when dropped. Does damage to surrounding units
(Range 3v4 around caster)

Dark Path 500JP
Suffocates target in a blanket of darkness. Adds Blind and Death Sentence
(range 3v2)

Split Energy 600JP
Target is struck by an energy bolt
(range like holy explosion or earth slash)

Soultap 300JP
Soul energy is stolen from target and is returned to the caster. Damages enemies and heals caster with taken HP.
(Range single square)

Ahnilation Beam 1300JP
Obliterates everything in its 2 by 10 square path..umm DESTRUCTION

Reaction

Retribution 400JP
Lets say that an enemy does 200 damage to you. Lets say that there are 5 enemies on the field. Then each enemy will be dealt 40 hp damage, evenly

Equipment

Bringer of Pain double-ended Halberd
Spear Class
It's a Halberd (Half axe, half spear) with blades on both ends of the stick...light weight and endowed with magical attributes





Posted by: Zodiac 22nd July 2004 15:34
Shadow Knight
Knight Created from darkness who uses unholy energy to destroy his opponents.

Speed Medium, MA Medium, PA High, HP medium, MP Medium - High

Can Equip:
Knight Swords, Swords, Ninja Swords, Katanas, Spears, Knifes, Axes, Flails, Sheilds, Helmets, Armors, Robes, Accessories.

Dark Skills

Dark Holy - 600 JP - 56 MP -
Cast Unholy Magic on Target.
Range 5, Effect 1, Speed 20
(MA x [Your faith/100 + Target's faith/100] x 36

Shock Strike - 200 JP - 16 MP -
Normal attack dealing higher damage when HP is low.
(Max HP - Current HP + PA x WP = Damage)
Can only be used with melee Weapons

Knockback - 200 JP -
Strike target away to avoid being counterattacked.
(Damage varies from 25% to 175%)
Can only be used with melee weapons
Range Varies with equipped weapon

Switch - 400 JP - 20 MP -
Exchange your Current HP/MP with your opponent's.
Range 1, Vertical 3, Effect 1

Magical Strike - 500 JP - 10 MP -
Use magical power to inflict damage.
Range 3, Vertical 3, Effect 1
(MA x WP = Damage)
Can only be used with melee weapons

Reaction Abilities

PA Save - 600 JP -
Increase PA when physically damaged.
(+1 PA)

Revenge - 500 JP -
When Entering Critical State, HP and MP of the attacker drops to it's minimum.
(1 HP/MP)

Support Abilities

Drain Strike - 750 JP -
Drain HP with skills using a melee weapon or with a normal attack.
(Pray that you wont fight against undead enemies tongue.gif)

Move Abilities

Move Brave UP - 250 JP -
Increase Brave as you move
(2 Brave gained after you stop moving)

Trap Reverse - 300 JP -
Use the negative power of Traps at your will.
( -1/4 Hp --> +1/4 HP, Poison --> Regen, Sleep --> Quick (Will cast after Turn), Death sentence --> Reraise)

Posted by: Hamedo 29th July 2004 19:52
------------------------
Elvish Ranger
------------------------

"An elven warrior who is a defender of the forrest and it's inhabitants."


Skillset: Ranger Lore
---------------------------------

Flame Arrow
JP: 250
Surrounds arrow with fire aura. Normal arrow damage plus Fire 2.

Glacial Arrow
JP: 250
Imbues arrow with ice elemental. Normal arrow damage plus Ice 2.

Shock Arrow
JP: 250
Charges arrow with electricity. Normal arrow damage plus Bolt 2.

Hail of Arrows
JP: 2 arrows 350, 3 arrows 450, 4 arrows 550 5 arrows 650
Allows X-amount of regular attacks, depending on how many arrows you are upgraded to. All attacks can go to any panel within bow's reach.

Knee Shot
JP: 300
Prevents target from moving for three turns.

Shoulder Shot
JP: 300
Prevents target from performing actions for three turns.

Dead Aim
JP: 450
Double damage from bow, along with a 10% chance of Death, Confusion, or Sleep.

Herbal Lore
JP: 300
Ranger uses herbal lore to heal himself. Casts Cure 2 and Heal.

Animal Friendship
JP: 400
50% chance of charming any monster that is not undead.


Reaction Abilities
----------------------------

Forrest's Revenge
JP: 250
When a target succesfully attacks the Ranger. Hell Ivy is cast on the target, regardless of the result of the attack on the Ranger.

Call of the Wild
JP: 650
When attacked, Ranger summons a monster to his aid. The monster is random, and appears rondomly on the battlefield. Only happens once per battle.


Support Abilities
---------------------------

Equip Bow
JP: 250
Allows character to equip a bow.

Hawk Eyes
JP: 350
Never miss on a regular attack.


Movement Abilities
------------------------------

Fluid Motion
JP: 450
Move +1, Speed +1

Rabbit Snare
JP: 450
On any square immediatly next to the one the Ranger ends his turn on, he sets a snare. Instead of an immobilizing snare, though, it releases a mixture of plants and herbs that stun an opponent. Causes Sleep status.


Traits
---------------

The Ranger can equip all bows and knives, along with any shield, caps and hats, clothes and robes.

On the battlefield, the Ranger has long flowing blonde/silver hair, and wears a forrest-green cloak about him.

The Ranger has a naturally high Speed rating, with mid-level HP, PA, and MA growth.

Posted by: Zodiac 30th July 2004 23:25
Zodiac Knight

Equipment
Knight Swords, Sheilds, Armor, Helmet, Robes, Accessories.

The Zodiac Knight must handle A knight Sowrd to be able to perform any of his skills.

Skills

Teleport II: Concentrate on next teleportation. 400JP
100% guaranteed to move at location chosen at next teleportation.
Cancels if atained by sleep, dead, petrify.
Speed NOW, 25 MP

Light Beam: Launches a blue light beam. 600JP
((PA + MA) x WP)/3
Range:8 Type:Line Explosion
Can't be Evaded/Blocked

Evanesence: Restores HP and raise Faith to self. 300JP
MA x WP x 2 x Faith/100
+3 Faith
Holy Elemental (Can be strenghtened)
Effect 1, TargetSelf

Runic Blade: Absorbs the Next magic that will be casted from a unit. 250 JP
The amount of MP took the caster to cast the speel will be given to that unit
The Spell will have no effect
Cannot Absorb Calculated Spells
Speed 30, Range 5, Effect 1

Speed Ruin: Lowers SP. 500JP
50% + MA = %
-3 speed
Speed 34, 20 MP, effect 2, range 4

Magic Ruin: Lowers MP. 500JP
PA x MA = MP damage
50% + MA = %
Speed 34, 20 MP, effect 2, range 4

Power Ruin: Lowers PA. 500JP
50% + MA = %
-3 PA
Speed 34, 20 MP, effect 2, range 4

Mind Ruin: Lowers MA. 500JP
50% + MA = %
-3 MA
Speed 34, 20 MP, effect 2, range 4

Health Ruin: Lowers HP. 500JP
PA x MA = damage
50% + MA = %
Speed 34, 20 MP, effect 2, range 4

Critical: Cause a critical Hit
25% of breaking weapon
25% chance of a knockback
200%-300% normal dammage
Range 1, Effect 1, Speed NOW, 20 MP

Reaction Abilities

Evade & Counter: If a physical attack is blocked, evaded, stopped (golem), will counter with a critical hit

Support Abilities:

Equip Knight Sword: Equip A knight sword regardlesss of job. 750 JP

Movement:

Teleport: enables teleportation 700JP

Posted by: Kane 10th August 2004 23:45
Mage

Equips: Rods, Staves, Books
Clothes, Robes, Hats

Skill Set: Arcane

Faren's Fireball:
A ball of fire streaks in a straight line from caster

Maru's Freezing Wind:
An icy wind hits targets with a chance to freeze them (Add: Freeze)

Kenji's Shock
A bolt of lightning strikes targets

Gaia's Grasp
An earthen hand reaches up and grabs target hold him tightly(Add: Stop)]

Sleep 2 (cool name?)
Puts targets to sleep (Add: Sleep)

Death Cloud
Instantly kills targets (Add: Death)


Reaction

Spell Burst-Uses a small amount of mp to send a burst of magical energy at the attacker


Support

Chain Spell-Cast two spells in one turn


Movement

Move Mp-up (nothing new here, couldn't think of anything)

Posted by: Hamedo 11th August 2004 00:06
-----------------
Samurai
-----------------

"The perfect warrior."

Bushido
-----------------

With katana equipped:

Air Blade
JP: 300
Range: 5
The Samurai cuts through the air, sending a razor sharp wind towards the target. Must have bladed weapon equipped.

Tiger Strike
JP: 350
Range: 1
Using quick movements, the Samurai makes several cuts on the opponent's body.

Sword Dance
JP: 500
Going into a mode of total defense with his sword and giving no thought to attack, the Samurai is impervious to physical harm and only susceptible to 50% damage from magic until his next turn.

Dragon Coil
JP: 650
Range: 3
Using the techniques of the dragon, the Samurai executes an immediate jump attack. Normal weapon damage, with no bonus from the jump. Eliminates counterstrike from target.

Lightning Blade
JP: 300
Range: 1
The Samurai lashes out with the speed of lightning, shattering an opponents weapon and sending shards of it slicing across them. Breaks weapon and does 1/4 damage of the Samurai's equipped weapon.

With bow equipped:

Spirit Arrow
JP: 350
Range: Dependant on bow type.
Arrow fired by the Samurai is guided by spirits to the most vulnerable place on the targets body. Double damage if succesful.

Spine Sever
JP: 400
Range: Dependant on bow type
Paralyzes opponent for remainder of battle.

General Abilities:

Mantra
JP: 500
Using chi and pressure points in the body, the Samurai restores his HP and alleviates status effects.

Ancestoral Rite
JP: 550
Samurai becomes posessed by angry spirits of dead ancestors. Causes rage status.

Reaction Abilities
----------------------------

Counter
JP: 250
Samurai counters an attack with one of his own.

Riposte
JP: 550
Deflects physical attack and counterattacks.

Blade Grasp
JP: 850
Using the highest level of skill, the Samurai stops an attack with his bare hands.

Support Abilities
---------------------------

Attack Up
JP: 300
Increases physical attack damage

Two Hands
JP: 450
Hold weapon with two hands. Increases physical evade % and attack damage.

Movement
--------------------

Art of the Mantis
JP: 750
Ignore Height.

Art of the Panther
JP: 2000
Move +4, Speed +2

Honor
JP: 1850
At the beginning of a battle, all enemy units go first, but all allied units, including the Samurai, gain +1 speed for the battle.

Traits
--------------

Inherent Seppuku- The Samurai does not enter critical status until his HP reaches 10 or below. Once he does go critical, though, seeing defeat is near he will fall on his own blade on his next turn if not healed.

Equipment- The Samurai can equip all armor, robes and clothes... all hats, caps, and helmets... and katanas.



user posted image

Posted by: Sezter The Last Gambler 11th August 2004 16:48
If it were me, I'd make a Gambler class. Why? Because gamblers are ultimate wild cards. Here goes:

Gambler Action ability (appears as Roulette when set): Cause various status effects on a random person.

Weapons: Cards, of course!
Armor: Just clothes.
More later!

-------------------------------------------
A two-headed coin! How ingenious!
-Setzer Gabbiani

Posted by: Hamedo 12th August 2004 13:27
-----------------
Gambler
-----------------

"Life and death balance themselves on the fate of a coin for this traveling rogue"

Chance
-----------------

Coin Toss
JP: 800
Range: 5
The Gambler throws all gold on hand at the target, up to a max of 999gp. The amount of damage is 2/3 the amount of gold thrown.

Snake Eyes
JP: 500
Rolling his dice, the Gambler has a 1 in 12 chance of reducing all enemy units hp to 1.

Steal GP
JP: 250
Range: 1
Years of training have allowed the Gambler to master the art of "liberating" funds from his enemies.

Roullette
JP: 1000
One character on the battlefield instantly dies. Completely random, and chooses from ally as well as enemy units.

Chance
JP:500
Range: 5
Swap hp with target.

Blackjack
JP: 2000
A slot machine appears, and if three Chocobos line up, Chococure and Esuna are cast on all allies.
If three Ahrimans line up, all enemy units lose 20 brave.
If three Ghouls line up, all units on the battlefield are randomly transported to a different location on the field.
If three Vampires line up, one ally and one enemy unit will be turned to stone or undead with bloodsuck.
If three Dragons line up, 500 hp damage and 300mp damage to all units on the field.
If three Zodiac stones line up, Raise, Esuna, and Cure4 are cast on all allies.
If no three way match is made, Gambler takes damage equal to 1/3 of his current hp.

Support Abilities
---------------------------

Luck
JP: 1000
All regular attacks have a 50% chance of being critical.

Reaction Abilities
----------------------------

Fair Share
JP: 500
All damage recieved is halved. The other half is given to the attacking character.

Movement
--------------------

Move/GP Up
JP: 400
Gambler gains GP as he moves.


Posted by: Sezter The Last Gambler 13th August 2004 12:38
Thanks, Hamedo! I'm going to integrate that into my FFT pen&paper RPG. Also, I think the requirements should be:

Lvl. 2 Thief, Lvl. 2 Oracle

-----------------------------------------------
"A two-headed coin? How ingenious!"
-Setzer Gabbiani

Posted by: Shotgunnova 13th August 2004 12:42
Quote
Fair Share
JP: 500
All damage recieved is halved. The other half is given to the attacking character.


So does that work like Damage Split or is all damage reduced by 50% and then the attacke recieves damage equal to half of that?

Posted by: Hamedo 13th August 2004 12:58
My thinking was that if you are attacked for 500 points of damage, you only recieve 250 of it, and the attacker recieves the other 250.

Posted by: Apocalypse Zack 14th August 2004 02:01
Here's some classes of mine.

"Dark Paladin" (I did NOT steal the name!!! tongue.gif )

"Knights mastered in the way of chivalry and darkness. Enshrouded by an aura of both light and dark, their powers are beyond normal. They have created their own mixed style of both the Holy and Dark Sword."

Job Requirements: Level 8 Knight, Level 8 Geomacer, Level 8 Squire, Level 5 Lancer

Can Equip: Knightswords, Swords, Shields, Armor, Helmets, Hats, Any Accessory Except Ribbon (Male and Female)

If I could equip them...

Equipment

Excalibur (2-Handed)
-
Thief Hat
Crystal Mail
Feather Cloak (Or was it Mantle?)

Abilities

Master Swordskill

Act Abilities:

Un-Holy Explosion (800 JP) MP Cost: 0
Attacks all enemies in a line. Deals Dark damage and sometimes causes Death or Death Sentence.

Hell's Gateway (999 JP) MP Cost: 0
Hits all enemies with Dark damage. Sometimes causes Stop, Death Sentence, Poison, Berserk, Death, Petrification, or Crystalization.

Stasis Sword (200 JP) MP Cost: 0
Sometimes causes Stop on target. Holy damage.

Light Stream (850 JP) MP Cost: 0
Attacks all enemies in a line. Holy damage, sometimes cause Stop or the effects of a Holy Water.

Asper Sword (750 JP) MP Cost: 0
Drains the target's MP by 999. If not all is drained, Silence is casted on the target.

Ultimate Evil (999 JP) MP Cost: 0
Attacks all enemies with Dark damage, and casts Stop on tagets that are not killed.

Light Of Heaven (999 JP) MP Cost: 0
Attacks all enemies with Holy damage. Those it doesn't enter Poision status.

Reaction Abilities:

Aura Strikeback (500 JP)
Uses an Aura to lessen damage by 3 quarters, and half damage is recieved for Magic. Strikes back with the same attack doing the amount of damage it would have normally done to the character.

Deathmatch (550 JP)
Both attackers charge at each other. They both attack at the same time, and the one who deals more damage instantly crystalizes the other. Be cautious when using this.

Support Abilities:

Two-Handed (300 JP)
Equip weapon with two hands fro double damage.

Switcharoo (450 JP)
If weapon is broken, take another weapon from inventory, equip it, and attack four times with it.

Move Abilities:

Warp (500 JP)
Move anywhere on battlefield.

If I could set the abilities for the character...

Master Swordskill
All Swordskill
Aura Strikeback
Two-Handed
Warp

"Runeseeker"

"Masters of old lore and magic. Powerful swordsmen with the strength of a thousand knights and mages."

Job Requirements: Level 8 Knight, Level 8 Squire, Level 8 Lancer, Level 8 Wizard, Level 8 Summoner, Level 8 Time Mage, Level 8 Geomancer

Can Equip: Swords, Staffs, Spears, Knightswords, Hats, Clothes, Robes, Any Accessory Except Ribbon If Not Female

If I could equip them...

Ragnarok
-
Thief Hat
Black Costume
Feather Cloak (Or was it Mantle?)

Abilities:

"Rune Swordskill"

Act Abilities:

Illusion Cyclone (300 JP) MP Cost: 30
Attack all enemies with Dark damage. Causes almost all bad satus aliments possible.

Meteo Lightning (800 JP) MP Cost: 55
A storm of Meteors fall from the sky. Randomly hits all units on the field except the user.

Crimson Bloodbath (850 JP) MP Cost: 65
Drain all enemies' HP and MP.

Tetra Flare (865 JP) MP Cost: 70
Attacks all enemies with Ultima damge.

Giga Flare (885 JP) MP Cost: 80
A mix of Ultima and Flare. Hits all enemies.

Oblivion (850 JP) MP Cost: ???
Sacrifices as much MP as an eigth of his/her HP to damage all enemies by how much damage has been done to all units on the field, including dead ones and crystalized or treasurized ones.

Terra Flare (999 JP) MP Cost: 150
Obliterates all enemies with Holy and Dark damage. It either crystalizes, majorly damages, or kills all enemies.

Zero Reality (999 JP) MP Cost: All
Kills all allies except user to kill all enemies except the weakest one or bosses.

Reaction Abilities:

Bonecrusher (450 JP)
Attacks enemy before attacked for four times damage.

Spellcaster's Oath (500 JP)
When attacked, uses a Rune Swordskill attack without any costs. Random attack.

Support Abilities:

Offering (999 JP)
Halves max MP to make attack 8 times stronger.

Tomb Keeper (500 JP)
Halves the cost of spells.

Immortal One (999 JP)
Cuts MP consuming attacks' MP costs to 1.

O' Mighty One (9999 JP)
Adds the effects of Offering and Immortal One together. Quadruples max MP.

Move Abilities:

Move +15 (800 JP)
You get it.

If I could choose what abilities to use...

Rune Swordskill
Master Swordskill
Bonecrusher
O' Mighty One
Move +15

Posted by: Shotgunnova 14th August 2004 06:41
Geez, you just made Orlandu look like some kid with a sharp stick eating dirt out in the backyard. wink.gif

---------------

Mistral Knight

"A knight who has harnessed the wind"

Prerequisites: Master Black Mage, Master Knight

Equipment: Knightswords, swords, robes, heavy armor, caps, helmets, shields

Inherent: Defense UP, Magic Def UP

-------------------------------------------

Wind Wall
"Mistral Knight command. Uses wind knowledge to stop attacks."

Skill: Tropical Storm*
JP: 600
Range: Auto
MP: 0

The summoning of a tropical squall floods all squares of the lowest height (H) and adds poison to whoever is on those squares. From then on, that height is one H higher and can be flooded again if needs be. Wind elemental

Skill: Terrential Delay*
JP: 600
Range: Auto (One enemy)
MP: 0

The calling forth of a thunderhead allows one of the enemies to act as a lightning rod. The higher the enemy is on the playing map, the more damage is dealt. Also inflicts Don't Move and/or Blind. Wind elemental.

Magic: Tornado
JP: 1500
Range: 4 (2 Ver 0)
MP: 100
Spd: 20

The user strikes the foe and the surrounding area down with a tornado of incredible proportions. Wind elemental. Reflect-piercing.

Skill: Hurricane*
JP: 1500
Range: 4 (Effect: 3 Ver 0)
MP: 125

A larger version of Tornado but with height limitations. If an enemy is killed by it, their corpse is removed from battle without the three-turn wait. This applies to enemy and ally. Wind elemental.

Skill: Mercurial*
JP: 1250
Range: 3 (Effect: 4 Vert 10)
MP: 100

The user summons a hailstorm but magically merges them all in mid-air creating a spectacular explosion when the iceberg-sized stone bombards the field. May cause Don't Move or Sleep. Ice elemental.

Skill: Storm Block
JP: 1250
Range: Auto (all enemies)
MP: 0

Each enemy is treated to storm-force gale that acts as a temporary stat-downer for the rest of the battle. Stats that can be powered-down include attack, magic attack, jump, move, speed, and MP amount. The effects are randomized and may miss (much like Dance or Sing, but not with the same limitations).

Skill: Fire Devil*
JP: 1000
Range: 4 (Effect: 3 Ver 0)
MP: 125

The user sends two fire-garnished twisters to wreck havoc on the enemy and the kick-up anyone in the area immediately surrounding that enemy. May cause berserk, blind, and poison statuses. Enemies are warped somewhere else (after damage calculations) with a given probability. Fire elemental.

Skill: Ground Howl*
JP: 1000
Range: 3 (Effect: 2 Vert 0)
MP: 125

The user stabs his/her sword into the earth to send multiple rock shards into and through the enemies and effect area. May inflict Don't Act. Earth elemental.


* - Must have sword equipped to use.
-----------------------

Reaction Skills

Wind Redux
JP: 1000

When an enemy physically attacks, the wind stops the attack and moves the enemy back three spaces. Success rate is Brave%

Wall of Tornados
JP: 1600

When attacked with a weapon, the wind rips the weapon out of the enemy's hand, effectively disarming them. Success is ((Brave - Faith) / 3)%

Cry of the Wise
JP: 1000

[i]Allows the user to set another support skill in their movement slot as long as there is no movement skill already set.


-------------------------

Support Skills

Cry of the Weak
JP: 1000

Allows the user to set another reaction skill in their movement slot as long as no movement skill is set.

--------------------------

Movement Skills

NONE


Note1: Wall of Tornados and Wind Redux cannot both be set on one person at the same time.

Note2: Enabling Cry of the Weak and Cry of the Wise on one person endows the user with Auto-Protect

Posted by: Apocalypse Zack 14th August 2004 17:49
Quote (Shotgunnova @ 14th August 2004 01:41)
Geez, you just made Orlandu look like some kid with a sharp stick eating dirt out in the backyard. wink.gif

---------------

Mistral Knight

"A knight who has harnessed the wind"

Prerequisites: Master Black Mage, Master Knight

Equipment: Knightswords, swords, robes, heavy armor, caps, helmets, shields

Inherent: Defense UP, Magic Def UP

-------------------------------------------

Wind Wall
"Mistral Knight command. Uses wind knowledge to stop attacks."

Skill: Tropical Storm*
JP: 600
Range: Auto
MP: 0

The summoning of a tropical squall floods all squares of the lowest height (H) and adds poison to whoever is on those squares. From then on, that height is one H higher and can be flooded again if needs be. Wind elemental

Skill: Terrential Delay*
JP: 600
Range: Auto (One enemy)
MP: 0

The calling forth of a thunderhead allows one of the enemies to act as a lightning rod. The higher the enemy is on the playing map, the more damage is dealt. Also inflicts Don't Move and/or Blind. Wind elemental.

Magic: Tornado
JP: 1500
Range: 4 (2 Ver 0)
MP: 100
Spd: 20

The user strikes the foe and the surrounding area down with a tornado of incredible proportions. Wind elemental. Reflect-piercing.

Skill: Hurricane*
JP: 1500
Range: 4 (Effect: 3 Ver 0)
MP: 125

A larger version of Tornado but with height limitations. If an enemy is killed by it, their corpse is removed from battle without the three-turn wait. This applies to enemy and ally. Wind elemental.

Skill: Mercurial*
JP: 1250
Range: 3 (Effect: 4 Vert 10)
MP: 100

The user summons a hailstorm but magically merges them all in mid-air creating a spectacular explosion when the iceberg-sized stone bombards the field. May cause Don't Move or Sleep. Ice elemental.

Skill: Storm Block
JP: 1250
Range: Auto (all enemies)
MP: 0

Each enemy is treated to storm-force gale that acts as a temporary stat-downer for the rest of the battle. Stats that can be powered-down include attack, magic attack, jump, move, speed, and MP amount. The effects are randomized and may miss (much like Dance or Sing, but not with the same limitations).

Skill: Fire Devil*
JP: 1000
Range: 4 (Effect: 3 Ver 0)
MP: 125

The user sends two fire-garnished twisters to wreck havoc on the enemy and the kick-up anyone in the area immediately surrounding that enemy. May cause berserk, blind, and poison statuses. Enemies are warped somewhere else (after damage calculations) with a given probability. Fire elemental.

Skill: Ground Howl*
JP: 1000
Range: 3 (Effect: 2 Vert 0)
MP: 125

The user stabs his/her sword into the earth to send multiple rock shards into and through the enemies and effect area. May inflict Don't Act. Earth elemental.


* - Must have sword equipped to use.
-----------------------

Reaction Skills

Wind Redux
JP: 1000

When an enemy physically attacks, the wind stops the attack and moves the enemy back three spaces. Success rate is Brave%

Wall of Tornados
JP: 1600

When attacked with a weapon, the wind rips the weapon out of the enemy's hand, effectively disarming them. Success is ((Brave - Faith) / 3)%

Cry of the Wise
JP: 1000

[i]Allows the user to set another support skill in their movement slot as long as there is no movement skill already set.


-------------------------

Support Skills

Cry of the Weak
JP: 1000

Allows the user to set another reaction skill in their movement slot as long as no movement skill is set.

--------------------------

Movement Skills

NONE


Note1: Wall of Tornados and Wind Redux cannot both be set on one person at the same time.

Note2: Enabling Cry of the Weak and Cry of the Wise on one person endows the user with Auto-Protect

Yeah, I know I did. wink.gif I felt super cheap typing that...

"Mercenary"

"Warriors mastered in the freestyled arts, they will do anything anything for money."

Job Requirements: Level 8 Everything Except Special Classes

Can Equip: Anything

They wouldn't have abilities, you could set them yourself. Say, you could give them "2 Hands", and equip them with a knife. Like, say their equipment could be:

Muramasa
Excalibur
Thief Hat
Black Costume
Ribbon

And their Abilities could be:

Punch Art
Draw Out
Hamedo
Two Swords
Move +5

Posted by: Kane 16th August 2004 01:57
This is by no means original, but because I love dark knights, here goes.


Dark Knight

Dark Sword

Shadow Fang (500 JP)
"Through the shadows, bite down and tear apart, Shadow Fang"
Absorbs HP from a single enemy

Soul Eater (800 JP)
"A mindless shell without your soul, Soul Eater"
Absorbs MP from a single enemy

Wicked Bane (500 JP)
"Suffer, bear now this curse, Wicked Bane"
Inflict various status effects (i.e. confusion, death sentence, poison,etc., and curse--stats are effectively lowered)

Death Cloud (1100 JP) MP Cost:25 (Probably should be more)
"Upon you now, Death Cloud"
Souped up Death hitting a 5-panel area as an ability (i.e. no charge time)



Reaction Abilities

Counter-same as the original, based on brave % yada, yada, yada

Black Guard-You take 1/2 the damage an attack would do to you and the enemy takes 1/2 the damage as Dark damage (If you avoid the attack, the enemy may still receive 1/2 the damage just as it normally would)


Support Abilities

Pierce-Allows the dark knight to ignore magic defenses (ridiculously powerful, which is why I would actually not give this to the dark knight if I made a tactics game, but it sounded cool so I put it in)


Movement abilities

Path of Darkness-Whenever the dark knight moves, all of his opponents suffer damage (small amounts similar to the damage caused by wiznaibus)

Posted by: Darkfox190 16th August 2004 20:22
Blue Mage

Requirements: Master Mediator

Blue Magic:
Enemy Skill: (name of skill) - XXXjp

To get the ability to learn a skill, you have to be hit by the skill first. After that, the skill is available to be learned by the Blue Mage, at the cost of a certain ammount of JP dependant on the ability. Other than this, the class would be much like the other casting jobs.

Posted by: Shotgunnova 16th August 2004 23:14
Ooh, I like the idea of putting the skill slogans. I'll implement that, too. And since we've also revamping a few of the jobs that are already in FFT, I'll do the same to one of my favorites:
-----------------------------------------------

Divine Knight

Prerequisites: Master Knight, Master Priest, 200 Knights killed w/ physical attacks

Innate: None

-----------------------------------------------

Mighty Sword

Black Core (1000 JP)
"Purify through pain! Black Core!"
Randomly reduces PA (45%), MA (45%), or Speed (10%) by three.

Blastar Punch (600 JP)
"Curses from all directions! Blastar Punch!"
Inflicts damage and destroys the target's equipped helm.

Hellcry Punch (700 JP)
"Demolish weapons with fury! Hellcry Punch!"
Inflicts damage and destroys the target's equipped weapon.

Icewolf Bite (800 JP)
"Disaster cries out to smash all! Icewolf Bite"
Inflicts damage and destroys the target's equipped accessory.

Lifeforce Strike (1000 JP)
"Willingly given and willingly taken! Lifeforce Strike!"
Absorbs ((WP²) 2) HP

Shellbust Stab (400 JP)
"Armor won't help the heart stay sharp! Shellbust Stab!"
Inflicts damage and destroys the target's equipped armor.

Wizardry Brand (1000 JP)
"The powerless speak through me! Wizardry Brand!"
Absorbs ((WP²)/4) MP

-----------------------------------------------

Support Skills

Descent - 1200 JP

Changes the 'Attack' command into 'Night Sword', but with half the potency; (WP*PA)/2

-----------------------------------------------

Reaction Skills

Loss

Anyone attacking the character with a sword, axe, spear, or staff is automatically confused so long as they are susceptible.

Darkness

Anyone attacking the character with a gun, bow, or crossbow is automatically blinded and paralyzed so long as they are susceptible.

Red Sword Banner

Each successful weapon attack performed by the character raises the Brave temporarily by two.

Black Sword Banner

Each successful weapon attack performed by an enemy decreases all of the enemies' PA and MA by two.

-----------------------------------------------

Movement Skills

Swordspeak

Increase your movement by one for each enemy who has an equipped sword; decrease your movement by two for every three monsters on the field.






Posted by: Hamedo 17th August 2004 12:06
Dizamn.... the reaction skills alone are enough to make me drool over your Divine Knight, Shotgun.

My all-Samurai team would have a tough time with just beating this one character. My piddly Draw Out skills don't match up to the Mighty Sword techniques and those reaction skills very well. mad.gif LOL


Posted by: Shotgunnova 17th August 2004 13:52
Haha, thanks, Hamedo. I was actually questioning whether or not to put a couple of those in but I already made sure there was no inherentness and the movement ability wasn't that good, either compared to Move +3, etc. I had to add a few non-break skills because any slob with Maintenance on can render the whole skillset helpless =/

I was going to add those status reaction abilities into this next character I was going to make, but I couldn't avoid putting a few in. Thanks for the praise, man.

----------------------------------------

Status Master
"A master of impairing and torture, his trade skills know no equal"

Prerequisites:

-Master Oracle
-Master Geomancer
-500 Oracles killed by the character to transmigrate
-500 Knights killed by the character to transmigrate
-500 Wizards killed by the character to transmigrate

Inherent: Caution, MP set at 100, Weapon power halved unless a Stick/Dictionary

----------------------------------------

Fear*
"Magic that rips souls apart"

Blind Rage -[10 MP][JP: 500]
"Reason with confusion, judge with recklessness! Brave Insanity!"
Berserks a target within a four panel range.

Chicken Race[JP: 600]
"Run for your lives! Chicken Race!"
Paralyzes targets within a five-panel area (Don't Act)

Darkness[JP: 600]
"Mercy...not from me! Darkness!"
Blinds targets within a five-panel area. (Blind)

Death -[15 MP][JP: 600]
"Death gods carving life, take their souls! Death!"
KO's an enemy within a range of four panels.

Dispel Magic[JP: 800]
"Illusions, lie to Heaven! Dispel Magic!"
Removes all positive statuses on an enemy.

Death Cold[JP: 1000]
"Inject evil spirits! Death Cold!"
Slows enemies within a five-panel area. (Slow)

Deathspell 2 -[20 MP][JP: 300]
"Mighty power, gather and release! Deathspell 2!"
Removes negative status effects from a target.

Doubt Faith -[5 MP][JP: 400]
"Seek true tone to form our will! Doubt Faith!"
Inflicts Innocent status on a target within four panels.

Foxbird -[10 MP][JP: 400]
"Cowards, weak, those rushing to die! Foxbird!"
Reduces a target's brave by twenty in a four panel range.

Galaxy Stop - [50 MP][JP: 1500]
"Destiny lies in my hands! Stop movement! Galaxy Stop!"
Inflicts Stop, Don't Move, and Don't Act on all enemies.

Grand Cross -[50 MP][JP: 1500]
"Inject tons of evil spirits! Grand Cross!"
Adds multiple status effects on a four-panel area.

Gravi2[JP: 1000]
"[i]Attack with a silent cry! Gravi2!
"
Makes a target's HP drain to one.

Lose Voice[JP: 600]
"Know the world of silence! Lose Voice!"
Silences targets within a five-panel area. (Silence)

Loss[JP: 800]
"Unseeing, unthinking brains...Loss!"
Confuses targets within a five-panel area. (Confuse)

Mute -[25 MP][JP: 1800]
"Cease the evil flow! Mute!"
Reduces a target's MP to zero.

Nightmare[JP: 700]
"On the verge of death...Nightmare!"
Inflicts Sleep or Death Sentence within a five-panel area.

Poison -[5 MP][JP: 200]
"Filthy blood of revenge, inject! Poison!"
Poisons targets within a five-panel area.

Poison Frog[JP: 950]
"One aware of themselves....they pity themselves! Poison Frog!"
Poisons and frogs an enemy simultaneously within four panels.

Pray Faith -[5 MP][JP: 400]
"God is watching...have faith! Pray Faith!"
Inflicts Faith on a target within four panels.

Return2 -[20 MP][JP: 1000]
"Gods of time and tide, give me your power! Return2!"
Makes a target's CT zero.

Seal[JP: 1200]
"Suck away the spirits...Seal!"
Petrifies targets within a five-panel area. (Petrify)

Sleep2 -[20 MP][JP: 850]
"Fall into the dark world of the unconciousness...Sleep2!"
Puts an enemy to sleep within four panels.

Space Storage[JP: 500]
"All becomes illusion after this evening-bell! Space Storage"
Inflicts multiple status effects randomly on a five-panel range.

Space Storage Back[JP: 500]
"All becomes illusion after this evening-bell! Space Storage Back!"
Inflicts multiple status effects randomly on a five-panel range.

Spell[JP: 1200]
"One step closer to hell! Spell!"
Stops targets within a five-panel area. (Stop)

Spell Absorb -[5 MP][JP: 300]
"Guiding light, shed magic power from above! Spell Absorb!"
Absorbs MP from a target within four panels and transfers it to the caster.

Toad2 -[20 MP][JP: 750]
"Join the froggers! Toad2"
Frogs an enemy within a four panels. (Frog)

Zombie[JP: 700]
"Great tree of life, inject rotten extract! Zombie!"
Zombifys a target within four panels and makes them undead. (Zombie)

----------------------------------------

Support Skills

Half MP - 1000 JP
Reduces MP cost by half

----------------------------------------

Reaction Skills

Wary Eye -[JP: 800]

When attacked by a weapon, one-fourth of their maximum MP is tranferred from the attacker to the target.

Sign of the Gods[JP: 1000]

When attacked by a weapon, one enemy or ally on the field has their HP reduced to one.

Element Block[JP: 1200]

Reduces fire, water, thunder, and ice damage by three-fourths but makes holy, darkness, and non-elemental damage do double.

Illusionist[JP: 1200]

When attacked by a non-range weapon (spears and sticks included), the target is switched with a random ally or enemy who will take the damage for him/her.

Third Trick of Pain[JP: 1000]

When inflicted with a status effect, all enemies will immediately become inflicted as well no matter their status defences, but only as long as the original target was not killed or petrified.

Sword Stick[JP: 400]

For the first attack only, when you are successfully attacked, your weapon gains a random inherent status, ranging from all positive and negative. The equipped weapon cannot be removed, broken, or switched any way for the rest of the battle.

Disrupt[JP: 700]

When one of your enemies has HP restored, you are also restored by that amount. (50% probability)

C-Stealth[JP: 800]

When one of your stats is lowered by an enemy skill, your stat is returned to its original value the next turn and your enemy's statistic is lowered by double the amount.

----------------------------------------

Movement Skills

Stone Shield[JP: 2000]

All spells that do not have 100% success now have that chance until you are dealt damage in any form. When that happens, all spells' percentages are restored, your movement is reduced to zero, and you gain an inherent protect status for the rest of the battle. If/When you are slain by an enemy, this movement skill reverts back to the original terms of the condition and can repeat itself again.


-[JP to Master] = 31750

* - All Fear skills that have no MP cost hit 100%
----------------------------------------

I already know this is the cheapest guy ever, but for me, this is status effect nirvana, and I need to wallow in it for awhile. Actually, that 100 MP limit kind of sucks, so it's not that bad. =/

Posted by: Hamedo 17th August 2004 17:49
I'm stealing your format, Shotgun.


------------------
Battle Mage
------------------

"Ageless.... timeless.... master of mystic forces."

Force Magic
----------------------

Laterialis- [JP: 850 MP: 30]
"The discerning eye will help you not!"
Creates two dopplegangers of the Battle Mage on randon spots on the battlefield. The real Mage will randomly be any of the three. All three have full menu commands, save for Laterialis. If a doppleganger is attacked, they will instantly disappear on the first instance of HP loss, even though their stats are identical to the real Mage. If the real Mage is attacked, both dopplegangers disappear.

Transmutation- [JP: 850 Range: 8 MP: 30]
"Helpless and in agony... forever remain!"
Turns target to stone. If not reversed on what would be the target's next turn, the statue shatters. Target dies outright if this occurs, but does not leave a crystal or item behind.

Tempest- [JP: 850 MP: 30]
"Ha ha hah! The gods favor the brave!"
A mighty whirlwind tears apart the battlefield, altering terrain randomly and dispersing all characters randomly throughout the board. All units take damage.

Flare- [JP: 850 Range: 8 MP: 30]
"Let the flames of the damned lick your skin!"
Flare cast on one panel or target.

Dark Holy- [JP: 850 Range: 8 MP: 30]
"Let darkness consume this misbegotten child!"
Dark holy elemental damage on one panel or target.

Lifestream- [JP: 850 Range: 8 MP: 30]
"Ha! The gods love a bastard." -or- "You're lucky I'm here!"
Casts Raise, Cure4, and Esuna on one target or panel.

Selbstmord- [JP: 850 Range: 8(all directions) MP: 30/HP: critical]
"With my dying breath.... I... curse... thee...."
The Battle Mage breaks apart his equipped staff, destroying it and releasing a massive magical explosion that kills him and deals massive damage to all units in an 8-panel range.

Battle Cry- [JP: 850 MP: 30]
"To me, men! We shall prevail!"
All allied units gain +3 brave and +3 faith, all enemy units -3 brave and -3 faith. One casting per battle.

Support Abilities
---------------------------

Mágica- [JP: 850]
Magic damage and weapon hit% is doubled.

Reaction Abilities
----------------------------

Taunt Voilé- [JP: 850]
"Is that the best you can do?"
When attacked with magic or physically, attacking unit loses 10 brave or 10 faith.

Movement Abilities
------------------------------

Ethereal Seepage- [JP: 850]
For every panel the Battle Mage moves from his current location, he gains 20 MP.

Traits
---------------

The Battle Mage can equip all staves. He can also equip all armor, robes, or clothes, but only hats and caps. No shields can be equipped. He has inherint Short Charge and Regen.

The Battle Mage has medium HP and PA growth, and phenominal MP and MA growth. Speed and movement are below average.



I'm pretty pleased with my imagination on this one... seeing as how I detest magic users. tongue.gif

Posted by: Apocalypse Zack 18th August 2004 02:06
"Chaosbringer"

"Enshrouded in darkness, these Hellish warriors use the power of darkness to obliterate their enemies."

Job Requirements: Level 8 Wizard, Level 8 Summoner, Level 8 Geomancer, Level 8 Squire, Level 8 Knight, Level 8 Monk, Level 8 Lancer

Can Equip: Swords, Knightswords, Rods, Spears

Abilities

"Chaos Swordskill"

Action Abilities

Legend -
* Can only be used with a Spear equipped
** Can only be used with a Sword equipped
*** Can only be used with a rod equipped
**** Can only be used with a Knightsword equipped

Bloodlust (900 JP) MP Cost: 50
Drains HP and MP from all enemies on screen, and forces them to live as vampires.

**Ultima Sword (999 JP) MP Cost: 99
Hits everything in a line. Major Holy damage.

**Ultima Slash (999 JP) MP Cost: 99
Hits any enemy next to user. Incredibly high damage.

*Ultima Thrust (999 JP) MP Cost: 99
Hits all enemies in a line. Major Holy damage.

*Ultima Stroke (999 JP) MP Cost: 99
Hits any enemy next to user. Incredibly high damage.

***Ultima Storm (1500 JP) MP Cost: 120
Hits all enemies on the field. High Holy damage.

***Ultima Bolt (1500 JP) MP Cost: 120
Hits any enemy on the field. Incredibly massive damage.

****Ultima Slice (2000 JP) MP Cost: 200
Hits al enemies in the lines surrounding user. Incredibly massive damage.

****Ultima Saber (2000 JP) MP Cost: 250
Hits any enemy on the field. Auto-kill.

Reaction Abilities

Dry MP (2000 JP)
Drains all of attacker's MP after being struck.

Psych Up (4500 JP)
When hit, MA is quadrupled.

Support Abilites

Double Psych (2000 JP)
Doubles MA.

MP Haste (3500 JP)
MP is restored fully each turn.

Movement Abilities

Adventurer (999 JP)
Move anywhere on the field.

Posted by: Knight of Limberry 20th August 2004 02:39
HEAVEN'S CHOSEN

"Knights of the Church sent out to help others that are in need"

Equipment: Armor,Cloth,Robes

Weapons: Swords,Knight Swords,Sheilds,Staffs

Abilities:

Stasis Sword, Crush Punch, Spilt Punch, Lighting Stab, Holy Explosion, Cure (1,2,3,4), Raise (1,2), Regen, Protect, Shell, Wall, Esuna, Holy


Reaction:

God's Gift (just like Dragon Spirit), Regenerator

Support:

Defense Up, Magic DefendUp, Maintenance

Movement:

Move Hp-up, Move 2



Exp.

Defender
Crystal Sheild
Crystal Helmet
Crystal Mail or Light Robe
Bracer (Satly Rage is female)

Posted by: Apocalypse Zack 20th August 2004 03:42
"Genji Knight"

"Mastered in the arts of the katana and sword, these master swordsmen crush their foes with intense power."

Requirements: Level 8 Knight, Level 8 Samurai

Can Equip: Katana, Sword, Knightsword, Clothes, Armor, Hat, Helmet

Abilities:

"Genji Break" - Genji Knight command.

Action Abilities:

Kenjouki (900 JP) MP Cost: 35
Sacrifices any katana in inventory to deal massive damage to all enemies in a ten space radius.

Galleon Rage (900 JP) MP Cost: 35
Sacrifices any sword in inventory to drain small amounts of HP and MP from all enemies in a ten space radius.

Zero Slice (900 JP) MP Cost: 35
Sacrifices any knightsword in inventory to drain high amounts of HP from all enemies in a ten space radius.

Giga Shock (3500 JP) MP Cost: 50
Hits any enemy next to user for massive damage. May also destroy all of target's equipment.

Reducer (2500 JP) MP Cost: 30
Destroys all of target's equiment, even if the target has the Maintenence ability.

Vortex (5500 JP) MP Cost: 50
Hits all enemies on screen, and may destroy all of their equipment.

Reaction Abilities

Sword Buster (1000 JP)
Destroys attacker's weapon.

All Buster (8000 JP)
Destroys all of attacker's equipment.

Support Abilities:

Two Handed (900 JP)
Equip weapon in two hands for double damage.

Breaking Spree (7500 JP)
Destroy all the equipment of any target you attack.

Movement Abilities:

Mad Crusher (5000 JP)
Destroys a random piece of equipment on whoever is next to you.

Posted by: Akira Miyamoto 20th August 2004 09:31
Squall Leonheart

SeeD

----------------------------------------------------------------------------------------------------

"A Mercenary who is an expert at the use of a blade and knows all forms of magic, his "Limit Break" shows that a dying soldier isn't dead yet!"

----------------------------------------------------------------------------------------------------

Equipment:

Gunblade (Weapon)

(That's pretty much it on equipment, he can equip light armor only)


Abilities

Para-Magic - SeeD Command

Limit Break - Seed Emergency Command


Para-Magic

(Note: All Black Magic, White Magic, Summon, and Yin-Yang spell in FFT is available in Para-Magic, the JP and MP costs are the same.)

Renzokuken

(Note: Unless he learns "Always Pumped", Squall can only use "Renzokuken" abilities when in critical HP. "Renzokuken" replaces the "Attack Command" when Squall is in critical or "Always Pumped" is equipped.)

Renzokuken - JP(learned) Speed(Now) - Squall attacks an enemy normally (brave divided by 20) times.

Rough Divide - JP(300) Speed(Now) - Hits all enemies in a three-square straight line for (brave x 3 damage), all targets must be only one height higher or lower to be hit

Fated Circle - JP(350) Speed(Now) - Hits all enemy units within a 3 square radius for (Brave x 2), only those on the same height as Squall will get hit.

Blasting Zone - JP(450) Speed(30) - This attack reaches across the field in a straight line, any enemies within the range of the attack takes (Brave x 5 damage).

Lionheart - JP(700) Speed(15) - This attack hits an adjacent enemy (brave divided by 10) times for (brave x 5) dmg.

Support Abilities

Always Pumped - JP(1000) - Changes "Attack" to Renzokuken, Squall takes 10 dmg. per turn.

Draw - JP(500) - Steal 20 mp from an opponent hit by physical attack. (All Renzokuken attacks except for Blasting Zone count as physical attacks, multiple hits or targets can be "Drawn" from)

Movement Abilities

Effecient Movement - JP(300) - +1 Jump, +2 Move

Draw Magic - JP(400) - If a crystal is landed on, Squall can learn all magic abilities in the crystal.

----------------------------------------------------------------------------------------------------

Notes: I just thought I'd do an FFT remake of one of my fave Final Fantasy characters, storywise, he appears from the time machine thingie when Ramza (along with Mustadio) brings the Serpentarius to Besrodio. He appears with some friends, but I'll get to that another day...

Posted by: Apocalypse Zack 21st August 2004 21:15
"Renegade"

"A lone warrior who will do anything for money. Masters of thievery and deadly fighters."

Job Requirements: Level 8 Thief, Level 8 Monk, Level 8 Ninja, Level 8 Samurai

Can Equip: Knife, Barefists, Ninja sword, Katana

Abilites:

"Rouge Tech"

Steal All (999 JP)
Steal all equipment on target.

Break All (1500 JP)
Destroy all equipment on target.

Terminator (1500 JP, can only be used with a katana)
Powerful katana attack that can break equipment.

Saber Punch (1500 JP)
A punch-like sword attack that deals high damage and breaks equipment.

Hammer Fist (1500 JP)
A powerful punch attack that breaks all of the target's equipment. No damage.

Mighty Snatch (1800 JP)
Steal all equipment from all enemies in a line.

Cure Sword (1500 JP)
Fully heal all allies.

Renegade Rush (2500 JP)
Massive damage. Breaks equipment. Hits all enemies in a line.

Reaction Abilities:

Slice and Dice (1500 JP)
Hit attacker ten times.

Support abilites:

Slice and Dice 2 (9000 JP)
Whenver you attack, hit 10 times.

Movement Abilities:

5 Turns (2500 JP)
Get five free turns at the start of battle.

Posted by: Shotgunnova 21st August 2004 22:22
Quote
5 Turns (2500 JP)
Get five free turns at the start of battle.


That has nothing to do with movement. =/

Also, are Renegade techniques effected by Maintenance, much like Mighty Sword? You should include that sort of information.

Posted by: Mellow 21st August 2004 22:27
"Renegade" is way too overpowered. A ten-time attack? huh.gif Yeah, whatever. Break all equipment? huh.gif You posting something like this? huh.gif
The latter question was a joke.

Posted by: Shotgunnova 21st August 2004 22:37
I agree. If you're going to create a powerful character, you should add in a fitting penalty. For instance, I created a status effect character who knew all the status skills, but his MP was permanently locked at one hundred and half the skills cost more than normal.

No need to make another Orlandu, you know?

Posted by: Apocalypse Zack 21st August 2004 23:12
Meh, I just always feel cheap when typing those kinda things. That's why I make them...crappy.

Posted by: Mellow 21st August 2004 23:17
Cheap is good. sleep.gif It will bring out the true skill in one's self.

Posted by: Hamedo 23rd August 2004 16:02
From Apocalypse Zack...

Quote
Mighty Snatch (1800 JP)
Steal all equipment from all enemies in a line.


laugh.gif ROTFLMFAO!!!!!!!!!!!!!!!! laugh.gif



Edit
Akira..... I don't remember asking for your opinion. tongue.gif

Posted by: Akira Miyamoto 23rd August 2004 22:24
Oh yes, real mature....

(idiot)

Posted by: Kilakandra_DiMenia 6th September 2004 08:35
Here I go...

-----------------------
Desperado
-----------------------
"A dangerous criminal skilled at theivery. Will kill just about any enemy, regardless of size or power."

Job Requirements: Level 20 Knight, Level 12 Theif

Equip: Sword, knife, shuriken, gun

Abilities

"Reckless Action"

Small Damage(JP 65): This works like Accumulate, only he/she attacks right afterward; raises your PA by 20 just before attacking

Medium Damage(JP 100): Raises PA by 50 just before attacking

High Damage(JP 165): Raises PA by 90 just before attacking

Critical Damage(JP 200): Raises PA by 7/8 of enemy's HP before attacking

Instant kill(JP 265): Raises PA by one whole of the enemy's HP before attacking

Steal Stock(JP 300): Steals the entire stock of a certain item from an enemy by stealing only one of that item from one enemy

Take Warrior(JP 365): This works sort of like Steal Heart; charms one enemy of the opposite sex, putting you in control of him/her, and causing the unit to join your party permanently.

Reaction Abilities

Counter Kill(JP 600): Kills enemy instantly after being attacked.

Support Abilities

Equip Gun(JP 165): Equip a gun regardless of Job

No Fear(JP 249): Gain the unlimited Brave of a Desperado.

(no movement abilities; couldn't think of any)

Posted by: Shotgunnova 6th September 2004 20:49
Are you sure that's not Orlandu in disguise? tongue.gif

Posted by: Stryker 6th September 2004 21:02
Quote (Kilakandra_DiMenia @ 6th September 2004 03:35)
Instant kill(JP 265): Raises PA by one whole of the enemy's HP before attacking

blink.gif

Possible 999+ Attack power? Holy crap!

Posted by: MathNo.2 6th September 2004 23:27
I don't think a level 20 Knight and 12 Thief is even possible, assuming you mean Job Levels. Well, you'd have to mean Job Levels, wouldn't you? I mean you can have a whole party of Desperado's at level 20, and with a possible 999+ Attack, it won't be much of a game anymore, now will it? wink.gif Maybe a level 8 Knight and level 8 Thief is what you meant. wacko.gif

Posted by: Raistlin Mage 8th September 2004 01:08
Psychic

"Strength of Will and Dedication, the Mind is a powerful Force."

Job Requirements: Black Mage Lv. 4, White Mage Lv. 4, Time Mage Lv. 4, Oracle Lv. 4, Summoner Lv. 4

Weapons: Staff, Stick, Knife
Helmet: Hat
Armor: Robes, Clothes

Abilities

Psyskills

Psy Strike (200 JP) - Place psychic energy into weapon damage enemy, may cause Paralysis

Psy Force (400 JP) - Blast of pyschic energy damages enemy and pushes it back 2-5 spaces

Psy Shield (350 JP) - Next attack made on Psychic deals no damage

Psy Wings (100 JP) - Casts Float on self

Psy Wave (600 JP) - Psychic energy travels in a line to damage any enemies in its path

Psy Drain (250 JP) - Lower enemy's Faith by 10.

Psy Sight (300 JP) - See selected enemy's next move/attack

Psy Storm (800 JP) - Psy shockwave damages enemies in 5 space radius in every direction


Reaction Abilities

Mind Bender - Opponent is hit with Confusion and Berserk after attacking. Success for this ability rises the higher the opponent's Faith is.

Illusion - Before enemy attacks, images of Psychic appear in front, behind, and on both sides of the attacker. Only one image is real, and attacker has only one chance to attack the right image. The chance the enemy has of hitting the right image lessens the lower it's Faith is.


Support Abilities

Mind Save - Confusion, Charm, and Berserk have no effect


Movement Abilities

Psychic Switch - Trade places with any ally, only if you chose to do so. (When you pick where you want to move, if you select the space an ally is on, you and he/she will switch.



I didn't know how detailed I should be, so, if you want more info on this character, like it's Pros and Cons, just let me know.

Posted by: Kilakandra_DiMenia 8th September 2004 03:40
Math, yes I did mean Level 20 Knight and Level 12 Theif..... But Level 8 Knight and Level 8 Theif are easier to get, so I'll change it. And yes, with a possible 999+ attack, it wouldn't be much of a game, but I wanted to beef him up a whole lot, so that's what I did. I figured that would make the game easier. biggrin.gif

Shotgun.... I don't have Orlandu yet.... but I'm guessing he is way too overpowered, by the way people talk about him.

Posted by: Gabe 8th September 2004 21:58
Red Mage

Accustomed in the art of magic, yet the skills of a warrior

Level 5 Black Mage, Level 5 White Mage, Level 7 Knight

Equipable:

Weapon -- Sword, Knight Sword, Knife, Rod, Staff
Armor -- Robes, Clothes, Hats
Accessories -- All Accessories (perfume based on sex)

Primary Abilities
* = (magic) 4 radius
Flame - 300 JP - 25 MP
Attack an opponent with a pillar of fire

Burst - 650 JP - 55 MP
Attack an opponent with a burst of fire *

Bubble - 300 JP - 25 MP
Attack an opponent with a downpour of water

Flood - 650 JP - 55 MP
Attack an opponent with a powerful rush of water *

Flash -- 300 JP - 25
Attack an opponent with a jolt of lightning

Surge - 650 JP - 55
Overtake Enemies with a rush of electricity *

Tend - 200 JP - 22 MP
Tend to the wounds of a companion

Restore - 280 JP - 18 MP
Restore the status of a companion

Shield - 700 JP - 45 MP
Keeps your companions safe by casting shell and Safe

Blackhole - 1500 JP - 85 MP
Black Energy damages opponents on the field

Reaction

Boost - 450 JP
Raises Defense and Offense when attacked

Redeem - 950 JP
Casts random offensive magic on enemy when attacked (low level magic)

Support

Focus - 400 JP
Magic attacks gain more power

Movement

Swift - 650 JP
Move +1 Jump +1


Not that great but I tried

Posted by: Raistlin Mage 9th September 2004 22:41
Amazon

"Wild at Heart, Strong in Spirit. The Amazon is Nature's Warrior."


Job Requirements: Ninja Lv. 4, Dancer Lv. 8
Weapons: Knife
Helmet: Hat
Armor: Clothes


Abilities

Amazon Skill

Camouflage - Blend in with enviornment to avoid detection by enemies

Flash Hit - Attack so fast, enemy can't dodge or block it (May cause Blind)

Wildcat - Go into Berserk, but speed and attack strength increase

Distance Strike - Can move up to 5 spaces, including height, and attack enemy

Living Nature - Animates nature (i.e. rocks, trees, water) directly next to her to attack enemy

Swift Wind - Raises speed of target next to her

Back Attack - Flip Back up to three spaces and hit enemy from behind

Amazon Call - Another Amazon appears for a double-team attack


Reaction Abilities

Side Step - Before enemy attacks, move to either side to avoid it. Success increases the higher Brave is

Movement Ability

Free Spirit - Allows character to pass through solid objects

Posted by: How2Rush? 10th September 2004 13:57
i actually have two classes i would create lol

Sniper

Prerequisites: Archer level 8, Ninja level 4
Weapons: Bows
Helmet: none (must be able to see happy.gif )
Armor: Clothes or Linen Armor

Innate Abilities:

Loner - the Sniper gains no benefit from the spells cast on his/her party or him/herself

Quick Eye - the Sniper gets a chance to attack any enemy who is using an ability that requires charging.

Abilites:

Long Range - Increases the Sniper's attack range with a bow by +4 squares horizontal and +2 squares vertical. JP: 550

Aimed Shot - equivalent attack power of Charge +5, but with much less charge time (equivalent to Charge +1). JP: 600

Unseen - While near trees or bushes or on elevated terrain, the Sniper is unaffected by magic or missiles from greater than 4 squares away. JP: 500

Cure - what Sniper would be good if it couldn't opperate alone? JP: 200

Deadly Eye - amp to the Quick Eye. The bonus attack increases by 15 points of damage. JP: 300

Reaction Abilities:

Fatal Dodge - the Sniper has a chance to dodge critical blows or a blow that would kill him/her, physical or magical. JP: 700

Keen Senses - any steal attempt made on the Sniper is caught, leaving the thief (or other job) emptyhanded and stranded for 1 turn, unable to act or move. JP: 150

Quicknes - any steal attempt made on the Sniper is returned back onto the user, using that person's chances of stealing. JP: 200

Movement Abilities:

Positioning - the Sniper gets +1 Speed, +2 Move, and +1 Jump to allow him to position himself for the battle. JP: 390

and as of now my class is about to end, I will edit this and add the second job (name unsure so far hehe) later today.

Ja ne

Posted by: WindMaster 11th September 2004 02:03
Ronin- A mercenary who is so fierce, at the mere mention of his name, people flee in fear.

Prequisites:
Samuari Lv.8
Knight Lv.8
Squire Lv.8

Weapons: Katanas, Swords, Knightswords
Armor: Armor, Clothes
Helmet: None

Merc Blade:

Reaction Abilities:
Berserker Rage- When Ronin is critical, causes Berserk.

Action Abilities:
Double Slash- Slashes a foe twice, if two swords equipped, slashes four times.

Wide Slash- Slashes three panels in front of Ronin.

Skewer- Ronin charges foward and thrusts through a foe, doing double the damage of a simple slash.

Cyclos Beam- Ronin fires a fiery beam through a line of foes

Line Bomber- Ronin blasts foes with a huge beam

Ultimagarst- Ronin blasts a line of foes with a wind and shadow tornado.

Shockwave- Ronin targets a group of foes with an earth shockwave.

Trip Up- Causes Slow and Don't Move on a foe.

Master Guard- Casts Reflect, Invisible, Shell, Protect and Haste on self.

Support Abilities:
Pay-UP- Doubles Gil recieved after battle.

Multi Shift: Dodges all physical Attacks.

No JP amounts yet, I'll think of some.

Posted by: Magus19 3rd October 2004 22:49
Magus

"Master of magic. Prince of Darkness. Welder of the Reaper's Scythe"

Shadow Magic

Dark Bomb- Explosion of Dark magic.

Dark Mist- Fog of Dark Magic fills the screen and targets all enemies. ADD:darkness

Dark Bolt- Bolt of Dark energy strikes the enemy.

Dark Ice- Block of Dark ice shatters on an enemy.

Dark Fire- Flames from hell burns an enemy. ADD:oil

Dark Wind- Wind from the Abyss surrounds the enemy. ADD:Stop.

Dark Matter- Ultimate Dark Magic Attack.

Reaper- Steals the soul of an enemy. ADD:Dead

Reaction[B]

Magic Wall: Casts Wall on himself.

Epitaph- If Death is cast on Magus, it kills the caster instead. Magus loses only 1/10 of his MP

Support[U]

Equip Scythe- Able to equip Scythe.

Black Crescendo- Dark Magic gets stronger every turn

Death Sickle- Magus' Physical Attack is raised by the number of dead units on the field

Movement[I]

MP move- gains MP everytime Magus moves.

Equipment:

Weapon: Sickles

Helmets: Caps and Hats

Armor: Capes and robes

Magus has the highest magic points in the game. He has mid HP, Hi Mp, and has a speed of

8. His PA is mid

Posted by: Shotgunnova 3rd October 2004 22:58
It'd be nicer if you posted more information on the skills and stuff, but overall, it's not that bad. Some of the skills like Black Crescendo and Death Sickle are pretty interesting.

---------------

Seer
"Molds the battlefield's shape to his own will as if it were clay."

Prerequisites: Master Geomancer, Master Time Mage

Weapons: Staves, Daggers, the Blood Sword
Shields: None
Head: Caps
Armor: Robes, Light Armor

------------
Shape

Undulate
Speed: 30
Range: Auto

Each fourth turn the lowest part of the field becomes flooded with water and continues in four-turn increments filling up one heigth (1 H) of water each time. A character drowns in 3H water and cannot be revived. Float spells, the movement ability 'Float', Walk on Water, and Feather Boots can be used to bypass the effects.

Fire Snake
Speed: 30
Range: Auto

By random choosing, four non-occupied 1x1 grid squares instantly become lava. Each turn one of those squares will randomly extend to an adjacent (and applicable) square and turn it into a lava square as well. This continues for the rest of the battle. Float spells, Feather Boots, the Time Mage's Float ability, an Walk on Lava movement ability can be used to bypass the effects.

Thunderstorm
Speed: 50
Range: Auto

The sky becomes a thunderstorm, doubling the power of thunder spells while halving the power of water spells.

Blizzard Staff
Speed: 20
Range: Auto

A blizzard is summoned and for the rest of the battle everyones movement skills are halved. This *can* be used in conjunction with other Shape skills and will not cancel out. Float spells, Feather Boots, and the Time Mage's Float ability can be used to bypass the effects of this.

Mountain Mover
Speed: 20
Range: Auto

Randomly selected non-occupied 2x2 squares raise by five height. They do not have to be even nor do they have to be adjacent. This effect will effect water, lava, and snow and will not cancel out the effects of any Shape skills.

Rewind
Speed: Now
Range: Auto

Returns the field to the state it was at during the battle's start.

------------
Earth Heal
------------

Secondary command for the Seer class. Heals allies who are on contact with the ground (and are therefore suffering with the enemies) by one-fifth of their HP. This command can only be used by the Seer class.

------------
Reaction
------------

Ancient Wisdom

An additional 50% evasion is added for P-EV and M-EV during attacks.

Lisp

Instantly inflicts Silence status on someone attacking with a magical spell. Bypass with silence-guarding equipment.

------------
Support
------------

Lay of the Land

Makes on immune to the Seer class' skill effects. Seer class only.

------------
Movement
------------

Move + 2

Adds two to your current move statistic.



Posted by: assassin_of_darkness 14th October 2004 06:08
Class:Angelic Knight (Females Only)
Abillity:Judgement

Offensive Abillity:
1.Guardian Sword-She swings her sword at the enemy like Agrias does and white feathers fall from the sky and causes a white explosion.
Panel-Like you use Holy Sword
AP-100 Speed-now ADD-none

2.Shadow Strike-She swings sword and a black fire forms in the ground and it burns the enemy and anyone surronding them.
Panel:Like you use Holy Sword
AP-100 Speed-Now ADD-Blind

3.Stasis Wave-It's like stasis sword , but it creates a wave on the area you hit and more chances of stop effect.
Panel:Like summon magic
AP-300 Speed-now ADD-Stop

4.Ultima Slash-She swings her sword and it causes an explosion of ultima.
Panel-Like you use Holy Sword
Ap-700 Speed:now ADD-Random Status

5.Nova Slash-She swings her sword and it causes 999 damage to one enemy.
Panel-Like you use Holy Sword
Ap-1300 Speed:25 ADD-Random Status

Defensive Abillities:
NONE

Support Abillities:Move plus 10 , Jump plus 10




Epuip:
Save the Queen
Crystal Helm
Crystal Armor
Crystal Shield
Germinas


((Master Holy Knight , Dark Knight , Divine Knight , Temple Knight and Knight)) ((This Job Class can only go to level 50 and thier HP will be 750 and MP will be 280))


Posted by: Hamedo 14th October 2004 12:19
I dig the whole "Angelic Knight" thing, especially the females only dig. I might try to make my own version of that class, if you don't mind.

Posted by: Maskedman 14th October 2004 16:56
General: a leader whose skills aid in batle under different conditions.

Prerequsite: Master Knight, Master Chemist, Master Ninja, Master Calculator

Equip
Weapon-Sword, Bow, Katana, Axe, or Knife
Armor- Light Armor
Helmet-Any

Direct skills
Charge!
Increases offense of all troops
Phallanx
Doubles all Lancer's stats and Jump takes only one turn
Baragge
Instruct all archers to fire at nearest enemy
Envigorate
Doubles all Monk's stats
Ambush
Adds invisible to all Ninjas
Legion
Doubles all Knight's and Squire's stats
Resources
Thieves are always able to steal money and equipment
Terrain
Geomancers randomly transform terrain into other types
Sakai
Doubles all Samurai's stats
Accomodation
Mediator's skills have a 90% chance of working
Morale Boost
Both Dancer's and Bard's skills always work
Mystics
Black Mage's, White Mage's, Time Mage's, Summoner's, and Oracle's magic always hit and with double the effect
Medic
Doubles the potentcy of a Chemist's medicine

Counter
Strike Back
Counterattack always knock back enemy

Indirect
Bluster
Auto- Regen
Intel
Show all info on enemy

Movement
Trap
Option to set trap on movement panel

Posted by: assassin_of_darkness 15th October 2004 04:44
If you can make your own character who would they be and who would they serve under?

Here my person:
Name:Julia
Job:Holy Swordsman
Age:24
Serves under: Shrine Knights / Ramza's team
Zodiac sign: Cancer
Description: Graduating from Lionel's Finest Knight's she joined the Shrine Knights with Weigraf Folles. Being the person as stuborn as Izlude she suffered a punishment (Not Death) and that was to be banned from the shrine knight's. Saying her goodbye's to Wiegraf she meets with Ramza in a battle where the shrine knights try to kill Julia. Ramza saved her and she joined his party.

Heres my second person:
Name:Kaori
Job:Assassin
Age:21?
Serves Under: Marquis Elmdor / Ramza's Team
Zodiac sign: Cancer
Description:An ultima demon summoned by Marquis Elmdor. Saving the best for last Kaori is stronger out of the two regualr assassin's Lede and Celia. Although she didn't get a chance to fight she encountered with Olan and killed him so she can lure Orlandu and kill him also. Orlandu Defeated Kaori and she revived Olan with an ancient spell called Final Raise. She then joins Ramza's group trying to find a way to revive Celia and Lede.

Heres my third person:
Name:Darc
Job:Holy Knight
Age:26
Serves under: King Delita and Queen Ovelia / Ramza's team
Zodiac Sign: Aquarias
Description: A mysterious knight acceidently summoned into this world by Ovelia's Holy Magic and Delita's Holy Sword. He serves under them after the full explanation of the mix-up. He then witnesses Delita kill Ovelia and he runs away from Delita's shelter. Finding Ramza he joins his party with Ramza having no clue about who he is.



Posted by: Green Magi 15th October 2004 19:18
I think this is in the wrong section but here it goes...

Name:Spec
Job:Chemist
Age:16
Serves Under: Returners
Zodiac sign: Leo
Description:annoying kid who is trying to learn alchemy, joins Returners after there accidental visit to one of those little islands with trees off the coast. Skill is to combine random items & certain weapons (like Ice rods) into an attack or heal abitlity depending on those used, damage also increases with level. Attacks with light weighing mace.

Posted by: l)arkShadow 15th October 2004 20:38
http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=2394http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=2394
That topic is the exact same one as this one, but whatever
NAME: Sasuke
Job: Ninja-Assassin-ish person
Description: Basically who you get in WoR if you let Shadow die in WoB

Posted by: baralai888 15th October 2004 23:02
name: celeste
sex: female
age: 20
height: 5'11
weight: 145 lbs
Build: slender
Sign: Taurus
Info: half-sister of terra, daughter of madonna; born before madonna's encounter in the esper world....a sweet girl with a personality similar to her sister's...she never knew her true father, but does know of the fate of her mother and also knows she has a half-sister....learned self-defense skills from a man named vargas when her mother mysteriously disappeared...

Posted by: Magus19 16th October 2004 00:40
Zero

Job: Reaper
Age: 16
Serves under: Himself (formerly of Kefka)
Zodiac Sign: Capricorn
Sex: Male

Description: Zero is the son of Setzer and Darryl. When Darryl crashed into the island she gave birth to Zero, then died in the ocean. The son would then be taken in by a mysterious man who raised Zero as a "DeathBringer." That man was Kefka. After Kefka destroyed the world, Zero was his personal assasin. When Zero was to kill a mere child in Mobliz, his humanity returned to him and h challenged kefka. of course, he was defeated and dispose of in his mother's tomb. When Setzer and the Party went to Darryl's tomb, they found Zero and he joined them, not realizing his father was one of his rescuers. He now wants revenge on Kefka for his defeat.

Ability: Scythe: Special skill that Zero uses with his scythe. He learns a new ability every 5 levels.

Scythe Abilities include:

Earth Slice: Zero swings his scythe with the power of Earth Elemental
Ice Shatter: Zero swings his scythe with Ice elemental
Fire Cut: Zero cuts an enemy with Fire Elemental.
Shock Stab: Zero shoots Lightning Elemental towards an enemy.
Holy Harvest: Zero throws his scythe with Holy Elemental.
Wind Rift: Zero swings his scythe with wind Elemental.
Death Dealer: Zero automatically kills an enemy. Odds of success vary with different monsters.

Posted by: Twilight Paladin 30th October 2004 22:46
Ok... here's one:

Twilight Paladin (of course!)

Zodiac Sign: Aquarius

Primary Abilities:
Twilight Sword
Celestial Magic

TS Techniques:
Action:
Stasis Sword
Split Punch
Crush Punch
Lightning Stab
Holy Explosion
Dark Sword
Night Sword
Shellbust Stab
Holy Slice (Kills Undead, can be used for damage otherwise)
____________________________________________________________
CM Techiques:
Cure 4
Raise 2
Re-Raise
Wall
Holy
Seraphim (Holy damage to all enemies, Cure 3, Esuna, and Haste on all allies)
______________________________________________________________
Reaction:
Meatbone Slash
Hamedo
MP Switch
Support:
Attack UP
Magic Attack UP
Movement:
Fly

Posted by: Lockes AlterEgo 31st October 2004 04:13
Hell Kite: Knights infused with the power of hell kites.

Hell's fury:

Dragons breath: an acidic breath attack that lowers the attack of the person it is used on. Effect:hp loss, posion

Hells passion: sword attack with the power of demons, said to of been made by the deivl him self. Effect:death

Knight nightmare: infuses user with nightmareic rage, user goes totally berserk and makes the user a rouge for the remander of the battle. Effect:berserk

Dragons armor: uses the power of inpenitrable dragon scales to raise defesen by 30%

Summoning hell: summons a portal to let demons out, attacks the entire feild and whipes out lesser enemys.

Fury sword:channels rage into sword makeing the blow like none other most times resulting in instant death.

Witch hunter works best on magic users, turns there magic aginst them.

JP Stroll
Hamedo
Equip Sword
Equip Shield

Posted by: TAS 31st October 2004 20:59
Pyromancer

Class that specializes in the art of controling fire, they also take on positive and negative atributes

Absorb: Fire Half: Ice Weakness: Water


Default Skill: Pyromancy

Weapons: Sticks, Books
Shields: None
Head: Helmets
Body: Armor

------
Pyromancy
------
__________

Fire

Basic Fire Elemental attack

"Destruction of nature, gather in flame! Fire!"

Range: 4 Effect: 2 Vertical: 1 MP: 6 Speed: 25 JP:50

__________

Fire 2

Medium-level Fire Elemental attack

"Out of the ground, raze all greenery with flame! Fire2!"

Range: 4 Effect: 2 Vertical: 2 MP: 12 Speed: 20 JP:200

__________

Fire 3

High-level Fire Elemental attack

"Star fire, awaken and deliver your judgment! Fire3!"

Range: 4 Effect: 2 Vertical: 3 MP: 24 Speed: 15 JP:480

__________

Fire 4

Massive Fire Elemental attack

"Smouldering flames far below, punish the wicked! Fire4!"

Range: 4 Effect: 3 Vertical :3 MP: 48 Speed: 10 JP:850

__________

Flare

Large fireball falls from the sky causing a large amount of damage to the target.

"Inscript the dark god into a rotting body! Flare!"

Range: 5 Effect: 1 MP: 60 Speed: 15 JP:900

__________

Melt

Causes enemy's armor to melt, causing damage to enemy and destroying their armor

"Punish all metal that would oppose me! Melt!"

Range: 4 Effect: 1 MP: 36 Speed: 20 JP: 720

__________

Ignite

Gradually lowers target's HP through burning

"Eternal Flame, embrace all evil! Ignite!"

Range: 4 Effect: 2 Vertical: 2 MP: 6 Speed: 30 JP: 150

__________

Explode

Causes damage to enemy's by blowing up the bodies of the dead

"Death of an ally, damage more than emotion! Explode!"

Range: 4 Effect: 3 Vertical: 2 MP: 0 Speed: NOW JP: 650

__________

Fire Wall

Raises a wall of fire, damaging all who pass through it

"Fire god, raise your inferno and protect us! Fire Wall!"

Range: 4 Effect: 1 MP: 10 Duration: 6 Speed: 20 JP: 500

__________

Fire Aura

Surrounds allies with fire, damaging attackers Add: Immolation

"Warmth of the sun, avenge me! Fire Aura!"

Range: 4 Effect: 1 MP: 15 Speed: 20 JP: 500

__________

Fuel

Drenches enemies with oil, making them more vulnerable to fire Add: Oil

"Darkness, rise from the ground and flood! Fuel!

Range: 3 Effect: 2 Mp: 10 Speed: 25 JP: 185

------
Reaction
------

Fire Blast

Casts either Fire, Fire 2, or Fire 3 on attacking enemy

50% Fire, 35% Fire 2, 15% Fire 3

------
Support
------

Immolation

Causes any enemy who physically attacks you to recieve 20% of damage they inflicted

Posted by: Malevolence 31st October 2004 22:58
Kaizen

"A demensional drifter. Shapes time and space his/her own liking"


Skills: Distortion

Landscaper: the elevations of the terrain randomly change
Wormhole: 1st turn- choose first end of portal
2nd turn- choose recieving end of portal.
Degenerate: randomly remove one enemy from the battle(if it's a special character, they are KO'ed)
Nekkid: randomly destroy one piece of targets armor/clothing
Demi: damage enemies HP by 1/4 of maximum
Gravija: damage enemies HP by 3/4 of maximum
Transfer: transfer 1/2 of targets HP to a random team member

Posted by: TAS 1st November 2004 02:24
Shadowlord

Knight Lv. 8 Monk Lv. 8 Oracle Lv. 8 Thief Lv.7 Geomancer Lv. 6 Ninja Lv. 4

Warrior who has learned to control the shadows to do his bidding

Weapon: Sword, Spear, Knife
Shield: N/A
Head: N/A
Body: Clothes

------
Shadow Skill
------

__________

Shadow Strike

Causes damage by using enemies own shadow as a means of attack

Range: 3 Vertical: 3 Effect: 1 Speed: Now JP: 200

__________

Shadow Weapon

Commands the shadows to steal an enemies weapon from a distance

Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 400

__________

Shadow Shield

Commands the shadows to steal an enemies shield from a distance

Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500

__________

Shadow Armor

Commands the shadows to steal an enemies armor from a distance

Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 600

__________

Shadow Helmet

Commands the shadows to steal an enemies armor from a distance

Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500

__________

Shadow Accesory

Commands the shadows to stean an enemies accesory from a distance

Range: 3 Vertical 3: Effect: 1 Speed: Now JP: 500

__________

Steal Mind

Uses shadows as a mean of stealing an enemies MA and adding it to your own

Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300

__________

Steal Power

Uses shadows as a mean of stealing an enemies PA and adding it to your own

Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300

__________

Steal Speed

Uses shadows as a mean of stealing an enemies speed and adding it your own

Range: 4 Vertical: 3 Effect: 1 Speed: Now JP: 300

__________

Mass Darkness

Attemps to blind all enemies on the field Add: Darkness

Range: N/A Vertical: N/A Effect: N/A Speed: Now JP: 360

__________

------
Reaction
------

__________

Disappearing Act

If you or any ally is attacked, they become invisible Add: Invisible

__________

Pandora's Box

Has a chance of casting any oracle spell and 1% chance of casting all combined excluding petrify

__________

------
Support
------

__________

Shade

Start battle invisible and reveal yourself only after you attack Add: Invisible

__________

------
Move
------

__________

Perpetual Motion

Move, increase speed

__________

Posted by: GamblingCat 10th November 2004 04:13
Here is My job, some of the abilitys are based from Starcraft.

Templar (Yes I am referring to the High Templar from Starcraft on this one.)
Equip: Staff, Helm, Armor, Golve, Etc.

Abilitys:

Psionic Storm: Range 3 Vertical 3, costs 10 MP Starts off With Ability.Thunder Elemement Attack that can hit up to 5 enemies.

Mind Control: Range 3 Vertical 2, Costs 35 MP 400 JP
Can control a unit for remanider of Battle 50% Chance of Connecting.

Cloak: Costs 25 MP 300 JP. Move can be done only to self
Cannot be hit by physical attacks for 3 Turn.

Stim Pack: Costs 10 MP 200 JP. Move done only to Self.
Loses 5 HP to increase speed for remainder of battle by 3.

Heal: Costs 5 MP 300 JP. Move done only to Self.
Restores a few HP and removes ANY status effects.

Revive2: Costs 40 MP 700 JP. Range 4 Vertical 3.
Revives a character to 100% HP and casts Auto-Life/Reraise on that character.

Dark Holy: Costs 52 MP 900 JP. Range 4 Vertical 4.
Same as Dark Holy in FFT.

Meteo: Costs 62 MP 1500 JP. Hits ALL Enemies.
A Much Stronger version of Meteor form FFT.

Reaction Abilitys:
Auto-Heal (Auto-Potion and Auto-Remedy)
800 JP. When hit by an Attack and/or Status Effect an item in invetory is used to heal you always will happen.

Support Abilitys:
Aura
1000 JP:
Casts Regen, Haste, Wall, Reraise at the beginning of Battle on the character with this ability.

Movement Abilitys:
Teleport2:
1400 JP: Can Move anywhere without Failure.

Stats Job Excels at:
Magic Pwr. Def and Magic Def.

Stats Job lakcs at:
Str.

That is it for my special Job(My hands are tired.)




Posted by: Juste0X 20th November 2004 01:07
Here's my new class, he's powerful but I think his need for his Support (see below) balances it out!

SWORDSMAN (Ancient Order of the Blade)

Pre-Requisite: Knight Level 5/ Samurai Level 3

Skills:
___________________________________________________


ILLUSION PORTAL- Range 8 JP Needed: 400
Effect: Swordsman warps to another part of the field!

ILLUSION SLASH- Range 6 JP Needed: 500
Effect: Swordsman appears next to opp. and attacks then warps back to starting panel!

LEGENDARY ATTACK- Range 1 JP Needed: 500
Effect: Attack does auto-critical and blasts opp. away two panels. Will NOT hit same opp. twice!

ANCIENT BLADE- Range 8 JP Needed: 600
Effect: Large Ethreal Blade falls from the sky striking an opponent thrice!

FINAL FATE- Range: 1 JP Needed: 600
Effect:Attack does no dam. but 3 rds later, opp. auto-dies!





Abilities:
__________________________________________________

Reaction: VORTEX COUNTER- Range 1 Trigger: Physical Attack JP Needed: 500
Effect: Swordsman warps out of the way and strikes opp. from behind!

Support: MIND WARP
Effect: Enables the Swordsman to use Abilities requiring Warp Effect. JP Needed: 300

Movement: SHADOW WALK JP Needed: 150
Effect: Trails of shadows (after-images) follow Swordsman when he moves! Note: Not really helpful... just looks cool!

Posted by: FabulousFreebird 21st November 2004 02:37
This has gotta' be one of the coolest forums. Hats off to ya', Shotgunnova!

Hunter

Equipment- Bows, Crossbows, Sheilds, Helmets, Robes, Armor

Strike: Range (same as equipped weapon) MP 0 Speed Now
Fire Strike: Fire-elemental physical damage 100JP
Thunder Strike: Lightning-elemental physical damage 100JP
Ice Strike: Ice-elemental physical damage 100JP
Water Strike: Water-elemental physical damage 150JP
Earth Strike: Earth-elemental physical damage 150JP
Wind Strike: Wind-elemental physical damage 150JP
Pain Strike: Poison, Darkness, Silence status 300JP
Mind Strike: Berserk/Confusion status 250JP
Stone Strike: Petrify status 500JP
Spell Stirke: MP damage 500JP
Darkness Strike: Darkness-elemental physical damage 600JP
Holy Strike: Holy-elemental physical damage 600JP

Snipe: Engineer Job Command

Reaction
Counter Strike: Counter a physical attack with a random Strike ability 300JP
Counter Snipe: Counter a physical attack with a random Snipe ability 300JP

Support
Hunter Attack: Use Strike and Snipe regardless of job 500JP

Movement
Station: No matter what happens during battle, you stay where you're standing 750JP

Posted by: saileboat 28th November 2004 07:32
I suppose this has been my visit since the longest blush.gif ,but i'm back to continue my class(job) thumbup.gif

Controller-A powerful knight seeking the most powerful soldiers to make a devastating army.

Act-Control Inherit-Train
Action skills

Distract 300 JP[Range:9 Effect:All Add:none]

Distract an enemy if ally is critical,forcing every enemy to attack the user.

Take Over 400 JP[Range:4 Effect:1 Add:Inherited]

Take over an enemy's body with the power of the ghosts for 1 turn.

Force 400 JP[Range:3 Effect:1 Add:Invite]

Force an opponent to join user's army with treacheous beatings and curses.Always leaves HP to 1.

Illusion 300 JP[Range:6 Effect:1 Add:Confuse,Berserk]

Use an illusion to make an enemy confuse or berserk.

Manipulate 500 JP[Range:4 Effect:1 Add:Control]

Manipulate an enemy using offers and lies.

Steal:Strong 600JP[Range:1 Effect:1 Add:none]

Steal strongest equipment at enemy's disposal.

Reaction Ability:

Counter[Range:1 Effect:1 Add:none]

Counter with a physical attack.

Support Ability:

Fast Hand JP 500

Increase chance of stealing.

Honest face JP 400

Increase chance of inviting someone

Movement Ability:

Jump +3 JP 1000

Increase jump by 3

Move +4 JP 1200

Increase movement by 4

Help JP 400

If ally is critical teleport to ally immediatly

That's it I may post more later,if anybody wants to use one of these move just say mention me.I'm out.

Posted by: Kilakandra_DiMenia 28th November 2004 08:09
Ooh, ooh, can I make another one?

Guardian

A warrior who fights using mystical powers. He also protects the weak and helpless. Flight and levitation ability.

Job Requirements: Level 6 White Mage, Level 6 Knight'

Abilities

Note: These moves are only compatible with Knight swords.

Earthquake(100 Jp): Uses the mystical power of the Guardian sword to cause an earthquake to erupt wherever the enemy is standing.

Love Heal(50 Jp): Heals your weakened units with the magic of love and affection. This move can only be used on members of the opposite sex. Also, it cannot be used on monsters.

Friendship Heal(50 Jp): Heals your weakened units with the magic of friendship and acceptance. This move can be used on anybody except monsters.

Tornado(150 Jp): Uses the magical power of the Guardian sword to summon a tornado that blows the enemy away.

Holy Blast(140 Jp): Uses the magical power of the Guardian sword to summon a holy power to damage the enemy.

Life Damage(200 Jp): Offer a small amount of your HP to the Guardian sword in order to summon a spirit to damage the enemy's HP by triple that amount.

Reaction Abilities

Double Sword(40 Jp): This works kind of like Hamedo, only you get to attack twice

Life Drain(130 Jp): If attacked, drain the amount of life you lost from the enemy, as well as four times that amount in gil.

Support Ability

Blessing of the Guardian: Raises the Physical Attack of a unit by 5-25 points as you move.

Movement Ability

Guardian's Wings: Increases movement range by 12 by lending a unit the wings of a Guardian. Adds Float.

Posted by: Hamedo 29th November 2004 14:18
Gandalf

"Do not be too quick to deal out death and judgement...."



--------------
Istari
--------------



-----------------------------------------
Keeper of the Secret Flame
-----------------------------------------
"I am the keeper of the Secret Flame."
Range: 7
JP: 1000
MP: 50
A bolt of Flame issues from Narya, the ring of fire that Gandalf wears, and blasts one panel with Holy and Flare.

You shall not pass!
-------------------------------
"You.... shall.... not.... pass!"
Range: Board
JP: 1000
MP: 50
To Gandalf's right and left, across the entire battlefield in a straight line, no enemy can cross. Once cast, Gandalf may not move from his spot in the middle of the border, but may perform other actions. If Gandalf is killed, the boundary dissipates.

Bolt of the Valar
---------------------------
"May the gods decide your fate."
Range: 7
JP: 1000
MP: 50
A bolt of heavenly power blasts one panel with Holy and Bolt4.

Aura of the Ainur
-----------------------------
"Many who deserve life.... recieve death."
Range: 7
JP: 1000
MP: 50
Revives fallen comrade with full MP and half HP.

Curse of Barad Dur
-------------------------------
"Saurons flames await you!"
Range: 7
JP: 1000
MP: 50
A five-panel area is hit with poison, darkness, and slow status.

Middle-Earth Quake
-------------------------------
"I did not travel thousands of years to toy with prattle such as you!"
Range: Board
JP: 1000
MP: 100
This skill is only available to Gandalf the White. It's effect is similar to the Titan summon, in that the entire battlefield is ripped asunder, inflicting heavy damage to all emenies and 1/3 of the current HP of all ally units.


-------------------
Reaction
-------------------

Elven Friendship
----------------------------
JP: 500
When physically attacked, a volley of arrows from hidden elven archers counters the enemy.

Stormcrow
---------------------
JP: 500
When attacked succesfully, all ally units gain +2 speed. Only effective once per battle.

Gandalf the White
------------------------------
JP: 2500
When killed on the battlefield, two turns later Gandalf revives with full HP and MP, and MA is increased by 10. Not effective if ally revives Gandalf before the two turns are up.



------------------
Support
------------------

Elven Cloak
----------------------
JP: 500
Begin battle invisible. Will not become visible until an action is performed.



---------------------
Movement
---------------------

Magical Aura
------------------------
25 MP gained every turn where Gandalf moves at least one panel.



---------------
Traits
---------------

Gandalf has inherint Two Swords, but can only equip Knight Swords and Staves. In addition, he can only hold one of each of these weapon types at a time (example- Defender in one hand, Oak Staff in the other).

Gandalf can wear robes and clothes, but cannot equip armor, shields, or any type of head protection.

For accessories, he can only equip rings.

Posted by: Drizzt do'Urden 9th December 2004 05:39
Paladin

Blade of the Righteous
Aegis Shield
Helm of Insight
Holy Knight's Breastplate
Bracelet of Health


Primary Skill: Chivalry
--Holy Hit (Attack with holy atributes, 50% dmg inc.)
--Fire Hit (Attack with fire atributes, can burn the enemy, making it lose 5%-10% of its total hp per turn)
--Blizzard Hit (Attack with ice atributes, can frost the enemy, lowing its speed and block rate)
--Thunder Hit (Attack with thunder atributes, can paralize the enemy)
--Bash (Lost of 60% total hp, 120% dmg inc.)

Reaction:
--Protect Aura (Actvated by phy. attack, doubles your chance of parrying for 8 turns)

Support:
--Holy Doutrine (Allows to use Chivalry skills when not a paladin)
--Holy Defense (Cuts the recevied holy damages by 80%)
--Chivalry (Gives you 75% dmg inc. when mounted on a chocobo)

Moviment:
--Mounting (Gives you Move+5, only works when mounted on a chocobo)
----------------------------------------------------------------------------------------

Berserker

Berserker's Maul
Cursing Shield
Mind Blaster Helmet
Tunic of Pain
Gauntlets of Rage


Primary Skill: Rage Skills
--Curse Weapon (Absorbs 30% of the dmg and adds to berserkers current hp)
--Flaming Rage (The user loses 15% of its current hp, ginving 50% dmg inc. util the user dies)

Reaction:
--Ofensive Defense (Actvated by phy. attack, adds 1/20 of the received dmg to user's AP)

Support:
--Self Cursing (Turns char uncontrolable, but gives 80% dmg inc.)

Moviment:
None



I tried to not make uber classes... Heh

Posted by: Kilakandra_DiMenia 16th December 2004 15:05
This thread is actually kinda fun. Long live the Invent-A-Class thread!! *lol*

------------
Mystic
------------

A magical young woman who can help or harm anyone. Her mystical spells can be delicate, but deadly.

Job Levels: Level 5 Priest, Level 5 Wizard, Female

Abilities

Holy Magic- Cleric job command

Arrow Feathers(90 Jp)-- A spell which borrows feathers from the angels, and either attack the enemy or enhance any allied Archer's attack power.

Downpour(50 Jp)--- Summon a downpour which either drowns the enemy or heals any allied unit's HP.

Hurricane(100 Jp)--- Summon a powerful hurricane which either kills the enemy in one hit or adds Float to your allies.

Reaction Ability

Fallen Mystic's Revenge(60 Jp)--- When killed, a unit can gradually drain the health of the enemy unit that killed it.

No Support or movement abilities. For every strong class, there is a weak one---- and this class is pretty weak.


Posted by: Magus19 31st December 2004 03:08
Dragon Paladin

"A holy Knight infused with the power of Dragons"

Equipment:
Bahamut Sabre
Shield of Mycen
Helm of Abram
Armor of Shooting Star
Ring of Brahm

Skill: Dragon Blade
Shooting Star Flame: A burst of fire hits the enemy. Combination Of Fire and Holy

Brahm's Icicle: Chunks of Ice shatters at the enemy. Comcination of Ice and Holy

Abram's Wave: A Tidal wave obliderates all enemies. A combo of Water and Holy.

Horn of Mycen: A huge burst of Holy energy zaps the enemy.

Narse's Hatred: A ray of Darkness envelops the enemy. A combo of Darkness and Holy

Tiamat's Fury: A Bolt of lightning strikes the enemy. A combo of Holy and Bolt.

Bahamut's Wrath: A wave of nonelemental energy slams into the enemy

Seal of the 7 Dragon's: A giant burst of energy strikes all enemy's for heavy damage. Combo of all elemental magic with Holy

Reaction:
Heart of a Dragon: raises defense and strenghth. activated when hit by a phys attack.

Soul of a Dragon: raises Magic defense and Magic. Activated when hit by a mag attack.

Support:
Dragon Tame: increases the chance of inviting a Dragon to your party.

Dragon Defense: increases the defense and magic defense when acommpanied by a dragon.

Dragon Cure: auto regen and auto life when accompanied by a dragon

Movement:
Dragon strength: Every turn that Dragon Paladin moves, Dragon Paladin raises his attack and magic but decreases Defense and Magic Defense.

Dragon skin: Every turn that Dragon Paladin moves, Dragon Paladin raises his Defense and Magic Defense but decreases attack and magic.

Posted by: BlackWizardDryfe 31st December 2004 04:25
Uhhh.... Master Wizard?
"A mage that has mastered all kinds of magic" (White, Black, Time, Summon, YinYang)
requisites: Lv. 8 Wizard, priest, summoner, oracle, time mage
Skills:
All known magic skills with full hit rate, quarter charge time, double range and effect area, triple strength and/or triple duration as corresponds.
Equipment:
Right\left hand: Ramuh's staff
Head: Ifrit's horns
Chest: Titan's might
Accesory: Shiva's necklace

I dont have much ideas pinch.gif

Posted by: sharkerbob 31st December 2004 11:45
These are not original, but lately, I have been wishing they were in the game.
It may have already been said, but I really think this game could have benefitted from both a Blue Mage class and a Mystic Knight class.

BLUE MAGE
This class could equip sabers, staves, or knives, and most light to medium armors and accesories.
Requisits: Level 4 Dragoon, Level 4 Mediator

Blue Mages action abilities would be Blue Magic, learned by surviving monster attacks. Most any attack can be learned, even Monster Skill attacks.

Support skill would of course be Learning, which the class has automatically. However, by using Learning on another class, you can still learn monster skills without being a Blue Mage.

A Reaction ability could be Rage; HP damage from hand to hand attacks can result in unit going berkserk and attacking the one who hit him for 1.5 times normal damage. This will wear off once the target is hit, so this is basically "Counter" with higher strength.

Movement ability would be Move -- Recover Status; as you move, you have a 50% chance of recovering from a negative status for every step you take, as exerting your body flushes the contamination out of your system.


MYSTIC KNIGHT
The Mystic Knight can equip everything a regular Knight can.
Requisits: Level 8 Knight, Level 8 Wizard

Action abilities: A Mystic Knight would possess Magic Weapon spells, wherein you could cast an element on someones weapon. Stone, Fire, Bolt, Water, Ice, Holy, Darkness, and Poison could all be added to anyone's weapon, allowing the Mystic Knight to hit for 1.5 to 2 times as much damage depending on an opponent's elemental weakness or resistance. Or in the case of Stone and Poison, there's a chance for the status to take place. (In the case that an enemy has element-absorbing armor, then damage could be potentially nullified if the elements line up. For example, an enemy with a fire-absorbing armor would be damaged by a sword, but healed by the magic fire surrounding the blade, thus resulting in 0 damage.) Every Magic Sword spell lasts exactly three rounds, unless replaced by a different element.

Another Action skill would be Runic. Any and all magic cast in the field within 5 square radius of the Mystic Knight will be absorbed by the magic knights weapons and turned into MP for the Mystic Knight's use.

Support skill: Retain Element With this, you can maintain your magic weapon's elemental indefinitely, by automatically recasting the spell onto the weapon. While this of course uses MP everytime, it will not count as an action, so when your Mystic Knights turn comes up, he/she will cast the spell, then you may select an action and/or movement as normal.

Reaction ability would be Aura. When Aura is set, any unit who attacks you (and is right next to you) will recieve a backlash of magic energy, so its basically a magic-based "Counter". This backlash will be at the strength of a level-1 elemental spell, or a status effect. This energy will by default be Fire for males, Ice for females; however, the energy will otherwise be based on whatever magic your weapon is imbued. Just think how awesome it would be for a goblin to land a successful hit, then get blasted by a fireball upon contact. It would be possible for an enemy to petrify itself by striking a Stone aura, but the percentage for this is incredibly low. Otherwise, Blind and Poision have a high percentage, and elemental damage is successful with the same formula any Counter ability is.

Movement skill would be: Move -- Destroy Trap. If by change you stop an an square that has been booby trapped, you magic Aura will destroy the trap before it is set off, thus sparing you the damage or status infliction. This comes at the cost of finding rare items by stopping over them as well, however.

Posted by: ArcKnight5000 7th January 2005 14:48
Ok, I came up with one:

Arc Knight
Destroyer

Arc Knight: A knight that feeds on the hatred and darkness of someone's soul
Evil Sword:

Decompose: Causes a random Status Ailment to all targets in a large area:
Causes: Poison; Dead; Death Sentence; Berserk; Confuse; Don't Move; Don't Act; Stop; Faith; Innocent; Chicken; Frog; Vampire; Undead; Darkness; Slow; Silence: 100%
1000JP

Destroy Squire Job: Causes Death to any squire prerequisite skill:
Causes: Dead: 20%
1500JP

Destroy Chemist Job: Causes Death to any chemist prerequisite skill:
Causes: Dead: 20%
1500JP

Extra EXP: Gain extra Experience Points by concentrating:
Causes: Exp +5: 95%
400JP

Extra JP: Gain extra Job Points by concentrating on the job at hand:
Causes: JP +10: 95%
300 JP

Estrange: Heals all allies of Status Ailments:
Remove: Poison, Death Sentence; Berserk; Confuse; Don't Move; Don't Act; Stop; Faith; Innocent; Chicken; Frog; Vampire; Undead; Darkness; Silence; Slow: 100%
150JP

Scream: Powers up one's self by screaming:
Causes: Brave +10; Phys. Attack +1; Magic Attack +1; Speed +1:
200JP

Dark Sword: Steal enemy MP for one's self:
Causes: MP damage; User gains that much MP
500JP

Night Sword: Steal enemy HP for one's self:
Causes: HP damage; User gains that much MP
250 JP

Destroyer: A person warped in the mind; Sent from Hell to destroy all inhabitants on Earth:
Mind:

Mind Blast: Discolors the enemy's mind:
Causes: Berserk; Confuse:
100JP

Telepathy: Tricks the enemy into becoming an ally with telepathic waves:
Causes: Invite: 15%-30%
120JP

Burning Mind: Attacks the enemy from afar by killing their mind with telepathy:
Causes: HP damage:
200JP

Concentrate: Raises HP and MP by concentrating:
Causes: HP and MP up:
200JP

Tainted Knowledge: Forsees the future and changes the enemies future:
Causes: Death Sentence:
400JP

Think!: Raises all abilities of the user:
Causes: Brave +10; Phys. Attack +1; Magic Attack +1; Speed +1; All Evade +20%:
350JP

Mind Control: Control the enemy through brain waves:
Causes: Charm; Invite; 15-50%:
550JP

Abilities:

Evil Sword
Mind
Counter
Two Swords
Move- HP UP

Excalibur
Chaos Blade
Reflect Mail
Crystal Helmet
Bracer

Posted by: Shotgunnova 17th January 2005 08:47
Job - Duke Knight --(A promoted knight skilled in assisting allies)--
Innate - Weapon Guard
Prerequisites - Master Knight, 300 enemy knights defeated, Master Priest

Weapon - Swords, Knight Swords, Spears
Shields - Yes
Hats - Helmets
Armor - Heavy Armor, Robes
Accessories - Yes

--------------------------------

Primary Skillset - Stonewall
Note - The "+" (cross) formation the skills own has no vertical limit.

--------------------------------

Peal of Thunder
MP Cost - None
Speed - 20
Effect Area - Randomly selected squares in a "+" (cross) formation.

When a target is hit, s/he is inflicted with "Transparent" status.

Rainwater
MP Cost - None
Speed - 15
Effect Area - Randomly selected squares in a "+" (cross) formation.

When a target is hit, s/he is inflicted with "Protect" and "Shell" statuses

Coat of Arms
MP Cost - None
Speed - 15
Effect Area - Randomly selected squares in a "+" cross formation.

When hit, a target's brave rises by ten.

Ransack
MP Cost - None
Speed - 10
Effect Area - Randomly selected squares in a "+" formation. Enemy only.

When an enemy is hit, a piece of his/her equipment is immediately destroyed, disarmed, or stolen with a 25% accuracy for each effect; 25% percent of the time it misses.

High Rise
MP Cost - 40
Speed - 5
Effect Area - All panels below the caster's height.

When the spell's charging is complete, anyone below the caster's height has their HP brought to 1 and is inflicted with "Don't Move" status. This spell can be cast once per battle and is not affected by Short Charge.




Posted by: Sam 21st January 2005 03:59
Red Knight:Knight who is an expert in both terms of swordmanship and magic.The shine of his blade slaughters all. Red Sword:Red Knight job command,beats enemies with the secrets of the sword

Posted by: Shotgunnova 10th April 2005 06:04
Having spent time at the Heroes of Ivalice for the last week, I thought of some improvements on the class I'm being. Maybe someone else could offer their own character suggestions if they're at the same site. If that's not a good enough reason to breath life into this, feel free to close it mods. =p

-------

Ranger
"Can obstruct and manipulate the ecosystems of nature."

Prerequisites:
  • Male only
  • Master Geomancer
  • Master Chemist
  • Master Mediator
  • 200 Animals defeated
  • 20 Animals Invited
Innate:
  • All Ground
  • Abandon
  • Black transportation chocobo spawns at battle start. Knows Choco Cure.
Weapons: Guns, Sticks, Swords
Shields: No
Headgear: Hats, Caps
Armor: Clothes, Robes
Accessories: Yes

-------

Landscaping
"Ranger command. Harnesses the natural power of the battlefield."

Skill: Heavy Load
MP Cost: None
Range: Weapon
Speed: Instant
Effect Area: One enemy

By aiming at the ground, a ranger can damage the battlefield itself while damaging the enemy's underbelly. After the enemy moves off the space, it sinks in and can no longer be walked on again. If the skill "Spring Field" is used, all empty spaces fill up with water.

Damage to enemy is: [Brave*3] - [PA*2]


Skill: Civilize
MP Cost: None
Range: 2
Speed: Instant
Effect Area: One enemy

Makes an enemy becomes ashamed at its recklessness. For the next three turns, the enemy cannot take action. Since this is not the same as "Don't Act" status, it cannot be cured by anything other than time.

Skill: Reinforcements
MP Cost: 10
Range: Auto
Speed: Instant
Effect Area: Battlefield

If the Ranger comes into battle with less than five units (including himself), he may call [5 - # of allies] monsters into battle. The monsters show up immediately, but are random. The number of monsters called into battle does not have to be the maximum possible; instead, the creatures can be "trickled out" into battle, one at a time if needs be.

Skill: Landscaper
MP Cost: None
Range: Auto
Speed: Instant
Effect Area: Two unoccupied grid squares

By lowering one grid square's altitude, the ranger can raise two other grid squares altitude by the same amount. This is useful in blocking enemies with low jump, or in making bridges across chasms. The skill can be used every other turn. Grid squares lower than 0 H collapse and turn into untraversable squares, which may or may not be helpful to the cause.

Skill: Mire
MP Cost: 20
Range: Discretion
Speed: Instant
Effect Area: all relevant squares

By poisoning the ground above the enemy, the earth below radically transforms into different forms. Any square below the caster's height, may be changed (once) into Poison Marsh, Water, or Lava. Any squares occupied by enemies may only be turned into Poison Marsh or Water.

Skill: Air Support
MP Cost: 20
Range: Self
Speed: Auto
Effect Area: Self

By using a high-pitched whistle, the Ranger can summon a black chocobo into battle to use as transportation. The black chocobo cannot attack, and is not effected by the the skill "Reinforcements". When one black chocobo is slain, it immediately disappears, allowing for another to appear if needed.

Skill: Reconstruction
MP: None
Range: Auto
Speed: Instant
Effect Area: All allies

Using domesticated birds, the ranger can send medicinal potions to all the allies. Once used, all allies are cured by 150 HP and alleviated of all status effects. If used repeatedly, the chance of success drops.

Skill: Bereft Bullet
MP Cost: 30
Range: Enemy Only
Speed: Instant
Effect Area: Enemy
Other: Guns only

By careful examination of an enemy's placement, the ranger can drop all H (heigth) beneath his own to the enemy's. Enemy squares sustain fall damage if applicable

Skill: Chamber
MP Cost: 15
Range: Gun
Speed: Instant
Other: Guns only

Allows the ranger to fire a random number of times (1-5) after the ATTACK command is used. Due to aiming, the bullets may miss and do less damage, but the chance for critical hit raises slightly.

Reaction Abilities

Unnerve

Places a 50% turn cancellation on any mage who succeeds in charging an attack at the Ranger.

Camouflage

When attacked with a long-range weapon, the ranger dodges and is placed in Transparent status.

Scorched Earth

When targeted for an attack, the ranger can change one grid square into a lava panel.

Recovery

If placed into critical condition while riding a Black Chocobo, the user escapes from the battlefield. Any stolen items or gil are not left behind.

Support Abilities

Silent Whistle

Randomly allows the skills "Reinforcements" and "Reconstruction" to take place before turns, when applicable. This continues throughout the battle and carries the same negative effects that may take place.

Faraway Eye

Enemy units who approach within 3 panels of the Ranger immediately suffer a -10 Brave, -10 Faith, and -2 Speed penalization. Works once per enemy.

Domesticate

Allows all ally Black Chocobos to know and use Choco Cure and Choco Meteor. Black Chocobos summoned through "Air Support" cannot use Choco Meteor regardless of Domesticate.

Lay of the Land

Collect +20 HP each time an animal is summoned into battle.

Movement Skills

Chocobo Wings

Allows ranger to fly to spaces within movement range.

Tremor Touch

All enemies lose -5 HP per grid square the Ranger moves.

Posted by: Blizzard_Wizard8 10th April 2005 14:55
Um, here goes...

Alchemist(Female only)
"A great scientist that uses both magic and potions for her research"
Requirements: Female, Chemist Lv.8, Wizard Lv.4, Time Mage Lv.2
Equip: Bows, Crossbows, Guns, Clothing, Robes, Hats
No matter what her 2nd A-Ability is, she always has Item as another A-Ability

A-Abilities
Poison Shot
Cost: 15 MP
Range: 6
Speed: Instant
Effect: Cross(+)
Description: Shoots a poison bolt which bursts on contact and releases a poison cloud.
Adds: Poison

Acid Spray
Cost: 24 MP
Range: 2
Speed: Instant
Effect: Triangle in front of caster
Description: Sprays a bottle of an acidic substance on foes

Make Potion
Cost: 5 MP
Range: None
Speed: Instant
Effect: Corpses
Description: Makes a Potion, Hi-Potion, Ether or Hi-Ether from a unit's corpse. Doesn't always work.

Fire Bomb
Cost: 25 MP
Range: 1
Speed: Instant
Effect: Ground
Description: Places a fire trap on ground that explodes when a foe gets near it or steps on it. Limit 2 traps on battlefield.
Element: Fire

Build Golem
Cost: 56 MP
Speed: 8
Effect: Ground
Description: Builds a golem that fights for the alchemist. The golem is immune to status effects, has high attack and defense, but is slow to recharge. Cannot build more than one golem.

Transmute
Cost: 8 MP
Speed: Instant
Effect: Treasure
Description: Turns treasure on ground into gil. Amount of gil received is higher than normal cost at stores.

Quagmire
Cost: 15 MP
Speed: Instant
Range: 6
Effect: Cross(+)
Description: Hurls a flaming tar slick that slows and drenches foes in oil, making them vulnerable to fire.
Element: Fire
Adds: Slow, Oil

Stone Gaze
Cost: 30 MP
Speed: Instant
Range: 4
Effect: One Foe
Description: The gaze of the Gorgon turns a foe into stone. Instantly petrifies a foe.
Adds: Petrify

Detonate Golem:
Cost: 36 MP
Speed: Instant
Range: 8
Effect: 3 panels on each side of golem and panels form pyramid.
Description: Instantly kills the golem, exploding in area surrounding it. Best recommended when the golem is near-death.
Element: Fire

Chain Lightning
Cost: 42 MP
Speed: Instant
Range: 6
Effect: One foe and other two foes within 3 panels from the target.
Description: A bolt of lightning shocks a foe and also attacks two foes near the target.
Element: Lightning

Mind Wrack
Cost: 28 MP
Range: 6
Effect: One foe
Description: Instantly confuses a foe, causing it to attack its allies.
Adds: Confusion

Reaction
Guarded Watch
Description: Any ranged fighters attack foe that attacked the unit with this ability.

Auto-Potion

Support
Magic Circle
Description: Instantly adds Shell to the unit with this ability.
Adds: Shell

Movement
Endurance
Description: Adds +1 to both Movement and Jump.
-------------------------------------------------------------
...
Wow, that took a while...

Posted by: red_beard_neo 11th April 2005 06:53
Agromancer: The magic farmer, come in from the fields to defend her homeland. Uses her knowledge of the land and the magic of Gaea to do battle.

Requirements: Squire Lv.4, Geomancer Lv.5, Chemist Lv.3
Equips: Staves, Sticks, Bows, Crossbows, Axes, Robes, Clothes, Hats

Job Set: Agromancy

Body of Gaea (200 JP): Invokes the power of Gaea to increase strength at the expense of intelligence.
MP: 5
Speed: now
Range: 0
Effect: caster
Other: AT +2, MA -1

Mind of Gaea (200 JP): Invokes the magic of Gaea to increase intelligence at the expense of strength.
MP: 5
Speed: now
Range: 0
Effect: caster
Other: MA +2, AT -1

Drought (350 JP): Lack of water slows and weakens enemies.
MP: 12
Speed: 50
Range: 3
Effect: 2v0
Other: Enemy AT -1, Speed -1
Accuracy: [CFa/100 * TFa/100 * (MA + 125)]
(example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, accuracy would be [.70 * .75 * (12+125)] = 71% (FFT truncates remainders)

Bounty (350 JP): Good conditions provide more food, strengthening your allies.
MP: 12
Speed: 50
Range: 3
Effect: 2v0
Other: Ally AT +1, Speed +1
Accuracy: [CFa/100 * TFa/100 * (MA + 125)]

Plough The Fields (500 JP): The magic of Gaea creates a furrow in the ground, perfect for sowing seeds or damaging enemies.
MP: 10
Speed: now
Range: 8
Effect: 4 directions v2
Damage: [(AT * MA) / 2], earth elemental

Reap (300 JP): Attempts to cut down an enemy as if a stalk of grain.
MP: 25
Speed: now
Range/effect: weapon
Adds: Dead
Accuracy: [CFa/100 * TFa/100 * (MA + 100)]
Other: This is blocked as a physical attack, even though initial accuracy is calculated as magical.

Razed Field (600 JP): Gaea's magic tears through the field, leveling all who stand in her way.
MP: 35
Speed: 15
Range/effect: auto
Damage: 50% of target's HP
Accuracy: [CFa/100 * TFa/100 * (MA + 100)]

Locust Swarm (600 JP): A plague of insects causes various status anomalies in the enemy.
MP: 35
Speed: 17
Range/effect: auto
Adds: Poison, Darkness, Confusion
Accuracy: [CFa/100 * TFa/100 * (MA + 100)] per status effect

Grand Harvest (550 JP): Damages all enemies in the effect radius, and heals the caster for half the total damage done.
MP: 20
Speed: 34
Range: 3
Effect: 3v1
Damage: [(MA * CFa * TFa * 10)/10000]
(example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, damage would be [(12 * 70 * 75 * 10)/10000] = 63 (FFT truncates remainders)


Reaction
Gaea's Justice (400 JP): Sends a localized swarm of insects against an attacker.
Trigger: HP damage
Range/effect: auto
Adds: Poison, Darkness, Confusion
Accuracy: [CFa/100 * TFa/100 * (MA + 100)] per status effect

Price Of Failure (700 JP): Gaea returns any unsuccessful attack onto the attacker, doing the same damage and status effects it would have done to the target.
Trigger: Any unsuccessful (blocked or missed) physical or magical attack.
Range/effect: auto
Other: varies by attack


Support
Strength of Gaea (900 JP): One-half your MA is added to your AT.
Gift Of Gaea (900 JP): One-half your AT is added to your MA.


Movement
Fields of Plenty (325 JP): The sustaining fields replenish HP and MP as you move.
Other: Recover (MaxHP / 20) and (MaxMP / 20) if you move at least one panel, unless
you are afflicted with Berserk, Confusion, or Blood Suck status.

Posted by: Shotgunnova 11th April 2005 08:50
Classes involving nature are always interesting. Good job!

------------

Virtuoso
"Musician whose melodies can soothe and strike anywhere on the battlefield."
Requirements:
  • Master Bard
  • Master Mediator
  • Master Oracle
  • Cannot know any Oracle techniques
Innate: Equip Sword, Walk on Water

Oscillate
"Virtuoso command. Different frequencies cause despair."

Skill: Cacophany
MP Cost: None
Speed: Instant
Range: All enemies within three panels
Other: Must have harp equipped

Anyone hearing these sour notes and uneven tones will put their hands to their ears in disgust. Inflicts Darkness or Don't Move (75%)

Skill: Sound Arrow
MP Cost: 15
Speed: Instant
Range: Enemy within five panels
Other: Must have harp equipped

With a flick of the bowstring, the user can send a lightning-quick barrage of intense sound upon the enemy. Damage increases with successful usage. May inflict Slow (50%)

Skill: Minstrel Might
MP Cost: 15
Speed: Instant
Range: Self
Other: Must have harp equipped

Fast-fingered playing and delightful lyrics encourage the virtuoso to do better in battle. Gives user Haste and Protect statuses (90%). Continued use lowers success rates.

Skill: Organ Grinder
MP Cost: 30
Speed: Instant
Range: All panels below user
Other: Must have harp equipped

A deep dulcet tone blows landforms away, causing damage to any occupant--enemy or ally--who resides below. With the exception of waterforms and unoccupied spaces, all grid spaces below user also become sand.

Skill: Trickle Down
MP Cost: 5
Speed: Instant
Range: All Allies
Other: Must have harp equipped

Delightful melodies give all allies new hope for battle. Bestows "Regen" statuses on all applicable allies (95%) or Regen, Float, and Haste (5%) on all applicable allies.

Skill: Psycho Crack
MP Cost: 50
Speed: Instant
Range: 1
Other: Must have harp or sword equipped

When the occassional enemy draws to close for comfort, the harp becomes a formidable bashing tool. Knocks enemy back back two spaces (if possible) and inflicts Stop (45%)

Skill: Interlude
MP Cost: 20
Speed: Instant
Range: All Enemies -or- Allies
Other: Must have harp equipped

An upbeat melody meant to pass the time bolsters either the ally or enemy ranks. If enemies are affected (65%), all gain Protect and Shell statuses; if allies are affected (35%), all gain +2 PA and "Quick" statuses.

Skill: Depressant
MP Cost: None
Speed: Instant
Range: All enemies
Other: Must have harp equipped

Sad, spindly notes remind enemies of tough times, bringing down their will to fight. All enemies lose -30 MP and -1 Speed (50%), -2 Speed and -60 HP (30%), 100 MP and HP (15%), or have their weapons disarmed. Effected by Maintenance.

Skill: Repossession
MP Cost: None
Speed: Instant
Range: 3
Other: Must have sword equipped[/b]

The virtuoso takes life and magic with a vengeance. Takes 100 HP (50%) or 100 MP (50%). Same effects on zombified characters.

------------------------------------

Hide
"Virtuoso command. Disappears from battle to stay alive"

Allows the user to turn Transparent while gaining +20 HP each round in that state.

-------------------------------------

Reaction Abilities

Retuning

Whenever attacked by an enemy, the harp's range increases by one. Does not work with an equipped sword.

Tax

Whenever the virtuoso is attacked by a ranged weapon, the attacker's turn ends while the virtuoso counters. The harp also acts as if it were a Bloody Strings for this instance, even if it is not. This effect is used only with this reaction ability.

-------------------------------------

Support Abilities

Superiority

The equipped harp gains a random positive status effect at the beginning of each battle. This becomes inherent for this battle and cannot be removed by any means short of re-equipping, theft, or breaking.

Vibrant Art

The harp's range increases after every third turn.

Wall of Wax

Opponents weilding swords cannot use the ATTACK command against the virtuoso under any circumstances.

--------------------------------------------

Movement Abilities

Soliloquy

If the virtuoso is the last remaining ally, s/he can teleport to anywhere within twice his/her own movement range without fail. Automatic failure for going beyond those limits.

Pungent Flight

Any spaces previously occupied by the virtuoso turn to "Poison Marsh". Currently occupied spaces do not gain this quality.

Posted by: Sam 14th April 2005 02:39
Fang Knight:Knight who is a vampire who strives to sink his fangs into the necks of his victims on the battlefield. Job command:Blood Sword_Preferred weapon,Blood Blade:NOTE:Can suck the HP of any target on the battlefield,and restore's HP.He aslo uses dark sword techniques in his Blood sword command:another ability he has is blood suck.

Posted by: WhiteWizard 14th April 2005 21:37
Class:Psychic
Requirenments:
Level 8 Mediator
Level 8 Wizard
Level 8 Oracle
Weapons Proficincy: Sword, Staff, Rod
Ability: Telepathy

Mind Read
Targeted anemy has a harder time hitting its enemys: adds darkness
Mp const 15mp
Range: 5
Speed: Instant

Mind Blast
Deals damage and causes enemy to lose control: adds breserk
Mp cost: 25 mp
Range 5
Speed: Instant

Teleknisis
Hits Enemies with a powerful Telekinetic blow that stunds enemy: adds stop
Mp cost: 40 mp
Range 5
Speed: Instant

Telekenetic Shield
Ecasses alley in a telekenetic sheild that stops physical damage temporarily : adds golem
Mp cost: 90 mp
Raneg: 3
Speed: Instant

Mental Surge
Deals great damage to a single enemy and attempt to kill them: adds death
Mp Cost: 100 mp
Range: 3
Speed Instant

Fear and Doubt
Makes an enemy unsure and makes them lose a little brave and faith
Mp Cost: 50 mp
Range: 5
Speed: Instant

Call Back
Psychic telepathically calls a fallen alley back from death to their earthly body
Mp Cost: 50mp
Range: 3
Speed: Instant

Psy Bolt
Causes mid damage and adds confusion
Mp cost: 15mp
Range: 5
Speed: instant

Mind Control
Able to temporarily control a lesser enemy
Mp cost: 100 mp
Range: 3
Speed: instant

Mind Flare
Deals lots of damage
Mp cost: 120 mp
Range: 5
Speed: Instant

Posted by: Kairo 15th April 2005 19:55
This is something I created for Heroes of Ivalice. It's a bit like an upgraded Thief or rogue-type. smile.gif

Ranger

-----
Hunt
-----

Gil Taking
Steal gil from an enemy.
JP : 10
Range: 1, V1
Effect: 1

Set Trap
Can set 4 traps before a skirmish. When defending, traps are set before battle. If invading, traps must be set during the battle. Traps damage are determined by type.
JP: 110

Call of the Wild
Wolves come to the aid of the Ranger's party. They attack the nearest enemy.
JP: 150
Range: 4

Rogue Charm
Charms enemy of the opposite sex.
JP: 150
Range: 3
Effect : 1 Enemy
Add: Charm

Topography
Knowledge of the land layout allows the Ranger to set up anywhere on the map. Works only in defending scenarios.
JP: 200

Steal Exp
Used to steal experience from an enemy.
JP : 250
Range: 1, V1
Effect : 1 Enemy

Undaunted
In a skirmish, for every person the enemy outnumbers the Ranger's party, he gains +5 brave (for that battle only)
JP: 300

Survival
Harsh climates have no effect on the Ranger's health
JP: 300

Tracking
The Ranger can trail a target with expert precision. LOS does not matter. The Ranger knows where an enemy is and can help magic users target indirect spells more accurately.
JP: 500

Nature's Bowcraft
Rangers have knowledge of wild that allows them to make their bows with added range and piercing power.
JP: 850
WP of the bow increases by 2. Range increases by 1.

Secret Slash
Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably.
JP: 850
Critical Hit + 35%

--------------------
Reaction Abilities
--------------------

Catch
Catch thrown item, which is automatically to inventory.
JP: 200
Trigger : Throw

Dive
Ranger has a chance of diving out of way of incoming attacks. Works on magic-based attacks and ranged attacks only.
JP: 475

Stealth Strike
Rangers use their cloaks to evade damage (+ 15% phys evade) and counterattack.
JP: 800

-------------------
Support Abilities
-------------------

Spot Trap
% of evading a trap attack is increased.
JP: 350

----------------------
Movement Abilities
----------------------

Scouted Knowledge
The Ranger gains a +1 move, +1 jump bonus when on familiar terrain. Works only on defending scenarios.
JP: 400

Quicksilver Steps
Move+2
JP : 600

Posted by: Hamedo 15th April 2005 20:55
Jedi Knight

--------------------
The Force
--------------------

Force Push
JP: 10
Range: 8
A blunt attack that is unblockable. Does modest damage, but pushes the target back one space a' la' the dash skill.

Force Choke
JP: 45
Range: 8
Does damage immediately, and inflicts death sentence status on target. Death sentence is negated if the Jedi is knocked unconcious.

Focus
JP: 60
Range: 0
Inner focus temporarily increases midichlorian count in the Jedi. Adds +3 speed, +3 PA, +3MA.

Levitate
JP: 30
Range: 8
Jedi can inflict float status on target. On next turn, the Jedi has the option of ending the float status by slamming the target down to the ground for damage.

Force Shield
JP: 45
Range: 0
Inflicts golem-like status on the Jedi, protecting him from physical attacks for a time.

-------------------
Reaction
-------------------

Heightened Reflexes
JP: 400
When physically attacked, Jedi has a permanent 75% chance to dodge.



Posted by: Zodiac 15th April 2005 21:00
Berserker (male only) Inherent 2 hands

equippable:
Weapons
Knight Swords (Any permanent good statuses or chance to inflict bad statuses will be removed), Swords, Spears, Axes, Flails. No Shields, No helmets, Heavy Armor, Robes, Gauntlets & Rings.

----------------------------
Anger
----------------------------
Bash
Range: Depends on weapon
Effect: 1
MP cost: 0
Speed: 15
A strike so powerful that it can bring the target to lost counsiousness***. [damage: PA*WP*3/2 ; %: MA*2+50]

Charge
Range: Depends on weapon
Effect: 1
MP cost: 0
Speed: 20
Select you target, then select the square you wish to move to, after finished charging, the berserker will charge its way to where you wanted him to go, while attacking the enemy. Has a 20% knockback chance. Will be canceled if the target moves or if a unit block the way. No unit will be able to move where the berserker is charging. [Damage: PA*WP*6/5]

Knockback:
Range: Depends on weapon
Effect: 1
MP cost: 0
Speed: 30
Knockbacks the targeted unit if possible, without being able to perform a critical strike. [Knockback %: 50+MA*2]

Death Blade
Range: Self
Effect: Auto
MP cost: 0
Speed: Now
This skill may only occur with the Auto-Berserk Support Ability. The berserker has 10% chance of equipping the Death Blade after making the finishing blow on a target and it has the following attributes. WP: Number of enemies killed while being a berserker/10, WP evade: 80%, 5% chance of adding Blood Sucks on target, provides 99% chance to block magical attacks.

----------------------------
Support Abilities
----------------------------

Red Fury
Increase PA by 1 after every turn if the Berserker is controllable. ie: doesn't work while being affected by sleep/confusion/bloodsuck/etc. (not Berserk)

Auto-Berserk
Inflict uncurable that remains until the battle ends. The berserker may perform any Berserker abilities learned, butthere won't be any charge time.

Stun
Add a probabilty to add Confusion status at every physical attacks [MA*2]
----------------------------
Movement Abilities
----------------------------
Super Jump
Increases jump by 2 and allows to jump over very far distances.

Posted by: Kairo 15th April 2005 21:58
Another one of my favorites at HoI....


Shaman

----------------
Voodoo Magic
----------------

Animate Object
A small token is animated on an enemy. Does minor damage.
JP: 150
CT: 10
MP: 15
Range: 3, Vertical 3
Effect 1
Add: Confuse

Divination
The Shaman rolls a small bag of bones on the ground and is able to read them. They tell the Shaman the skills of the opponents he/she faces in battle.
JP: 250
MP: 18
CT: Instant

Claws of the Bear
A Bear Spirit gives strength to the target. Next physical attack does double damage.
JP: 300
MP: 20
CT: 32
Range: 3, Vertical 3
Effect 1

Eyes of the Raven
A Raven Spirit descends onto the field and relays the exact location of the enemies. Campaign Ambushes are nullified.
JP: 400
MP: 20
CT: 32

Spectral Hounds
Three giant ghost hounds descend from the sky onto the target. Damages 1/4 the target's max HP.
JP: 550
MP: 40
CT: 45
Range: 4, Vertical 1
Effect 2

Lion’s Roar
The Lion spirit booms a loud roar that encourages your allies. Brave +5, PA +1 for 2 rounds.
JP: 600
MP: 25
CT: 62
Range: 4. Vertical 3
Effect 2

Soothing Touch of the Dolphin
The Dolphin Spirit sends a healing wave that cures 1/2 HP Max of all targets in water.
JP: 700
MP: 15
CT: 82
Range: All Allies in Water

Tree Whisper
The Shaman asks the trees to entangle his enemies. Shaman is -15 CT next round.
Range: All units next to a tree hex.
JP: 800
MP: 30
CT: 88
Add: Stop, Confuse

Bones of the Dead
The Shaman spreads the bones of dead animals onto the ground that reform and turn into an animated tyrannosaur. It attacks everything in the target radius doing massive damage. Shaman is -25 CT next round.
Range: 4, Vertical 3, Effect 1
JP: 1350
MP: 55
CT: 140

----------
Reaction
----------

Ancestral Retribution
HP loss is turned upon the enemy who inflicted it doing 35% dmg of that attack.
JP: 770
Trigger: HP damage

----------
Support
----------

None

------------
Movement
------------

Eagle’s Flight
The spirit endows the Shaman with the ability to walk on air.
Cost: 550
Add: Float

Posted by: No-Name 17th April 2005 10:09
THIS IS AWESOME!!!!.................ok heres mine.

True Samurai.

"Samurai Spirit"
True Samurai job comand. Use's Excellent sword techniques to assassinate every one in his path with both his katana and wakizashi.

"Jump Slash: jump's and hits from above."
Range 6 virtical 4.

"Quadra Slice: hits four random enemy's once."
This attack is not limited by range.

"Spin Attack: hit four space's by spinning with bothswords."
Range 4 virtical 0.

"Wind Blade: gathers wind with the blade and attacks in a strate line."
Range 10 virtical 0.

"Slayer Wave: energy wave strikes beast wile leaving humans alone."
Range 8 virtical 6. Add: poach.

"Assassinate: attacks the target so fast hes dead before he can scream."
Range 1 virtcal 0.

"Half Kill: will slash an enemies HP by half."
Range 1 virtical 0.

"Stunner: hits all enemies, occationally causing them to Stop."
This attack is not limited by range.

"Disable: randomly cuts off eather leg or arm."
Range 1 virtical 0. Add: don't move/act.

Reaction Abilities:

Counter plus: counters physical and counter attacks.

Take: steals used wheapon.

Support Abilities:

Equip Bow. equip bow regardless of job.

Equip ninja sword. equip ninja sword regardless of job.

Blood rage. auto beserk.

Movement Abilities:

Jump +10. can jump to highest level.

Auto haste. always haste.

Special Characteristics:

Can always have two swords

Can always equip bow.

Can always equip katana's and ninja swords.

Has Highest rate of countering.

Equipment.

Masamune katana and wakizashi.

Genji armor.

Genji helmet.

Genji glove.

Pretty cool huh?.

Posted by: Kairo 18th April 2005 15:07
Since FFT has Black Mages and White Mages, why not go another step and add Red Mages?


Red Mage

-------------
Red Magic
-------------

Fire
Causes low Fire-elemental damage.
JP: 50
MP: 6
CT: 5
Range: 4, V1
Effect: 2

Fire 2
Causes medium Fire-elemental damage.
JP: 200
MP: 12
CT: 10
Range: 4, V2
Effect: 2

Ice
Causes low Ice-elemental damage.
JP: 50
MP: 6
CT: 5
Range: 4, V1
Effect: 2

Ice 2
Causes medium Ice-elemental damage.
JP: 200
MP: 12
CT: 10
Range: 4, V2
Effect: 2

Bolt
Causes low Lightning-elemental damage.
JP: 50
MP: 6
CT: 5
Range: 4, V1
Effect: 2

Bolt 2
Causes medium Lightning-elemental damage.
JP: 200
MP: 12
CT: 10
Range: 4, V2
Effect: 2

Cure
Restores low amount of HP.
JP: 150
MP: 6
CT: 5
Range: 4, V1
Effect: 2

Cure 2
Restores medium amount of HP.
JP: 380
MP: 10
CT: 10
Rng: 4, V1
Effect: 2

Obscuring Haze
The target of this spell will have a 10% penalty added to any physical attack. This is overcome by the Archer's Eagle Eye and the Ranger's Tracking Abilities.
JP: 450
MP: 14
CT: 68
Range: 5, Vertical 3
Effect: 1

Chaotic Cloud
The target of this spell will have a 10% penalty added to any magical attack.
JP: 450
MP: 14
CT: 68
Range: 5, Vertical 3
Effect: 1

Enchant Weapon
The Red Mage is able to place Ice/Fire/Bolt effects on weapons. The weapons will do increased damage (x1.5) and if against a foe weak to the element (x2 as normal).
JP: 500
MP: 30
CT: 45
Range: 4, Vertical 2
Effect: 1

Guided Projectile
The Red Mage enchants a bow or gun that enables the friendly character carrying the weapon to fire impossible shots with virtually no penalties.
Longer Range = +3% Phys Evade per hex extra.
Curved Shot = +5% Phys Evade
JP: 500
MP: 30
CT: 55
The Red Mage must have Line of Sight with the target.

Power Aura
Raise PA of caster and surrounding allies (within a 1-square radius) by 2.
JP: 800
MP: 30
CT: 90
Effect: 1

Magical Aura
Raise MA of caster and surrounding allies (within a 1-square radius) by 2.
JP: 800
MP: 30
CT: 90
Effect: 1

Mirrored Army
The enemy will see a false image of the castor's army. They will move towards the false army instead of the real one if the spell is successful. Once an attack is made on a character of the false army the effects will leave.
JP: 850
MP: 40
CT: 110
Range: 8, V8
Effect: All enemies in range

--------------------
Reaction Abilities
--------------------

Improv Counter: Attack
Automatically counter with a random attack spell from the Red Mage repertoire.
JP: 400

Improv Counter: Assist
Automatically counter with a random assistance spell from the Red Mage repertoire.
JP: 400

-------------------
Support Abilities
-------------------

Magic Save
Trigger: Magical attack
Automatically raise magic evade when hit by magic spell. Magic Evade +15%. This is cumulative until the Red Mage casts a spell, which negates the built up evade %.
JP: 450

---------------------
Movement Abilities
---------------------

Move/Jump +1
Movement and Jump ability are increased by 1.
JP: 650

Posted by: ArcKnight5000 19th April 2005 12:58
Power Wizard
A wizard who has total control over all technology

______________________________
Attacks
--------------------------------------------

Gridlock
100JP
Randomly cause Slow, Stop, or Haste to an enemy.

Gridlock2
600JP
Randomly cause Slow, Stop, Petrify, Dead, or Reraise to the enemy

Techno-Fire
200JP
Cause low fire damage.

Techno-Fire2
400JP
Cause medium fire damage.

Alpha-Freeze
200JP
Cause low ice damage

Alpha-Freeze2
400JP
Cause medium ice damage.

Giga-Bolt
200JP
Cause low lightning damage

Giga-Bolt2
400JP
Cause medium lightning damage.

Cyber-Wave
200JP
Cause low water damage.

Cyber-Wave2
400JP
Cause medium water damage.

Element of the Technology
1000JP
Cause high water, fire, lightning, and ice.


________________________________
Counter
------------------------------------------------

Techno-Gridlock
500JP
When the enemy attacks with a magical attack, cast Gridlock on them.

Techno-Stop
1000JP
When the enemy attacks with a physical attack, cast Gridlock on them.

________________________________
Support
------------------------------------------------

Technology Chip
700JP
Raise MA and PA by 10%

Technology Advantage
1000JP
Raise all evade stats and avoid all time magic.

_________________________________
Movement
-------------------------------------------------

Internet
1000JP
Move anywhere on the field.

Quick Dispersal of the Virus
2500JP
When you move, choose one of your characters and move him or her.

Viral Ruin
1200JP
When you move, raise your Attack by 1.

Viral Freeze
1200JP
When you move, raise your Magic Attack by 1.

Viral Crush
1200JP
When you move, raise your Speed by 1.

Viral Antibody
1200JP
When you move, raise your evade % by 5%.

Posted by: Sam 19th April 2005 23:37
Warlock:The ultimate magic user in terms of black magic,summon magic,time magic,and dark magic.Certain parts of his power come from hell itself. Required level:Master the wizard class. Spells: Fire 3,Fire 4,Bolt 3,Bolt 4,Ice 3,Ice 4,Frog,Death,Flare,Flare 2,Titan Summon,Golem Summon,Salamander Summon,Lich Summon,Leviathan Summon,Odin Summon,Cyclops Summon,Bahamut Summon,Zodiac Summon,Time spell Haste 2,Time Spell Slow 2,Time Spell,Stop 2,Time spell Galaxy Stop,Time Spell Demi 2,Time Spell Quake,Time Spell Meteor,Dark Spell Dark Holy,Dark Spell Giga Flare,Dark Spell Hurricane,Dark Spell Nano Flare,Dark spell Life Break,Dark Spell Ultimegeist,Dark Spell Ultima,Dark Spell All Ultima,Dark Spell Grand Cross. Reaction Ability:Blade Grasp Support Ability:Magic Attack up. Note:Another support ability he would have would be short charge,and if they had it,instant charge. I'd be this class in a heart beat biggrin.gif

Posted by: AtmaDragoon 22nd April 2005 14:25
For all you homestarrunner.com fans out there...

Class: Wrestleman

A man wearing boxing gloves, searching the world over for his lost poopaw.

Action: Sbemail

Wrestleman ability. Attack with fists, lightning quick wit, and...um...stuff...Hilarity always ensues.

Taunt: Makes fun of the enemy's spelling, grammar, name, anything to push their buttons.
JP: 100
CT: Now
Range: 5
Add: Berserk, Confusion

Puncha-puncha!: Copying monks, the only other shirtless warriors, the wrestleman combines two moves - Repeating and Wave Fist! Random Ranged Damage!
JP: 350
CT: Now
Range: 4

Teh Chekt: Calls in The Cheat to mow down enemies in his tire. Must have exactly one tire in inventory in order to use.
JP: 700
CT: Now
Range: 8, 4 directions

Burnination: With all the ferocity of Trogdor, the wrestleman breathes flame on all lowly peasants who dare oppose him!
JP: 800
CT: Now
Range: 3
Effect: Hits one panel out 1, then three panels out 2, then five panels out 3

Strong Sad: Summons Strong Bad's whiney brother right next to you. His glum demeanor and annoying voice will either enrage or put to sleep all enemies on the map. Beserked enemies will then proceed to attack Strong Sad. Strong Sad has HP that depends on the wrestleman's HP and Brave. Effect lasts either for 5 turns or until Strong Sad runs out of HP.
JP: 1,200
MP: 45
CT: Now
Range: All enemies
Add: Berserk or Sleep

Creepy Pants: Summon Homestar and tell him to wear pants. Homestar will wig out, running around like crazy until his despair causes him to run home, damaging all enemies in earshot.
JP: 1,450
MP: 65
CT: 35
Range: 5
Effect: 4

Answer E-mail: Respond to an email on Lappy 486. Battery only lasts five minutes (5 turns). Hope you don't get a virus...
JP: 1,222
CT: Now
Range: All Enemies
Add: ROTFL (Don't Move, Don't Act, Confusion)

Reaction:

Mimic Cardgage: Whenever attacked, the wrestle man will respond with a classic Cardgage saying, confusing whoever attacked.
JP: 500
Trigger: Any attack
Add: Confusion

Support:

AC Adapter:

Movement:

Will finish later!

Posted by: Zodiac 22nd April 2005 19:14
I wanted to create something unique that no one has been thinking it could be a good idea, not like a job taht already exists and alter it...


Lady (female Only)

Can equip: Any kind of staves, Bags, Robes, Ribbons, Perfumes, Rings

------------------
Luxury
Lady's job command, Use special technique that only rich girls would use instead of fighting with a sword.
------------------
Gold toss
Range 3, Vertical 3, effect 1
Charge Time: Now
Hit Rate: 100% (physical attack)
Formula: Available Money/4095 + Money stolen/found during battle/255 +15
Money lost during action will be equal to: Total Damage*7
Damage can be modified by Zodiac Sign
If throw command is equipped, range increases to the amount of "Move" you have.

Swing
Range Auto, Vertical 2, effect 3 (not self)
Charge Time: 30
Hit Rate: 80% (physical attack)
Formula: WP*PA*(50%, 100%, 200%)
Damage can be modified by Zodiac Sign

Rock drop
Range 1, effect 1 (height 5-9) / effect 2 (height 10-14) / effect 3 (height 15+)
Charge Time: 20
Hit Rate: 100% (cannot be reduced / Physical attack)
Formula: PA*Drop Height
Push a rock off the edge of a cliff so that if falls on opponents.
Cannot use command when not being next to 5 Height lower Terrain.
Damage can be modified by Zodiac Sign

------------------
Reaction Abilities
------------------
Reverse
Switches Physical Evade/Block to Magical Evade/Block & Magical Evade/Block to Physical Evade/Block

Luring Miss
If an evade occurs from a male human to a Lady, the male will be inflicted the "Charm" status. (%: Brave)

CounterSlap
Slaps back enemies on the face (%: Brave), Also Causes "Berserk" Status on any girl Slapped which includes changing the AI script of that Female to "Fight for Life" ; Target Lady.

------------------
Movement Abilities
------------------
Gold at my feet
Find an amount of money every time you walk of: Speed*Level


Errrr...
I'm outta Ideas thumbup.gif

Posted by: Auragaea 19th May 2005 15:24
Paladin-
Job: Holy Knight

Holy Sword
White Magic
Weapon Guard
Defense UP
Move +2


Dark Knight-
Job: Temple Knight

Magic Sword
Black Magic
Counter
Attack UP
Move in Water


Berserker-
Job: Monk

Punch Art
Yin Yang Magic
Counter
Attack UP
Move +2/3


Beastmaster-
Job: Mediator

Talk Skill
Steal
HP Restore
Monster Skill/Equip Axe
Any Ground


Gun Mage-
Job: Geomancer

Elemental
Math Skill
Counter Flood
Equip Gun
Move on Lava

Posted by: ArcKnight5000 20th May 2005 13:05
For anyone who loves Spaceballs the movie...

Dark Helmet

Schwarts:
use magic of a ring to destroy the enemy.

Schwarts sword:
Use a sword instead of a ring. (Must have ring equipped)

Schwarts Shaving Cream Blast:
Cause darkness to one enemy.

Schwarts lever pull:
Pull levers in battles with levers.

Schwarts laser:
Hit an enemy with a beam of high destruction.

COUNTER:

SUPPORT:

MOVEMENT:

gotta go, I'll be back soon.

Posted by: Auragaea 25th May 2005 19:35
Feather Mage
A wizard who uses feathers to aid allies

Prerequisites:
Lv 8 White Mage, Lv 8 Time Mage, Lv 8 Bard (Males)
Lv 8 White Mage, Lv 8 Time Mage, Lv 8 Dancer (Females)
Brave: Must be 25 or lower

Active Abilities: Feather Magic

Aura Feathers
MP: 10
SP: Now
JP: 70
Target: One
Green feathers wrap around a target, then dissolves, restoring HP.

Karma Feathers
HP: 10%
SP: Now
JP: 150
Target: One
Blue feathers wrap around a target, then dissolves, restoring MP.

Chakra Feathers
MP: 20
SP: Now
JP: 250
Target: One
Translucent feathers wrap around a target, then dissolves, curing all status ailments.

Raging Feathers
MP: 34
SP: 50
JP: 350
Target: One
Feathers swirl around a target, causing the Float and Haste status.

Guardian Feathers
MP: 34
SP: 50
JP: 350
Target: One
One feather slowly spins above a target’s head. Each rotation causes another feather to appear around the target. When the target is fully covered, they are scattered, but the target receives Protect and Shell.

Feather Nocturne
MP: 12
SP: 40
JP: 500
Target: One
The feather mage holds a feather, and blows on it. The feather spreads into many feathers and surrounds a target, increasing Speed by 2 in the process.

Feather Lullaby
MP: 40
SP: 40
JP: 600
Target: All Enemies
Silver pillars surround all enemies, then explode into silver feathers. The soothing feel of the feathers causes the enemies to fall into a slumber.


Counter Abilities

Feather Burst
JP: 300
Trigger: Physical Attack
When struck at close range, the Feather Mage repels the attacker 5 panels away.

Double Protection
JP: 500
Trigger: Any attack
Before the Feather Mage is hit, he/she will trade places with their closest ally. The ally that was attacked will receive the effects of Raging Feathers and Guardian Feathers.


Support Abilities

Seraphic Grace
JP: 550
Every turn, the Feather Mage’s evasion increases, but their accuracy decreases.

Feather Duster
JP: 550
The Feather Mage’s physical attack can nullify a target’s protective status. Reflect and Berserk cannot be removed, since they are neither beneficial nor detrimental.

Angel Storm
JP: 830
All defensive Feather Magic can work on all allies.


Movement Abilities

Glide
JP: 370
The Feather Mage can glide to any panel that’s 6 panels below them.

Angel’s Present
JP: 600
The last panel the Feather Mage was standing on will either be blessed with Cure4 or cursed with Flare.

Equip:
Weapon: Nothing (Females can equip bags)
Sub-Hand: Shield
Headgear: Hat (Women can equip Barrettes, Cachuchas, and Ribbons)
Armor: Light Armor, Leather Armor
Accessories: Everything

Feather Mages have a high MP and Magic Atk. increase rate. Their HP and Physical Atk. increase is horrible. Speed increase is good, but their physical attacks are very inaccurate.

Posted by: Ckaos 28th May 2005 17:00
Wow these are some pretty interesting classes, theyre' is only one problem with most of them, they are way too powerful, Ive had a dream class in ma head for 3 years now so here goes


Elemental Archer

( Every Day Creatures and Humans Destroy the wildlife, This is Wildlifes way of fighting back. )

Prerequisite: Master Archer. Level 4 Black Mage. Level 8 Geomancer.

Class Ability: Arcane Arrow


Skills

Attack
All immediate, All range of current bow

Fire Arrow 100 Jp,*8 mp : Effect 1 Unit
A steam of fire like a shooting star

Fire 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target
Like watching a fireworks display hit the ground

Flare Arrow 500 Jp, *25 mp : Effect 1 Unit
Sand is turned to Glass after this Devastating Arrow Hits

Ice Arrow 100 Jp,*8 mp : Effect 1 Unit
A cold snap

Ice 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target
You will be frozen before you even see it coming [I]

Blizzard Arrow 500 Jp, *25 mp : Effect 1 Unit
[I] Hell Forzen Over is all that can describe this Frozen Apocolypse


Lightning Arrow 100 Jp,*8 mp : Effect 1 Unit
A jagged sword of the sky

Lightning 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target
Flash! Bang! You're Dead

Storm Arrow 600 Jp, *35 mp : Effect All targets within 3 Squares of Shot
Swirling Dark clouds caressed by the howling winds

Poison Arrow 150 Jp, * 20 mp : Effect 1 Unit, 75% Cause poison (affected by concentrate)
Revenge of the Wildlife Burnt in the Swamps

Death Arrow 1000 Jp, *45 mp : Effect 1 Unit, 30% Cause Death (affected by concentrate)
For everything that mankind had killed without reason

Holy Arrow 1200 Jp, *50 mp : Effect 1 unit, In addition to damage has 25% chance of Cause Faith (Faith 100)
With an Arrow the land shall be cleansed


Reaction

Auto Potion 350 Jp : In reaction to physical damage unit takes potion of lowest type.
Only the fearful survive

Support

Practice : 1800 Jp : Increases Range of bow by 2
Practice Makes Perfect

Controlled Beserk 2300 Jp : Can choose to be beserk or not each turn.
In the land of the Celts only the wild survive


Movement

Any Terrain 300 Jp : Walk on any terrain
Nature does not hinder her own children

Freefall 500 Jp : Can jump down 4 units, Takes 10% damage
Beserkers are crazy, No one ever said they were smart



Equips
Weapons- Bows and Knives (Archers need to fight melee too)
Armour- Clothes, Cloaks and Hides ( Not in game, can be easily installed into poaching scheme)
Sheild - None
Head- Hats, Hoods, and Circlet
Accesories- Guantlets ( Help to draw bow string ) Women - All non-Magic female accesories

Average movement= 5

Posted by: NeoEx-Death 28th May 2005 21:34
Job: Runic Knight (Rune) To get it you have to master the Knight and LV 5 Bard.

(Knights who were given the ability to drain magic to protect allies with the Rune Blade. Rune Blade increases in strength as MP increases.)
Equipment: Any Knight equipments.. The only sword that you can use is Rune Blade.

Rune Blade, the only sword for a Runic Knight that gets stronger as MP increases.. And when attacking with Rune blade, MP is lost 25% of the attack pwr dealt on the enemy.

Abilities:

(Skills)

1) Runic 100 JP SKILL
Range: Auto 3 horizontal and 3 vertical.
Charge: Instant
Drain MP from any magic used in one or more of your Runic squares..

2) Quick-Runic 560 JP REACTION
After being targetted successfully by a common magic spell, automatically go into Runic.

3) Drain Summon 743 JP SUPPORT
Drain MP from summon spells in Runic.

4) MP Support 1500 JP SKILL
Range: Auto
Charge: Instant
Reduce all your allies MP by half and transfer the halves to yourself.

Posted by: Munk_The_Bard 16th June 2005 22:33
Job Name: Undead Paladin (Male Only)
Job Ability: Death Skill

Ressurect: Kills Holy Knights and Heals Dark Knights (500JP)
Blind: Puts The Abnormal Status Blind On An Enemy (100JP)
ArmBlader: Makes Dont Act on For Rest Of Battle (300JP)
BloodyArmor: When hit By Physical Attack Have 200 More Life For 5 Turns. After The 5 Turns the Unit Goes To Full Life.(400JP)
Float: Float Over 1H Ground (150JP)

Right Arm:Blood Sword
Left:Blood Shield
Head:Dark Helmet
Body:Gold Armor
Accesory:Genji Armlet

Needs: Lvl 2 Dark Knight, Lvl 4 Ninja, And Lvl 3 Knight

Possible spoilers: highlight to view
U Already Can Be A Dark Knight! if u wanna know how ask me!

Posted by: Kablizzy 25th June 2005 07:08
*Kablizzy's jaw drops*

...

*Drool*

SGN. PM incoming. Just, dude... these are amazing. Absolutely amazing. I am in wub.gif with these classes. happy.gif

Edit: So I don't go off-topic, if you'd like to see my classes, I'll be glad to post them. happy.gif

Edit # 2 - Wait a second, some of these are horrible. No offense, fellas, but the balance on these is all off (Obviously). If these were meant to be ridiculous, then, it's all good. wink.gif

Posted by: Lockes AlterEgo 25th June 2005 15:01
Phantom Wizard: Spirits of powerful wizards that never fully died.

Ghost Magic

St.Elmos Fire: Powerful lighting magic that does damage in a small area. Effect: Stop

Reaper Scyth: Phyical magic attack, causes death on enemy. Powerful and some what unpredictable.

Phantom Blade: Other worldly magic that uses ectoplasam like a blade to inflict major damage.

Number's Up: A spell that gives the emeny five turns to live. Has a low ratio of hitting. Effect: Death

Hourglass: Specal other worldly magic that allows the caster to stop time for three turns.

Phantom Gas: Toxic fumes from the other world. Effect: poison

Support ablities

Phase: Support ablity that makes it easyer to dodge phyical attacks.

Movement Ablities

Walk Water: Allows you to walk over water.






Posted by: Hamedo 27th June 2005 12:47
Quote
Munk_the_bard:  Already Can Be A Dark Knight! if u wanna know how ask me!


I dont think so, jigga.

Locke's alter ego, I dig tha tsetup you made. ^

Posted by: Kilakandra_DiMenia 27th June 2005 19:30
Alchemist

A chemist who has dedicated his life to studying alchemy, the art of turning one mineral into another.

Job Levels: Master Chemist

Can Equip: Knife, Gun, Stick

Skill: Alchemy

Note: For the Alchemist's Item-making skills, the chances of the Alchemist making a rare item depends on their Brave. It's like a do-it-yourself Move-Find Item.

Low-level Traditional Alchemy: Turns one of your items into a small number of gil.

High-level Traditional Alchemy: Turns one of your items into a large number of gil.

Make Weapon: Makes a weapon from one of your items.

Make Helmet: Makes a helmet from one of your items.

Make Armor: Makes armor from one of your items.

Make Shield: Makes a shield from one of your items.

Make Accessory: Makes an accessory from one of your items.


Reaction Abilities:None

Support Abilities

Protection: Use the power of Alchemy to make a coat of magical armor that will protect you from all negative status effects.

Philosopher's Stone: Use the power of Alchemy to make the Philosopher's Stone, a stone which contains a magic liquid that will make the drinker immortal.

Movement Abilities: None

Posted by: Shotgunnova 28th June 2005 08:36
Master Thief
"A person so stealthy, only rumors are given to their existance."

Prerequisite:
  • Master Thief
  • 20 Helmets stolen
  • 20 Accessories stolen
  • 20 Weapons stolen
  • 20 Pieces of Armor stolen
  • 20 Shields stolen
  • 20 Members of the opposite sex charmed
Innate:
  • Transparent (at battle's start)
  • Any Ground
  • Ignore Height
  • Sunken State
Weapons - Knives, Daggers, Swords, Ninja Swords
Helmets - Caps, Hats, Ribbons (not gender-specific)
Armor - Vests, Clothes
Shields - No
Accessories - Yes

-------
Assail -[Master Thief command. Enemies don't know what's hit them.]
-------

Skill: Intrusion
MP Cost: None
Speed: Instant


"Using sleight-of-hand, the enemy gets its action interrupted as well as taking damage. Target CT resets and takes damage equal to (Level*5/4). This ignores defensive measures and reaction skills, as well as only working from behind the enemy. Attacking from the sides or front ensures that the attack will miss."

Skill: Godspeed
MP Cost: None
Speed: Instant

"Upon being sighted, the user makes a quick getaway. Speed is increased by two when within an enemy's move range (i.e. able to be attacked). Can only be used as many times as there are enemies. Reviving a fallen enemy does not give this skill more usage."

Skill: Silencing
MP Cost: 10
Speed: Instant

"Using light footsteps, the enemy is overwhelmed by a one-man ambush. If the user attacks from behind, Silence is automatically inflicted. All other instances have (Brave%) chance of inflicting Silence and deal (Brave*2) damage to the enemy. If the attack from behind succeeds, the user is placed in Transparent status."

Skill: No Man's Land
MP Cost: None
Speed: Instant

"When an enemy is killed with this skill, their body is stolen away into a place invisible to regular eyes. Deals ((Brave - Faith)*8) damage. Enemies killed by this skill are removed from the field and cannot be revived in any way."

Skill: Cloak and Dagger
MP Cost: 20
Speed: Instant

"Never ceasing to amaze, the thief performs the ultimate stealing act. Chance of success is (Faith%). The thief chooses which piece of equipment to be stolen from the enemy and, if successful, equips it in the same turn, regardless of withstanding conditions. After battle, if the piece of equipment is incorrectly allocated, it is automatically removed."

Skill: The Hook
MP Cost: 20
Speed: Instant

"Using special gadgetry, the thief can attack and escape to a higher location. When used, the thief attacks everyone in front of him and on the sides (but not the back). If the thief's back is to a higher location, after damage has been calculated, he is placed at that location."

Damage = (PA*4) + (WP*2)

Skill: Appropriate
MP Cost: None
Speed: Instant
Other: Must be weaponless

"Quick fingerwork produces more money. Money gained is equal to ((Brave+Faith)*2) and is randomly multiplied by a number from four to eight. When the multiplier is an eight, the user has "Quick" status gained on him."

Skill: Vanishing
MP Cost: 100
Speed: 20

"Razor-sharp meticulousness allows the user to escape the battle. Items gained, stolen, or equipped because of the ASSAIL command are retained afterwards."

Skill: Backstab
MP Cost: None
Speed: Instant

"Kills an enemy at the speed of the wind. Has a 0% of chance of success unless in Transparent state. Failure is assured if not attacking from behind the enemy. Ignores defensive maneuvers, skills, and precautions."

Skill: Nerve Poison
MP Cost: 30
Speed: Instant

"Atrocious poison decays the target's ability to recuperate. Every AT turn, the target loses 50 HP from their maximum HP. This continues until the target gets to where the target would self-KO, at which point they convalesce to full HP and gain +3 PA and +4 MA."

Skill: Shadow Split
MP Cost: None
Speed: 50

"A dangerous skill that cripples a target in exchange for slower actions. Target is inflicted with Don't Act and Don't Move statuses (90%) with Death Sentence as a bonus addition (10%) on occasion. User's speed goes down by three for the next three turns."

--------------------
Reaction Abilities
--------------------

Apoplexy

When attacked by a skill, damage is nullified and the appropriate target loses the MOVE command for three turns.

Chain Lightning

When attacked by a physical weapon, the thief can either move behind the attacker and counter or move three spaces in an applicable direction after being attacked. Only one effect can be activated at a time.

Piracy

When attacked by a short-range weapon, after damage is dealt, that weapon is added to the user's inventory.

Thief's Reasoning

When damage is dealt the thief, that damage can be nullified by temporarily expending four speed points.

Browbeater

Any unit attacking a character with a Brave-based attack loses forty brave for the purpose of the damage calculation.

-------------------
Support Abilities
-------------------

Inhibitions

User can only be hurt by attacks that do more than 100 damage.

Mage Twilight

Physical damage done to mages is doubled.

Redirection

The user can choose any reaction ability to be activated before they are attacked. When they choose a reaction ability not in usage on them already, their max HP is halved.

----------------------
Movement Abilities
----------------------

Thieving

Move is increased by one. In addition, whenever an item is stolen during battle, increase the move by another point. This effect is not permanent.

Posted by: Dark_Kain_24 2nd July 2005 06:01
[/U]Angel Warrior

A winged warrior that fights for the forces of the light.
Angelic Art
Holy Serenity - Puts all enemies to sleep and destroys Undead in one hit and heals all party members.
Holy Thunder - One hit kills Demons/Undead and smashes enemies.
Infinite Wisdom - Brings up parties attack power and defense.
Godly Resurection - Brings dead or KOed party members to life (knote dead as in being treasure chest or crystal).
Holy Reason - Convinces enemies to join your party

Posted by: burntaegis_91 9th July 2005 19:14
class name: Pirate
this class is quite different considering that there are many different ranks of pirates so youd start out a crewmate then deckmate, lookout(scout), galley guard,first mate and then finally captain but there is a secret class called commondore.
abilities- Plunge(200JP)steal all money from enemy
Skull Swipe(345JP)- Kill an enemy by a devastating blow to the face
Captive(Galley Guardonly[350JP])- take an enemy captive and later come partof your squad, that all i have for now

Posted by: Lockes AlterEgo 9th July 2005 21:45
Highlander:In the end there can only be one. Immortal warriors fighting for a common cause.

Quickening

Quickening Sense: Allows you sense when others of your kind are near. Also allows you to dodge attacks easyer.

Quicken Rage: Summon your quickening energy to raise your attack power, leaves charecter unmoveable for three turns after it wears off.

Quicken Skill: Always allows you to learn enemy ablities even without a crystle.

Highlander Sword: Call on fallen immortals to aid you there power into a powerful finishing blow.

Macleod Honor: Reminds you of all those who have fallen in the Macleod clan and encourages you to do better. Effect: Raise brave, raise attack.

Support

Quickening: Allows you to feed off an oppents energy after there death raiseing your hp and strength.

Anti crystle/chest:Prevents charecter from turning into a chest or crystle after dying.

Reaction

Counter:Character counters an enemy's physical attack with one of his or her own. This is a slightly stronger version of Counter Tackle. Trigger:Physical Attack

Finger Gaurd:Character plugs his or her ears to dodge Talk Skill (word-based) attacks. Trigger: Talk skill

Blade Grasp: Allows the character to evade physical attacks other than Bow/Crossbow attacks. The higer the character's Brave points, the higher the evasion percentage

Movement

Immortal walk: Allows you to recive little or no damge when walking over traps or posionous waters.

Walk on water: Allows the character to walk or stop on the surface of water

Your oppions on this job would be greatly appericated.

Posted by: burntaegis_91 10th July 2005 16:14
did u no that my last name is MacLeod

Posted by: Newcomer 11th July 2005 14:38
I've watched this forum for a while. Gotta say, you've got some excellent ideas there. thumbup.gif

Anyway, here's something. Sorry it's so long.

CONTRACTOR

Prerequisites: Lv. 8 Oracle, Lv. 8 Chemist

“The contractor is a dangerous job class. The user becomes a living disease-carrier in order to protect allies. A contractor also specializes in inflicting diseases upon the enemy and in contaminating items”

Primary Skill—Plague (Contractor command. Spreads the suffering of allies to the enemy.)

(The success rate for all skills (except Contract and Quarantine) is 100 %, unless the enemy is immune to that status ailment or the enemy is not carrying any items. The success rate for Contract is on average 75 %. The success rate for Quarantine is on average 65%.)

Contract-- Takes the status effects of allies or self and delivers them to enemies.
(400 JP)
(Range: 2) (Speed: 50)

In order for Contracting an ally’s disease to work, both the ally and the enemy must be within range. This shifts the ally’s status effect to the enemy.

Infection-- Inflicts Poison status on self and on enemies nearby.
(100 JP)
(Range: 1) (Speed: Now)

Narcolepsy-- Inflicts Sleep status on self and on enemies nearby.
(150 JP)
(Range: 1) (Speed: Now)

Pinkeye-- Inflicts Darkness status on self and on enemies nearby.
(200 JP)
(Range: 1) (Speed: Now)

Delirium-- Inflicts Confuse status on self and on enemies nearby.
(250 JP)
(Range: 1) (Speed: Now)

Palsy-- Inflicts Petrify status on self and on enemies nearby.
(300 JP)
(Range: 1) (Speed: Now)

Black Plague-- Inflicts Death Sentence status on self and on enemies nearby.
(400 JP)
(Range: 1) (Speed: 50)

Secondary Skill—Contaminate (Contractor command. Transfers diseases to enemy items and renders them unusable.)

(For almost all Contaminate skills, the range is 2 and the speed Now.)

Potion-- Contaminates enemy Potion. If an enemy is known to use this item, then the next time the enemy uses this item, it damages the user rather than healing the target. Includes Auto-Potion abilities. Effect lasts 3 turns.
(200 JP)

Antidote-- Contaminates enemy Antidote. If an enemy uses this item, then the Antidote will not cure the target of Poison, but will instead inflict the enemy who uses it with Poison. (In short: If enemy attempts to use Antidote, enemy is Poisoned.) Effect lasts 3 turns.
(150 JP)

Eye Drops-- Contaminates enemy Eye Drops. If enemy attempts to use Eye Drops, enemy is inflicted with Darkness. Effect lasts 3 turns.
(250 JP)

Soft-- Contaminates enemy Soft. If enemy attempts to use Soft, enemy is Petrified. Effect lasts 3 turns.
(300 JP)

Phoenix Down-- Contaminates enemy Phoenix Down. If enemy attempts to use Phoenix Down, enemy is immediately KO’d. Effect lasts 3 turns.
(400 JP)

Quarantine-- Enemy is rendered unable to use items.
(550 JP)
(Range: 3)

Abilities

(Support) Epidemic--When the character uses Contract, all units that are affected by it randomly Contract their status effects to anyone in the immediate area (within a range of 1) each turn.
(200 JP)

(Support) Infirmed Skill--Can use Plague even if not a Contractor.
(350 JP)

(Support) Ailing Touch--Can use Contaminate even if not a Contractor.
(350 JP)

(Support) Pain Attack-- Gains the ability to attack with a 50% chance of inflicting either Poison, Sleep, or Darkness on the target attacked.
(300 JP)

(Reaction) Antibody-- Within 3 turns, cures status effects that are inflicted on the character. After being "cured", this ability cannot be activated for the rest of the battle.
(250 JP)

(Reaction) Contagious-- If the character has a status effect(s), the effects are transferred to anyone who successfully attacks the character.
(350 JP)

(Reaction) Degeneration-- If the enemy successfully attacks the character, there is a 50% chance that the enemy’s PA will be lowered by ¼ for the remainder of battle.
(600 JP)

(Reaction) Auto-Quarantine-- Character still receives full damage, but counters enemy attack with Quarantine. Also has a 50% chance of Quarantining enemies using Auto-Potion. (i.e. if enemy reacts with Auto-Potion, that enemy may be Quarantined.)
(600 JP)

(Movement) Path of Illness--Wherever the character walks, the panels turn into Poison Swamp areas. (Must be a Contractor to utilize)
(250 JP)

Equipment

Head-Hats, Caps
Body-Clothes, Robes
Shields-None
Accessories-All
Weapons-Knife

Inherent: Move -1, Jump -1. Moderate HP, MP, MA, and Speed. Decent PA.

Appearance
The Contractor is wrapped in bandages, with arms and legs hanging out. Quite the grotesque figure.

(And no, he does not sell houses. tongue.gif "Contract" can also mean "to carry a disease", so that's what it means in this case.)

Posted by: Janus Zanretsuken 13th July 2005 15:47
Okay, its been while since I've played the game, so my terminology might be a little off, but you'll get the ksit of it.


Here's a fun one...

Pyrotechnic

Prerequisite: Level 4 Squire, Level 4 Wizard

The Pyrotechnic uses fire to rain down havoc and destruction on his enemies, and to keep themselves ready for a fight.

Pyrotechnics

Burn - Causes weak fire elemental damage. (150 JP) (Speed: Now) (Range: 1) (MP: 0)

Scorch - Causes weak fire elemental damage to each adjucent square. (350 JP) (Speed: Now) (Range: 1) (MP: 8)

Ignite- Same range as Scorch, but weaker, and heals the caster. (300 JP) (Speed: Now) (Range: 1) (MP: 8)

Fireball - Attacks a distant target with a fireball. Attacks a single square. (450 JP) (Speed: Now) (Range: 4) (MP: 10)

Flame Thrower- Causes fire elemental damage to all enemies in a row; liek Earth Slash. (750 JP) (Speed: Now) (Range: 6) (MP: 15)

Napalm- Attacks a group of enemies with strong fire elemental damage. Attacks with a range of one(like a basic spell). (450 JP) (Speed: 35) (Range: 5) (MP: 10)

Lava - Lava erupts under a square and pours over. Attacks in a range of 1. (550 JP) (Speed: 25) (Range: 1) (MP: 20)

Combustion - Caster sacrifices self to cause heavy fire damage to surrounding area. Beware. (1000) JP) (Speed: Now) (Range: 4) (MP: 0)

Expulsion Explosion- Caster is surrounded by flames, and propels self forward, causes fire damage to everything directly infront of it, and weaker damage to those on the sides. (1500 JP) (Speed: Now) (Range: 8) (MP: 90)

Great Blaze - Causes fire elemental damage to everything around the caster. (1000 JP) (Speed: Now) (Range: 3) (MP: 80)

Holocaust- Attacks targets in a 2 Range area with powerful firelemental damage. (1250 JP) (Speed: 20) (Range: 6) (MP: 65)


Support Abilities

Friendly Fire - Absorbs fire elemental damage. (100 JP)

Steam - Becomes immune to Ice/Water damage. (800 JP)

Pyromania - Enables use of all learned fire elemental abilities under Pyrotechnics. (1600 JP)


Reaction

Flame Grasp - Counter attacks with a Fire elemental attack. (300 JP)

Burnout - Casts Great Blaze, without using MP. (1600 JP)


Movement

Heatwave - Causes light fire elemental damage to targets when they walk past them, and stand beside them. (500 JP)


Attributes
Standard Movement and Jump, Moderate PA, slightly higher MA, increased Speed. PA and MA +1 if Brave passes 75.

Appearance
Wears fiery red robe or jacket, white or red shirt and pants, and has wild fiery red hair, like that of Crono.

Equipment
Head: Hats, Caps
Body: Clothes, Robes
Shields: Buckler, Aegis Shield, Flame Shield
Accessories-All
Weapons- Daggers, Some swords, Rods.
Anything associated with fire can be equipped.

Posted by: Avi_Beoulve 23rd July 2005 01:55
heres mine

Sin Knight
Conditions: Level 10 Knight, Level 10 Oracle
Ability: Sin Sword
Description: A mysterious combatant that punishes people for their sins. Draws the resentful Sin Sword spirit in battle.
Innate Skills: Two Hands, Move+2, Hamedo
Equip: Swords, Knight Swords, Armor, Robes, Helms

Rune Blade
JP: 250
Effect: Punishes enemies for the sin of pride. Inflicts Don't Move and lowers Brave by 50.
Speed: Now

Comet Blade
JP: 400
Effect: Punishes enemies for the sin of wrath. Inflicts Dead.
Speed: Now

Fear Punch
JP: 400
Effect: Punishes enemies for the sin of fear. Inflicts Don't Act and Stop.
Speed: Now

Blood Sword
JP: 400
Effect: Punishes enemies for the sin of life. Drains HP.
Speed: Now

Buster
JP: 400
Effect: Punishes enemies for the sin of thought. Inflicts Innocent, Confusion, Berserk, Poison, and Darkness.
Speed: Now

Reaction

Counter Sin
JP: 400
Effect: Attacks back with 2x damage recieved. If hit by magic, counters with random Sin Sword skill, if in range. Depends on Faith.
Trigger: Physical and Magic Attacks

Support

Spirit UP
JP: 1400
Effect: Increases damage potential of any sword spirit skill and percentage of inflicting status anomalies.

Focused Hold
JP: 700
Effect: Critical Rate increases.

Resentless
JP: 500
Effect: Gives immunity to any status anomaly.

Gluttony
JP: 1000
Effect: When an enemy is over-killed, damage points remaining will be distributed with other enemies.

Posted by: The Goddess Terra 3rd August 2005 20:53
Red Knight (Sex: Male/Female/ Other)

Has all abilities of Black Mage, and only Cure Abilites of a White Mage. ( Simple Right)

Equips: Rods, Swords, and Daggers
Clothes, Robes, Hats, Light Armor

Skill Set: Magic Blade ( I know FF9)
Fire (123) Blade- Cast Fire spell on weapon. JP 100, 350,500 (according to level) Range: Depends on Weapon Effect: Fire
Ice (123) Blade- Cast Ice on weapon JP 100, 350,500 (according to level) Range: Depends on Weapon Effect: Ice
( Through whole book of Black Magic)

The Same as White Magic except weapon Damage is also the added amount to (cure spells)

They Do Not cast support White Magic ( sorry can’t have it all right)

Limits Breaks, ( they should have them in Tactics too)
Magic Break- Diminishes enemy's MP. JP 250 2 Range: depends on weapon Effect: 0 Speed Break- Diminishes enemy's speed level. JP 250 3 Range: depends on weapon Effect: 0
Power Break -Diminishes enemy's attack power. JP 250 3 Range: depends on weapon Effect: 0
Mind Break -Diminishes enemy's magic attack power. JP 250 3 Range: depends on weapon Effect: 0


Reaction

Magic Attack Up- Increases Your Elemental Spell Damage JP 300 Range: 0


Support

Chain Spell-Cast two spells in one turn JP 500 Range: Depends on Spells
Clear Mind- Increases Mp recovered while Resting. JP 200 Range: 0


Movement

Move Mp-up JP 700 Range: 0
Attack Enemy Player- Attacks Enemies that are near your path of your next location.( hehe, that is just too mean) JP 1000 Range: Depends on weapon.

Posted by: Kane 7th December 2005 22:30
I can't let this thread die, so here's a little something I thought would be cool....
Poisons would be delivered via the ATTACK command

Assassin

A master of poisons from acquisition to application. He'd probably slit his mother's throat for a nickel.

Usable weapons include all knives.
Usable armor includes all clothes.

Action Abilities- Poisons

Shoki (350 JP)-- Distilled Miasma
HP Damage

Death's Parasol (350 JP)-- Poison derived from a mushroom of the same name.
ADD: Death Sentence

Lined Devil Venom (350 JP)-- Scorpion venom that inhibits muscular contraction.
ADD: Slow

Alphonia (350 JP)-- Plant-derived powder making speech difficult
ADD: Silence

Maiden Flower (350 JP)-- The pollen of this flower has hallucinogenic properties
Lowers Brave

Divine Fingers (350 JP)-- The sap from this vine affects the victim's mental state
ADD: Confusion

Suul's Shadow (350 JP)-- A man-made poison that weakens its victim
PA -1, MA -1, Spd -1


Reaction Abilities

Slip Away (500 JP)-- Allows Assassin to take movement phase at
half move (round up)


Support Abilities

Bounty Head (200 JP)-- For Human kills, gain (2000 * Target_Level) gil

Black Market (200 JP)-- Allows purchase of items on black market (i.e. poisons)

First Strike (900 JP)-- Allows Assassin to take the first move in a battle


Movement Abilities

none


Total JP -- 4250

Posted by: Hamedo 9th December 2005 01:05
Boba Fett



---Class: Bounty Hunter---



Weapons: EE-3 Blaster rifle (sawed off).

Shields: None.

Armor: None in the game. Fett wears Mandalorian armor that cannot be unequipped.

Helms: None in the game. See Armor.

Accessories: None.



Aim
Cost: 250jp
Range: 8 panels
A regular attack that is guaranteed to hit.

Bounty Collector
Cost: 300jp
Range: 8 panels
If the attack is succesful, Boba gets the amount of damage in Gil.

Poison Knee Darts
Cost: 300jp
Range: 5 panels
A weak attack that has a 50% chance of causing poison.

Flamethrower
Cost: 450jp
Range: 3 panels
A strong fire based attack/

Lanyard Launcher
Cost: 450jp
Range: 3 panels
Does no damage, but if succesful it inflicts Don't Move, Don't Act status on the target.

Thermal Detonator
Cost: 600jp
Range: 6 panels to target, 4 panel blast radius
Strong fire damage

Wrist Rockets
Cost: 800jp
Range: 8 panels to target, 4 panel blast radius
Strong attack

Air Raid
Cost: 1000jp
Range: n/a
This is an attack that takes two turns. On the first, Boba launches into the air to a height of 10 and hovers until his next turn, immune to all attacks except bows, guns, and magic. On the next turn, Boba cannot move, but can use the Aim ability. Upon attacking, Boba returns to the ground. If no attack is made on the turn, Boba still returns to the ground. Can only be used once every 5 turns.

Missle
Cost: 3000jp
Range: Unlimited
The missle on Boba Fett's jetpack launches at a target, detonating for massive damage over a 6 panel radius. Can only be used once per battle.



Movement: Jetpack
Cost: 5000jp
Move +8, Ignore Height, Speed +1

Support: Helmet H.U.D.
Cost: 1500jp
Boba's Mandalorian helmet gives him a heads up realtime display of the battlefield. This enables him to see all enemies HP, MP, movement range, and weaknesses simultaneously. (in the game, these would be displayed above the enemy units heads)

Reaction: Reflexes
Cost: 1000jp
Fett has a 15% chance of disarming an opponent or attacking them before they attack him.



Inherint abilities: Boba Fett's armor and helmet protect him from the Sleep, Poison, and Confuse status effects.

user posted image

Posted by: Menion 24th December 2005 11:58
Uhm... let's try...

FOOL

A guy that looks stupid and acts like that

Req: Mime lv 1

Equip: None

Action Skills: Madness

He can simply cast every kinda spell/skill he has learned at 0 MP cost on a random char.
He can't be controlled (like he's on Confusion status).

Reaction:

Explain: gives confusion when hitted by a phisical attack (not ranged)

Support:

Look there!: low chance of turning the enemy when hits



Can't be set on 2nd class.

Menion
No signature right now rolleyes.gif

Posted by: Shotgunnova 20th January 2006 02:56
Class: Hunter --["Drifter of the wild whose technical prowess amazes outsiders."]
Prerequisites:
  • 40 Monsters Killed (non-chocobo)
  • Master Geomancer
  • Equip Gun learned
  • Equip Bow learned
    Male-only class

[b]Weapons
: Guns, Swords, Knives, Longbows, Bowguns
Helmets: Caps, Mage Hats
Shields: Yes
Armor: Light Armor, Clothes, Robes
Accessories: All except perfumes, ribbons
Inherents: Equip Gun, Equip Longbows, Equip Sword, Any Ground

Skillsets:
  • Primary: Stalk
  • Secondary: Fell
--------------------------------
PRIMARY: Stalk --["Hunter follows prey with immatchable stealth."]

Skill: Limb Aim
JP: 750
MP: N/A
Speed: Now
Range: 8
Other: Must have gun equipped

Using long-range capabilities, the target in sight won't have a chance to escape from the hunter's temporary lock-on. Inflicts Don't Move and Don't Act statuses (33%), Don't Move only (16%), Don't Act only (16%), or the gun backfires the rest of the time (~33%) doing damage equal to half of the hunter's current HP

Skill: Treefriend
JP: 750
MP: 35
Speed: Now
Range: Global
Other: N/A


Being so attuned to the forest setting, the hunter can use nearby trees to entangle those who get too close. Once used, for the rest of the battle, any unit that stands next to a tree (at any height) becomes "stuck" (uncurable Don't Move) until they spend a turn removing it and moving away from the tree. The process can be repeated over and over, and its effect only runs out once the battle has ended

Skill: Searing Flay
JP: 1000
MP: N/A
Speed: Now
Range: 1
Other: Must have sword equipped


No prey can escape a hunter for long. To show off his finesse with a blade, the hunter has a chance of doing away with the prey as soon as he gets close. Does damage equal to (Level*2) and can instantly poach the target (10%) so long as it's an animal. Has a chance of inflicting Blind or Berserk (10%) in the devestation of the attack.

Skill: Spirited Volleys
JP: 1000
MP: N/A
Speed: Now
Range: Bow
Other: Must have bow equipped


Mystic shafts of arrow track the target and stick it over and over, whilst remaining unseen to everyone but the hunter. Once used on the target, for the next three turns, the target loses one-eighth of its maximum HP and cannot cure itself out of fear. If Regen is in place, the effect changes to attacking the MP in the same manner. Once used on a target, it cannot be used on the same target unless brought back from KO. Has 100% chance of success with longbows; has 45% chance of success with bowguns.

Skill: Murk
JP: 1200
MP: N/A
Speed: 50
Range: Chosen target
Other: Must be unarmed


If the hunter goes into battle without any weapon whatsoever, he can have the environment do the capturing, expediting the cat-and-mouse chase. After the skill's charged, the executor can change six panels on the field into "Murk," which, when stepped in, reduce movement to 1 adjacent panel. Teleport can get around this effect, but the penalty for moving changes from 10% to 15%. If the target cannot get out of the Murk panels within three turns, the target sinks into the murk and can be recovered in the post-battle for the hide (if an animal); human treasures do not float back up.

SECONDARY: Fell

Hunter command. When used, all animals on the field are inflicted with a random status effect out of the following: Darkness, Berserk, Silence, Sleep, Brave -30, or Confusion. 25% chance per animal that it's not affected by anything, with natural immunities taken into account as well. Can only be used once per four CT turns.

Reaction Abilities

Springtheme --[800 JP]

When attacked by a monster, there is a 50% chance that the hunter can choose any other target adjacent to the monster and have it attack in his place. This ability cannot be triggered if there is no adjacent target nearby.

Scented Wind --[1000 JP]

Any monster that intends to draw into the hunter's range (1 panel) has a chance of stopping sometime before reaching that adjacent panel due to criss-crossing scents from elsewhere. Triggers at 45% probability, but if the animal is crippled (Current HP = 1/4th or less), the probability doubles.

Support Abilities

Thrill of the Chase --[800 JP]

For each monster poached in battle, through Poach or Searing Sword, the hunter's movement range increases by +1; or, the chances of animals escaping from the hunter's skills (with natural immunities taken into account) are reduced by 5%. The hunter cannot choose which effects are activated.

Ricochet --[900 JP]

When a gun places a successful shot, the bullet breaks into four pieces and hits all targets diagonal of the first target in up to two panels, provided there are no obstructions. Each target hit with Ricochet loses -3 Brave.

Taut Bowstring --[1000 JP]

For each successful hit from a longbow, increase the bow's WP by 1 for the remainder of the battle. This skill can be triggered a maximum of three times per battle. Does not apply to bowguns.

Gunman's Scope --[1200 JP]

The backfire penalty to the user of Limb Aim cannot be triggered as long as this is equipped.

Movement Abilities

Nest --[300 JP]

The hunter can spend an action turn climbing up a tree instead of attacking, to which he can then attack from the H the treetop is at. The hunter can only do this by moving next to a tree and choosing to climb it, before he takes action.

Range Life --[500 JP]

Increase the hunter's MOV stat by one for every two monsters that outnumber his party, provided he has one. If there is a party but he is the only hunter, all allies gain half of his temporary MOV additions, rounding down.

Posted by: Zodiac 22nd January 2006 06:34
A copy/paste from Word since the forums weren't working this morning.

Mystic Knight (level 4 Knight, level 4 Black Mage, level 2 Priest)

Can equip: staves, rods, knight swords, swords, shields, helmets, armors, robes, accessories.

Mystic Powers
Mystic Knight Job command. Allows to draw magic that can be used to enhance equipment.

Action

Blaze (250JP) Auto, Effect 1, choose right/left hand
MP:80
CT:30
Status: Charging
Allows to enchance a weapon or a shield with fire. (The shield will absorb "2 x MA" of the original strenght of fire spells/attacks ; The weapon will cause fire elemental attacks, it will also have "1 x MA" chance to cast Fire 3 on the target, "2.5 x MA" chance to cast Fire 2, if none is possible, then it will cast Fire)
Effect cannot stack with Frost/Thunder.


Frost (250JP) Auto, Effect 1, choose right/left hand
MP:80
CT:30
Status: Charging
Allows to enchance a weapon or a shield with ice. (The shield will absorb "2 x MA" of the original strenght of ice spells/attacks ; The weapon will cause ice elemental attacks, it will also have "1 x MA" chance to cast Ice 3 on the target, "2.5 x MA" chance to cast Ice 2, if none is possible, then it will cast Ice)
Effect cannot stack with Blaze/Thunder.


Thunder (250JP) Auto, Effect 1, choose right/left hand
MP:80
CT:30
Status: Charging
Allows to enchance a weapon or a shield with lightning. (The shield will absorb "2 x MA" of the original strenght of lightning spells/attacks ; The weapon will cause lightning elemental attacks, it will also have "1 x MA" chance to cast Bolt 3 on the target, "2.5 x MA" chance to cast Bolt 2, if none is possible, then it will cast Bolt)
Effect cannot stack with Blaze/Frost.


Summon Mystic sword (1000JP) Auto, Effect 1
MP:100
CT:15
Status: Casting
Allows to summon a Mystic knight sword which cannot be stolen, broken, magically damage based, increases MA by 1 on every hit. Once it is equipped, it cannot be removed. Vanishes after battle. Can equip regardless of job, PA=20, 25% physical block, 25% magical block with weapon guard. 5% chance to cast flare on hit. Has the other attributes of a normal sword.
Note : Statuses of the previously equipped weapon will remain. (Might be too powerful with a faith staff then summon the sword but you also have to get the staff no?)


Holy Bless (500JP) Auto, Target Allies
MP:15
Heals the party by "WP x MA" and has 5% chance to cast magic barrier (MBarrier) on each. Must have a staff equipped in order to perform this action.

Magical Barrier (800JP) Range 1, Effect 1, Target Ally human/monster
MP:60
Sacrifices shield in order to protect from any magical attack (Magical damage is reduced by shield "physical block % + magical block %" ; Cannot go over )
Note: You can equip a shield later on using equip change for more protection.
Effect wears off when dispel succeeds or if magical/physical barrier is casted on the same target again.
Can be learned from another Mystic Knight.


Physical Barrier (800JP) Range 1, Effect 1, Target Ally human/monster
MP:60
Sacrifices shield in order to protect from any physical attack (Physical damage is reduced by shield "physical block % + magical block %" ; Cannot go over )
Note: You can equip a shield later on using equip change for more protection.
Effect wears off when dispel succeeds or if magical/physical barrier is casted on the same target again.
Can be learned from another Mystic Knight.


Unbreakable (100JP)
CT:50
Prevents equipment from breaking or being stolen.

Reaction

Reversal Domination (400JP)
If an elemental is ussed agaisnt the mystic knight, he/she will automatically infuse the proper elemental in his/her weapon/shield according to it's enemy's weakness and the elemental being used.
Example : If an Ultima demon would cast dark holy on him, the shield would absorb dark and the weapon would attack with ice elemental since it's their weakness


Elemental Resistance (300JP)
Gain Resistance over time to specific elementals. You will receive 100% - 10% * number of times the elemental has been used. Can go as far as -100% which means it wil absorb the element.

Support

Death Blade (750JP)
Allows to use the "Summon Mystic sword" a second time to summon the Death Blade which is physically damage based, and 100% chance to cast death on the target. Other attributes are the same of the Mystic sword.

Movement

None

Total: 5400JP

Posted by: Sam 29th January 2006 04:57
Here's a hilarious job class for women.

Ho:Warrior who can cast charming effects on male enemies.She is beautiful,but deadly.



Command:
Sex:has sex with any male enemy she encounters,and gains gil for it.

Armor:Thongs,bras,Cabana pants

Helmets:None,wears long hoop earrings

Weapons:Guns,knives,cloths

Master the dancer class

Posted by: Hamedo 30th January 2006 13:56
^Worst entry ever.^

Moderator Edit
If it's true, then this particular entry comes second. Please don't spam, people hate that. - Mr Thou

Posted by: laszlow 30th January 2006 20:49
I've only really done these for FE characters, but dreaming up that Sabin FFT character in another thread is bringing out even more of my inner nerd. This class is probably way broken, but I’m not trying to be realistic here.

Class: Master

Prerequisites: Master Monk, Master Oracle, Grog Hill special battle (10 male monks) cleared at least once

Can Equip: Clothes, Robes, Rods, Accessories (no headgear, but females may equip Ribbons)

Blitz - Master job command. Uses physical strength and inner chi to perform devastating and graceful attacks.

Base statistics: 110% of Monk’s HP, Monk’s MP, Monk’s PA+2, MA= own PA-2, Monk’s Speed +3, 4 Move, 4 Jump

Inherent abilities: Martial Arts (fights best when unarmed, but may also equip Rods)

Action

Pummel (600 JP)
MP: 0
Speed: Now
Range: chosen target, 1 horizontal, <1 vertical

Description: A more powerful version of Repeating Fist, unleashing a flurry of blows on a single enemy.

Mechanics: Does either 4*PA, 8*PA, 12*PA, 16*PA, or 20*PA to a single enemy (randomly determined), knocks enemy back one space if possible.

Aura Bolt (750 JP)
MP: 0
Speed: 34
Range: 4 directions, 8 horizontal, 3 vertical

Description: Uses chi to release a powerful blast of mystic energy.

Mechanics: 18*MA, Holy-elemental

Suplex (800 JP)
MP: 0
Speed: Now
Range: chosen target, 3 horizontal, 2 vertical

Description: A mighty pile driver.

Mechanics: damage dealt = Master’s HP.

Fire Dance (800 JP)
MP: 0
Speed: 25
Range: self, 3x3 horizontal, 3 vertical, damages both enemies and allies other than self

Description: Inner rage takes the form of a blazing inferno.

Mechanics: 10*(PA+MA), Fire-elemental

Mantra Wave (600 JP)
MP: 0
Speed: 50
Range: self, 3x3 horizontal, 2 vertical, allies only

Description: Uses chi to release a purifying aura.

Mechanics: 14*MA of HP healed, cancels Darkness, Poison, Silence, Confusion, Berserk, Don’t Move, Don’t Act (not Frog, Slow, Stop, or Petrify)

Tiger Break (800 JP)
MP: 0
Speed: 20
Range: chosen target, 2 horizontal, 2 vertical

Description: A savage attack to the target’s weak points

Mechanics: identical to Cloud’s Climhazzard, damage = target’s max HP – Target’s current HP

Pressure Point (800 JP)
MP: 0
Speed: Now
Range: self

Description: Psyche up to reach a state of high tension.

Mechanics: similar to Accumulate or Scream, +1 PA, +1 MA on self

Mist Walker
(1200 JP)
MP: 0
Speed: Now
Range: self

Description: Become invisible to the naked eye.

Mechanics: casts Haste, Transparent on self

Bum Rush (1200 JP)
MP: 0
Speed: 20
Range: chosen target, 2 horizontal, 1 vertical

Description: A powerful all-out attack.

Mechanics: 30*PA

Reaction

Student’s Eye (1000 JP)

Description: Learn from one’s mistakes.

Mechanics: If any attack damages the Master, the Master gains a small amount of EXP and JP.

Intercepting Fist (1600 JP)

Description: Evade and counter enemy attacks.

Mechanics: The Master gains a new Physical Evade % equal to 2/3 his/her Brave stat (identical to Blade Grasp other than the 2/3 modifier). Should this new Evade % connect, the Master evades the enemy attack and immediately counterattacks with a standard attack.

Support

None (I figure just give him Short Charge and be done with it)

Movement

Crouching Tiger (2500 JP)

Combines Move+2 and Jump+2

Hidden Dragon (2500 JP)

Combines Move+1 and Fly

Posted by: Hamedo 31st January 2006 14:01
I like that, Laszlow. I don't think I've seen someone do a Sabin-esque character in here yet. thumbup.gif

Posted by: Sam 1st February 2006 16:09
u know what hamedo,i don't know why u said it .I was just joking and trying to have fun mad.gif

Posted by: Hamedo 1st February 2006 20:18
Tell you what..... forget I said anything to you. Mm-kay?

JEDI

A warrior adhering to an ancient sect, he uses the mysterious Force to aid him and his allies in battle.

Force Powers

Push
JP: 200
MP: 20
Range: 4
The Jedi uses the Force to throw back the enemy. Causes light damage and has a 75% chance to push the enemy back one panel.

Pull
JP: 400
MP: 40
Range: 4
With this skill, the Jedi pulls the target within striking distance of his lightsaber and makes a quick attack. Damage is 20% of a normal attack, and places the target in the immediately adjacent panel of the Jedi.

Jedi Mind Trick
JP: 450
MP: 35
Range: 4
Using enhanced influence, the Jedi can distort the perception of an emeny unit. The target has a 20% chance of infliction of Chram, Confusion, or Sleep status.

Heal
JP: 600
MP: 150
Range: 1
This skill draws the target's soul back to their body, as the Force knits it's woulds and repairs it's vital systems. Casts LifeII on the target.

Battle Meditation
JP: 600
MP: 150
Range: All
The Jedi drops into a meditative position and concentrates on his allies. He cannot move or do any action unless he cancels meditation. Battle Meditation causes +1 speed, +1 PA, and +1 MA to all allies.

Crush
JP: 700
MP: 150
Range: 4
Reaching out with the Force, the Jedi attempts to crush the enemies vital organs. Casts Death.

Force Lightening
JP: 750
MP: 200
Range: 5
Massive electrical damage comes forth from the Jedi's hands.



Reaction

Anticipation
JP: 600
The Jedi senses an impending attack, and moves to block it and counterstrike before it begins. Similar to Hamedo.



Support

Light Side
JP: 2000
The Jedi has +3 MA and +50% MP with this skill.

Dark Side
JP: 2000
The Jedi has +3 PA and +2 speed with this skill.

Force Armor
JP: 2000
Encased in the Force, all damage is halved.



Movement

Force Jump
JP: 700
The Jedi can jump to any panel on the battlefield, but cannot act once he gets there until the next turn.

Enhanced Speed
JP: 1750
The Jedi has a permanent +3 speed with this skill.



Inherint Traits

The Jedi has inherint Two-Swords, Regen, and immunity from Confusion and Berserk.



Equipment

Armor
Robes

Head
None

Shield
None

Accessories
Mantles, shoes.

Weapons
Knight swords, staves, lightsaber (found only in Murond Death City)

user posted image







Posted by: CT5Holy 5th February 2006 22:48
Actually someone made another reply on another post that made me think of the same class, because the word "pimp" was mentioned, but i was thinking more like, they would have great skills, but the enemy could always pay to avoid taking damage / status effects ect.

That and if there was a pimp class, it would be like Monster skill, and give extra abilites to any female close to him ect, vice versa even.

but on a more mature and less lewd subject.

I think that having a barbarian Class in the game would have been cool.

Always: Haste. Protect, Shell, Regen, Berserk

Can only equip axes and accessories, with somewhat high natural evade, defense, and hp.

It would be something like putting your chars on auto, but they dont do anything but attack, it could work but also be bad if they get status effects, a true lazy man's class.

(i considered being able to equip ribbons on females, but thought that, that would make them too powerful, maybe make another armor class or something they could wear, "skins" or something)





Edit: Update! I read through the replys and Zodaic did say something about a Berzerker class but it was a bit differant then my idea.

On another note Ckaos made a post on an Elemental archer, but i found that some of the job point costs for the skills were rather high, not to mention some of them werent practical (Practice 1800jp increase bow range by 2?!?! I WISH!)

anyway, i had sorta the same idea, and didnt want to do a double post, so i made this edit...my Class however was called Arcane archer, and instead of being so Elemental based, i added in some status effects...

Class ~ Arcane Archer

Job Command ~ Enchanted Shot

Requirments:
Level 4 Archer
Level 3 Wizard
Level 2 Oracle

Can Equip:
Bows/Crossbows
Sheilds
Hats
Clothes/Robes

Enchanted Shot Skills
-------------------------------
Frozen arrow ~ 100jp ~ 5mp ~ Now
(An ice elemental enchanted arrow)

Blazing arrow ~ 100jp ~ 5mp ~ Now
(A fire elemental enchanted arrow)

Lightning arrow ~ 100jp ~ 5mp ~ Now
(A bolt elemental enchanted arrow)

Blinding arrow ~ 150jp ~ 5mp ~ Now
(An enchanted arrow that adds Darkness)

Silent arrow ~ 150jp ~ 10mp ~ Now
(An enchanted arrow that adds Silence)

Poisonous arrow ~ 200jp ~ 5mp ~ Now
(An enchanted arrow that adds Poison)

Paralyzing arrow ~ 250jp ~ 15mp ~ Now
(An enchanted arrow that adds Don't Act)

Crippling arrow ~ 250jp ~ 15mp ~ Now
(An enchanted arrow that adds Don't Move)

Sandman's arrow ~ 300jp ~ 25mp ~ Now
(An enchanted arrow that adds Sleep)

Medusa's arrow ~ 450jp ~ 20mp ~ Now
(An enchanted arrow that adds Petrify)

Arrow of Death~ 500jp ~ 25mp ~ Now
(An enchanted arrow that adds Death)

Hail of arrows ~ 700jp ~ 30mp ~ Now
(Fire at (up to) 3 differant targets in range at the same time.)

Support Skills:
Lifetap ~ 1000jp
(Use your Hp to cast spells instead of Mp)

(*note: this isnt like HP <--> MP in FFVII, your hp and mp dont get switched, you just use hp to cast spells)

I havent thought of a counter or movement ability for this Class yet, and when i think about it, using ablities from other jobs like Concentrate ect would most likely be more benefical to a class like this.

These numbers are just hypothetical, i felt like throwing them in here to give myself and others some idea of what it would be like.

(as for questions about Hail of arrows, Range would be Random/Auto and based on the weapons type, other then that, if there was only one target in range, it would only hit them once, not 3 times, if there were only 2 in range it would hit them both once ect. but if there were 4 in range, which 3 of the 4 whp got hit would be totally random, if a target is blocked, by an ally or a wall for example, the shot would not be fired at all, but if the target was blocked by an enemy, it would be, therefor giving you a chance to hit the same target more then once in one round.)

Since the class would have Generally low MP (im basing all the classes stats off the archer class, most likely with slightly higher MA and slightly lower PA) The Lifetap skill would be useful, especially if you want to cast Hail of Arrows every turn ect, but dont have the mp.

(not to mention it would be useful with other classes too)

Posted by: Kane 9th March 2006 07:29
Berserker

A bear-skin wearing battler who flies into rage to finish his opponents off.

Usable weapons include Swords, Flails, Axes, and Daggers.
Usable armor includes all clothes.

Action Abilities- Rage

Rage (500 JP) - Once selected, the character simply takes on the "Raging" status. His HP increase by 150%, PA by 150%, Move by +1, Jump by +1, and the only action the character may take is to ATTACK.

Reaction Abilities

Dancing Mad (500 JP) - Attacker goes berserk

Support Abilities

Equip Axe (170 JP) - Allows the character to equip Axes regardless of job (I always thought that Axes shouldn't have been available to Squires and that they should do constant damage)

HP +30% (550 JP) - Max HP increases by 30%

Bloodlust (500 JP) - Each successful attack adds +1 to PA

Movement Abilities

Tough Feet (500 JP) - Ignore Traps


Total JP -- 2720

Posted by: WildHalcyon 9th March 2006 08:58
Keep in mind, I haven't played the game in years, and when I did, I only actually played about 5 hours with it, but this sounded like too much fun to pass up...

Job Title - Chocobo Knight

Prerequisites - Lv. 8 Knight, Lv. 4 Wizard, Lv. 8 Mediator

Can Equip - Spears and everything Knights can equip.

Description - The Chocobo Knight enters battle astride a special White Chocobo. This is automatic, the player need not breed or own the chocobo, and the chocobo does not count against the player's character total (in and out of battle). The Chocobo Knight's abilities depend on riding the chocobo, so its not a great class to learn and switch to something else...


Action Abilities
All Chocobo Knight action abilities are usable *only* while riding a chocobo.

Choco Charge - 500 JP - Range: 8 - Charge in straight line towards opponent(s) doing heavy (Rider PA + Chocobo PA) damage to each one in the line. If square on opposite side of the last opponent is vacant, the Chocobo Knight will end the attack on that square.

Choco Slash - 600 JP - Chocobo Knight may move up to 16 squares around the map. Any opponents on squares adjacent to the route take heavy damage. At end of attack, Chocobo Knight returns to original position.

Choco Blast - 700 JP - Range: All - A strong magical attack in all four directions.

Choco Annihilation - 800 JP - Range: All - A meteor (spell, not the chocobo skill) attack against *all* opposition units.

Fat Chocobo - 900 JP - Range: All - Chocobo Knight summons the Fat Chocobo to do heavy damage to all opponents. Additionally adds the status effects Don't Move and Confuse to targets which are succeptible.

Reaction Abilities

Auto-Choco-Cure - 250 JP - Any time the character is struck by an attack, they cast Choco Cure on themselves.

Invited Counter - 500 JP - When the character is attacked, they counter attack followed by attempting to invite the attacker.

Choco Flee - 750 JP - Following a successful attack, the character may choose to flee up to 1/2 move at no additional CT cost.

Support Abilities

White Chocobo - 500 JP - The Chocobo that the Chocobo Knight rides into battle is a White Chocobo. These chocobos have all the inherent skills of all chocobo species, in addition to being able to fly. Since the White Chocobo has been specially bred for riding, it does not lose the use of its abilities while being ridden, although it does lose the use of its movement phase.

Movement Abilities

Chocobo Rider - 300 JP - Character begins battle riding a chocobo regardless of whether or not the player *has* any chocobos or *brings* any chocobos into the battle. Chocobo is same level as rider. Rider may also dismount.

Posted by: Magnus Jasper 16th March 2006 03:21
I'll give it a shot, I suppose.

_______________________________________________________________

Pacifist

One who is dedicated to calming the battlefield. Uses Peace command to stop fighting.

Prerequisites: Master Mediator, lvl 4 Priest

Equipment
Weapons: cannot equip weapons
Armor: clothes
Headgear: hats and caps

Main Skillset: Peace

Care [150 JP] - Heals wounds and status effects. Depends on faith of user and receiver.

Cancel [600 JP] - Stops an ability while it is charging.

Battlefield Blessing [800 JP] - Completely heals all participants of a battle. MP cost: 60

Condemn [400 JP] - Lays a death sentence on the person who has dealt the most damage. MP cost: 40

Revenge [800 JP] - Kills the person who has dealt the most damage. MP cost: 80

Reaction Abilities

Innocence [JP 250] - Stops or confuses the attacker.

MP Up [100] - Gains MP equal to damage taken.

No Support Abilities


Movement Abilities

Move MP up [200 JP] - Gains MP while moving.

Move +4 [1250 JP] - Movement increased by 4.

______________________________________________________________

Not the greatest, but I tried.





Posted by: Nytecrawla 30th March 2006 19:27
Okay, I know I'm new but here's my shot

STRATEGIST

"Uses abilities that take advantage of opponents weaknesses, or create new ones"


Equipment:

Weapon:Staves and Rods
Shield:None
Helmet: Any
Armor: Robes and light armors

Prerequisite: Level 5 Knight, Level 5 Monk, Level 5 Calculator


Action: BATTLE PLAN

Evaluate~Similiar to scan, views the enemies elemental weakness and uses it against them

Guided Strike~ Uses knowledge of pressure points to incapicitate enemy

Solomon's Hand~ Move the enemy unit 3 squares in any direction, cannot change directions once first move is initiated.

Deceptive Force~ Uses a bare handed strike that causes damage equal to the users speed plus the enemies current MP

Wall Change~ Causes the enemy to be weak against a random element for 5 turns

Status Quo~ Lowers the enemies stats by 3 levels

Reaction:
Illogical Strike~ Strikes the enemy with an open hand causing confusion and reducing MP by 1/4

Two steps ahead~ Move 0ne square vertically and two diagonally

Supplementary:
Wisdoms Smile~ Raises MA by 15-25 points and exchanges PA for Speed

Knowledge~ Uses Battle Plan even if not a Strategist( I.E. You would have 3 available action sets instead of two)

Movement:
Line of Sight~ Can move anywhere on the field that can be seen.

I know it's not exactly superb, but it's my first shot at this. It's mostly a magic based class, though it has some advantages in the physical areas.

Posted by: CT5Holy 12th April 2006 20:06
A Premptive Apology Here....


This is such a long thread, I'm not sure if the same, or similar Idea's have already been shown, but im gonna throw this out there anyway, just for kicks, if someone posted a similar reply already, my apologies.

I think it was FFV, That had a Class named "Bare". You couldnt really do anything special with this class, but it allowed you to equip any item you wanted to. Thats why I liked it wink.gif

Asfar as tactics goes, Ive sometimes found it frustrating, upsetting, or just downright absurd, that certain jobs cant equip certain Items.

Im not sure what was going through my head when this Popped into my mind, but It doesnt really matter does it?

I want to be able to equip theif hats as a Knight, or Knightswords as a Geomancer, so here goes.


Job - Model
Job Command - Glamour

Innate - Equip Change

Requirements:

Female only
Level 8 Dancer
Level 8 Mime

Model - The quint-essensial fashion expert, master of all things material.

Note: The Model Can't Equip any Item's until she learns the corresponding Equip Ability for the item.

Special: With Glamour as a Secondary Ability, The Unit can Equip any item that corresponds to the Equip Abilities she has learned as a Model.


Equip Abilites / JPs:

Helm - 100jp
Hat - 200jp
Ribbon - 300jp
Clothes - 100jp
Armor - 200jp
Robe - 300jp
Shield - 500jp
Mantle - 100jp
Ring - 100jp
Armlet - 100jp
Shoes - 100jp
Guantlet - 100jp
Perfume - 200jp
Knife - 100jp
Sword - 100jp
Hammer - 100jp
Dictinary - 100jp
Stick - 100jp
Bag - 100jp
Cloth - 200jp
Ninja Sword - 200jp
Spear - 200jp
Katana - 200jp
Gun - 300jp
Crossbow - 300jp
Bow - 300jp
Rod - 400jp
Staff - 400jp
Knight Sword - 600jp


Reaction Abilities:

Urgency - 700jp
(Trigger - HP damage ~ Increases the urgency of your next action, increasing your CT. [increase is equal to unit's speed score] )


Support Abilities:

Anti-Theft - 300jp
(Immune to Steal Techniques)


Movement Abilities:

Move E-Change - 500jp
(Allows you to change/remove One equipped item after confirmed movement, as a free action.)

The Idea behind this job is allowing (at least your female characters) to equip any item in the game. The jp costs are just speculation at this point, accessories costing less because you can normally equip them as any job, but Ribbons and Perfume costing slightly more due to their unquie qualities.

I dont feel that This would be too over powering, Even if you had a Ninja equipping 2 knight swords at once, because in gaining the ability to do so, you lose your secondary ability.

Posted by: laszlow 12th April 2006 20:44
^^ I actually think that skillset is a really cool idea. It's unique, useful in the right situations, kind of niche, but not particularly overpowering, Imagine giving Dragoner Reis a full complement of Glamour, eh? I also like the Urgency reaction you made up.

But two things... Anti-Theft is sort of redundant. The Chemist's Maintenance support does the exact same thing, but also makes equipped items unbreakable, and costs 50 less JP. And also, the Bag, Ribbon, and Perfume abilities can be equipped by any female character. I know that the Model herself won't be able to equip those unless she learns the corresponding abilities, but because only females can use Glamour as a secondary it's mostly pointless to have those three abilities on as skillsets, unless you never take them out of the Model class.

Posted by: CT5Holy 12th April 2006 20:56
The Point of Having Ribbon/Perfume And Bag in the skillset is a Limitation to the job.

The reason they are there to begin with is to Make you suffer and have to spend job points to equip even the most basic items that any other class could equip lol

I made Bag's 100jp, because theyre basic, and usually anyone can equip them.

The reason Ribbon and Perfume are higher JP costs is because i felt, usually you could equip these as any job anyway, but if you wanted to equip them as a Model, to make leveling up, and or getting JP easier, then It would cost you more JP then some of the other skills.

But I do see where your coming from.

As for Maintenance preventing the Use of Steal Abilities, I hardly ever use it, So i Didnt know it worked against steal techniques.

A question concerning that. (Will it prevent Charm from steal heart? lol)

If Maintenance prevents Steal Techniques, then I stand corrected, and thank you for the info.

Like I said, I hardly ever used it, so I wasnt aware it prevented Steal Techniques, afterall, it doesnt say so in the skill description wink.gif

Posted by: laszlow 13th April 2006 01:16
Quote (CT5Holy @ 12th April 2006 15:56)
If Maintenance prevents Steal Techniques, then I stand corrected, and thank you for the info.

Like I said, I hardly ever used it, so I wasnt aware it prevented Steal Techniques, afterall, it doesnt say so in the skill description wink.gif

Well, I don't think Maintenance prevents Gil Taking, Steal Exp, or Steal Heart. It just protects your equipment from theft, which I guess isn't the same as yours, but the fact that it also prevents weapon breakage and costs 50 JP less makes your Anti-Theft way redundant.

Posted by: Kane 13th April 2006 05:43
Inventor

Usable weapons include Daggers, Crossbows, and Guns.
Usable armor includes all clothes and hats.

Action Abilities- Tools

Auto-Crossbow (400 JP) - Strafing two targets hitting them with many bolts at a time. [Speed = now. Range = 5. Damage = PA*4]

Debilitator (400 JP) - Target becomes especially susceptible to one random element. [Speed = now. Range = 3.]

Flash (400 JP) - Hits a funnel shaped area causing damage and possibly blinding targets [Speed = now. Range = 3 (special). Damage = MA*5. Adds: Blind(10%)]

O O O O O
- O O O -
- - O - -
- - C - -

C = caster, O = targets

Noiseblaster (400 JP) - Hits same area as flash causing Confusion
[Speed = now. Range = 3 (special). Adds: Confusion (25%)]

Drill (400 JP) - Hits one enemy for major damage.
[Speed = now. Range = 1. Damage = PA*12]

Smoke Screen (400 JP) - Allows Inventor to escape from battle
[Speed = now. Range = Self. Adds: Remove]

Grip Gloves (400 JP) - Picks up target and moves him out of the way.
[Speed = now. Range = 1. Moves target to any unoccupied adjacent panel]

Terraformer/Landscaper (400 JP) - Changes one square's type to another.
[Speed = now. Range = 5.]

Spring Boots (400 JP) - Gives Inventor Ignore Height for the remainder of his turn
[Speed = now. Range = Self. Adds: Ignore Height]



Standard RSM abilities (as per Squire) (850 JP)



Total JP -- 4450 JP

Posted by: Hamedo 13th April 2006 15:23
I always love seeing this thread get revived. Good ideas still coming in, everyone.

Posted by: Artiles 17th April 2006 16:02
Gotta go with my favorite character ever tongue.gif

DEATH KNIGHT

Job: Death Knight
Job Command: Death Sword

Innate: Hell Outcast (immune against Zombie, Blood Suck, Death Sentence, Unholy Elemental. Has no Death Countdown, can never crystalize)

ACTION ABILITIES:

Death Coil (450 JP): Ranged attack. Deals 50% of target's HP damage and heals the Death Knight. Unable to target Undead enemies.

Death Pact (660 JP): Absorbs an ally's HP to heal own. HP loss if target is undead.

Unholy Aura (800 JP): Greatly enhanced attack and defense, but loses 7% life each turn. Allies only.

Raise Dead (2100 JP): Revives KO'd characters nearby (either enemy or ally) in Zombie status. Total HP increased by 15%. Lasts for six turns. After six turns, revived character crystalizes/drops item box.

Death And Decay (2000 JP): Non-elemental area damage. Does not distinguish ally or enemy. Ignores physical/magical defense.

REACTION ABILITY:

Vengeance (890 JP): Hits attacking enemy in response. Damage is equal to Death Knight's total HP. 20% HP loss with every reaction.

SUPPORT ABILITY:

Final Attack (1100 JP): If HP drops to zero, instant turn, then KO.

MOVEMENT ABILITY:

-None-

[All in all, a Job Class with amazing skills and commands, but with severe disadvantages as well. Balanced (I think) tongue.gif]

Posted by: Kane 24th April 2006 23:29
Played a little D&D over the weekend, so here's my version of


Ranger

Nature's warrior, familiar and at home within her realms

Inherent: Any Ground

Available Equipment -- Swords, Daggers, Bows, Hats, Clothes, Robes, and Gender appropriate Accessories

Skillset:
Favored Enemy (Performed through ATTACK command)

Favored Enemy Goblin (150 JP) - Ranger knows how to deal with members of the Goblin family. 125% Damage

Ancient Enemy Goblin (300 JP) - Ranger knows how to deal with members of the Goblin family. 150% Damage

.
.
.
.
.

and so on through all the monster families (including Demons like Apandas...not Zodiac Beasts though)

[Maybe these bonuses should apply elsewhere, maybe a higher % to inflict statuses on the enemy, higher evade when facing those of a monster family whose Favored/Ancient Enemy you have learned..........ideas]


Reaction

Evade Up
JP: 500
Anytime the Ranger is successfully struck, his CE% (for the battle obviously) increases by 3%


Support

Camoflauge
JP: 900
Begin battle with Transparent status

Equip Bow
JP: 400
Equip Bow regardless of job (Hey Archer.....way to drop the ball)

Set Trap (Stolen idea from SGN, but I like it, so here it is)
JP: 800
Snare: Adds Don't Move
Steel Needle: HP Damage
.....you get the idea....

Movement

Fleet Foot
JP: 400
Move and Jump +1

Posted by: CT5Holy 4th May 2006 16:13
That's great Kane, i always did like Ranger's in D&D.

But cant rangers equip two swords? (aslong as their offhand weapon is light and they're wearing light armor anyway!)

On another note, I Like the Evade up idea, aswell as Camoflauge.

Although it seems impossible to simulate a true D&D ranger in Tactics, Im very fond of the idea.

Maybe ill draw up a Druid Class too huh? wink.gif

Posted by: Kablizzy 7th June 2006 09:37
Speaking of Rangers, here's a couple more of our classes from over at HoI. I don't think It's been posted yet, so... Also, remember that our format at HoI is a bit different from the standard FFT format, so ignore the prerequisites, and remember that our balancing is a bit different.

Edit: Also, if there's a demand for it, I can post a couple of our Awarded/Master classes here, as well. We re-did Astrologer, and added things like Dragoon.

Quote
Ranger

The Ranger, much like the Geomancer, is one with nature. However, unlike the Geomancer who calls upon the forces of the elements to attack his foes, the Ranger uses the skills that he has gained while living in the wild to impede foes, fight, and otherwise survive. Capable of using both bow and sword, the Ranger is flexible in his combat role and a valuable addition to any team.

-----
Hunter Skill
-----

Forage
The Ranger scavenges the area around him for useful herbs and other natural items, using them to gain beneficial effects on themselves and their allies, if any are nearby. Can heal a small amount of HP and restore some statuses.
JP: 150
Range: 2
Effect: 1
Speed: Now

Set Trap
The Ranger can set traps during a skirmish. If the Ranger is in a defending skirmish, the Ranger may place up to four traps prior to the battle. Trap types and trap damage are variable. The Basic Trap Types are as follows: Pit Trap, Fire Trap, Snare Trap, Rockslide Trap, Spear Trap. In addition, custom traps can be submitted to staff along with tactics, or independently of skirmishes. The Ranger may create 1 trap every 5 levels, starting at 5th level, then 10th, 15th, and so on. When an enemy encounters a trap on the battlefield, they suffer the effects and their turn ends immediately.
JP: 600
Range: 1
Effect: 1
Speed: Now

Quote
-Pit Trap: Does damage, has a chance of Don't Move and being unable to attack anyone not standing on an edge of the pit.
-Fire Trap: Does normal damage, but has a chance of setting the enemy on fire.
-Snare Trap: Does damage, has a chance of inflicting Don't Move and Don't Act.
-Rockslide Trap: Does damage and has a chance of confusion.
-Spear Trap: Deals more damage then other traps, but inflicts no status.


Call of the Wild
Wolves come to the aid of the Ranger's party, hunting down the nearest enemy.
JP: 450
Range: Line Of Sight
Effect: 1
Speed: Now
Success: Standard

Pack Mentality
The Ranger, adopting the mentality of the pack, gains +2 Brave for each comrade in battle with him. May only be used once per battle.
JP: 480
Range: Auto
Effect: 1
Speed: Now
Add: +2 Brave/Ally
Requires Call of the Wild

Camouflage
The Ranger attempts to blend in to his surroundings and hide himself from sight. Cannot be used if the Ranger is next to an enemy, and cannot be used if the Ranger is out in the open (Plains, Road, etc.). If the Ranger moves or acts, he has a chance of being discovered.
JP: 540
Range: Auto
Effect: 1
Speed: Now
Add: Transparent
Requires Heart of the Woods

Toxic Coating
The Ranger dips his weapons in a poisonous substance and attacks.
JP: 600
Range: As Weapon
Effect: As Weapon
Speed: Now
Add: Poison
Requires Forage, Set Trap

Secret Slash
Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably.
JP: 850
Range: Melee
Effect: 1
Speed: Now
Success: Normal Weapon Attack
Requires Dive, Awareness

Shattering Shot
The Ranger tricks their opponent, diverting their attention as they lead the enemy to believe they are striking at their enemy - but whatever they present to take the blow, whether weapon, shield, armor, helm, or accessory, is randomly broken instead, doing minor damage to the enemy in the process. Can only be used on an opponent twice per skirmish. Note 'Breaking Mechanics' in rules for what happens to broken equipment and how to repair it.
JP: 1000
Range: As Weapon
Effect: 1
Speed: Now
Requires Secret Slash or Stealth Strike

----------
Reaction
----------

Catch
The Ranger catches thrown items, and adds them to their inventory.
JP : 200
Trigger : Thrown Item

Dive
Ranger has a chance of diving out of harm's way of Ranged and Magical attacks.
JP: 475
Trigger: Ranged or Magical attack.
Requires Catch

Stealth Strike
Rangers use their cloaks to evade damage and counterattack.
JP: 800
Trigger: Physical Attack
Requires Dive, Awareness

---------
Support
---------

Awareness
JP: 350
Add: +40% Trap Evasion, and 50% chance of nullifying bonuses from Sneak Attack or other attacks using Transparent Status. Also reduces damage of critical hits from 150% to 135%.

Heart of the Woods
The Ranger's natural affinity for forested areas allows them to use the wooded terrain to their advantage.
JP: 375
Add: When in wooded areas, +1 PA, +15% Evasion

Tracking
Tracking does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger can sense the position of enemies on the battlefield, regardless of where they are.
JP: 400
Add: Makes Ranger immune to blind. Decreases effectiveness of Illusion effects by 15% on the Ranger and all of his or her allies.
Requires Awareness

Nature's Bowcraft
Nature's Bowcraft does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger has an advanced knowledge of bowcraft and fletching that allows them to tweak and craft their bows to become more efficient.
JP: 850
Note: Bows (Not crossbows) equipped by the Ranger gain +2 WP and +1 Range.
Requires Heart of the Woods, Set Trap

Topography
Topography does not need to be Equipped in the Support Slot. It is considered always active, once bought. Knowledge of the land layout allows the Ranger to set up anywhere on the map. Works only in defending or neutral scenarios.
JP: 200

------------
Movement
------------

Survivalist Instinct
Move Penalties for rough terrain do not affect the Ranger.
JP: 300

Familiar Terrain
The Ranger gains a +1 Move, +1 Jump bonus when in a defending skirmish. When not in a defending skirmish, the Ranger has a 50% chance to scout the area for the same bonus.
JP: 400
Requires Topography

Quicksilver Steps
JP : 600
Move+2
Requires Topography, Survivalist Instinct


Quote
Rune Knight

The best way to describe the Rune Knight is an odd mixture between a Black Mage and a Knight. By channeling the power of ancient--some would say, pagan--runes, Rune Knights are able to manipulate the elemental properties of both their equipment, as well as that of their enemies. Being that they are so versatile, the Rune Knight is great as a support fighter, and in the right situations with proper tactics, he can be one of the deadliest classes availble.

Class Notes:

--------
Rune
--------

Flame Rune
Imbue weapon with the power of flame and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Frost Rune
Imbue weapon with the power of frost and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Flash Rune
Imbue weapon with the power of thunder and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Moist Rune
Imbue weapon with the power of water and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Gust Rune
Imbue weapon with the power of air and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Soil Rune
Imbue weapon with the power of earth and attack.
JP: 150
MP: 5
Speed: Now
Range: As Weapon
Effect: 1

Consecrated Rune
Imbue weapon with the power of God and attack.
JP: 400
MP: 25
Speed: Now
Range: As Weapon
Effect: 1
Requires Flame, Frost, and Flash Runes

Depraved Rune
Imbue weapon with the power of Evil and attack.
JP: 400
MP: 25
Speed: Now
Range: As Weapon
Effect: 1
Requires Moist, Gust, and Soil Runes

Elemental Shuffle: Weapon
Change the element of a weapon to the caster's choice for the remainder of the battle, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen)
JP: 500
MP: 30
Speed: Now
Range: 3 v 1
Effect: 1
Requires all six basic runes, save for Consecrated/Depraved

Elemental Shuffle: Armor
Change the element of an armor to the caster's choice for the remainder of the battle, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen)
JP: 500
MP: 20
Speed: Now
Range: 3 v 1
Effect: 1
Notes: Effect of Element on Armor. You may choose Earth, Wind, Water, Lightning, Fire, Ice, Dark, or Holy. Earth attacks do 1.5x damage to wind armor, and fire/ice, water/lightning, and dark/holy also oppose. Trying to use an element on it's own element armor results in 50% of the damage being absorbed
Requires all six basic runes, save for Consecrated/Depraved

Runic Blade
Absorb incoming magical attack. 30% of would be damage is converted into MP. Usable only once every three turns. Works only if a Sword or Knight Sword is equipped. No Katanas, Ninja Swords, Daggers, etc.
JP: 700
MP: 0
Speed: Now
Range: Auto
Effect: Self
Requires Elemental Shuffle: Armor

Nova Strike
Imbue sword with every element and attack with a massive swing, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Cannot be blocked. Can only be used with Sword, Knight Sword, or Katana. If target has multiple weaknesses, increased damage is dealt.
JP: 1000
MP: 40
Speed: Now
Range: As Weapon
Effect: 1
Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune

Nova Arrow
Imbue arrow with every element and attack, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Cannot be blocked. Can only be used with crossbow. If target has multiple weaknesses, increased damage is dealt.
JP: 1000
MP: 50
Speed: Now
Range: As weapon
Effect: 1
Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune

--------------------
Reaction Abilities
--------------------

Elemental Reversal
JP: 400
When attacked by an elemental attack, there is a certain chance that you will imbue your weapon with the opposite element, free of MP cost.
Trigger: Attack with elemental properties
Requires either Elemental Shuffle: Weapon or Elemental Shuffle: Armor

-------------------
Support Abilities
-------------------

Elemental Resistance
JP: 400
Increase defense against all physical elemental attacks (dragon breath, elemental weapons, etc...) by 25%.
Requires Elemental Shuffle: Armor

Bow-Blade Combo
JP: 500
Equip a blade in one hand, while equiping a crossbow in the other. You may not attack with both in one turn. This ability does not aid characters who have class restrictions on bows or blades that keep them from equiping such weapons in the first place.

----------------------
Movement Abilities
----------------------
None


Quote
Berserker

The Berserker is one of the most feared combatants for a very good reason. With their animalistic fury, they have been known to cleave through swaths of men and beasts alike, even when taking several serious injuries. Harnessing the very primal fury within every human being, the Berserker can throw himself into a blinding (yet oddly concentrated) rage to obliterate his foes. However, since the act of Berserking takes so much out of the body, it is important to note that after the Berserker's mind clears, his body will be quite weakened.

Class Notes: Bloodlust and Break Obstacle may only be used while under the Berserk status. This Berserk status can come from a skill such as Oracle's Blind Rage, or from the Berserk skill.

--------
Frenzy
--------

Berserk
JP: 250/500
If a character is a Berserker Primary Class, this costs half price, at 250 JP.
The Berserker makes themselves, well, berserk. However, they may use Frenzy abilities while berserked, and can use some degree of tactics (Can specify priority targets, as in "Kill the White Mage, then the Chemist, then the Lancer, so on and so on. Or kill whoever is closest, which the Berserker likes the best). Unlike normal Berserking, this state lasts for Brave/7 rounds, and can only be activated once per skirmish. At the end of the Brave/7 rounds, all damage done is at 70% until end of skirmish.
Range: Auto
Effect: Self
Add: Berserk

Bloodlust
JP: 350

Upon dealing damage, seeing blood fuels the Berserker's rage. +1 PA for each attack he/she successfully makes while under this status. Caps at +3 PA.
Range: Auto
Effect: Self
Add: Bloodlust
Requires Berserk

Takedown
JP: 450
The Berserker readies themselves to respond to their foes, welcoming their attacker without regard to personal injury. The Berserker will take 120% damage from his/her enemies' attacks for this turn, but once hit, will have a greatly improved critical chance.
Range: Auto
Effect: Self
Requires Berserk

Rush
JP: 500
The Berserker rushes forward madly, charging their enemy with frightening speed. Running on adrenaline, they become much faster than normal, gaining the bonuses of Move +1 and Speed +1. Only works once per skirmish, lasts for 3 rounds.
Range: Auto
Effect: Self
Requires Berserk

Hardiness
JP: 600
The Berserker focuses on their health, trying to keep their body and mind as clear as possible through sheer force of will. This focus grants Berserkers an innate resistance to harmful statuses, lowering the chance to succeed in applying a negative status to the Berserker.
Range: Auto
Effect: Self
Add: Hardiness
Requires Thick Skin and Takedown

Break Obstacle
JP: 800
The Berserker can, by sheer strength alone, try to batter down anything that stands in his/her way. The obstacle will be destroyed and become normal, passable terrain once broken. Gates and other small obstacles take one turn to clear, but walls and larger obstacles take two turns to destroy. The weapon will not break.
Requires Bloodlust and Irresistible Force

--------------------
Reaction Abilities
--------------------

Equilibrium
The Berserker has a chance of turning to face a flank or side attack.
JP: 250
Trigger: Back or Side attack [(Br+5)%]

Last Stand
When the Berserker is at critical HP, their PA and initiative will improve.
JP: 450
Trigger: Critical (While Berserk and/or under a Berserker status)
Add: PA +1, CT -(Brave/10)
Requires Berserk

Meatbone Slash
The Berserker counters with a brutal cut.
JP : 500
Trigger: Critical (20% or less HP)
Add: Critical Hit
Requires Last Stand

Momentum
JP: 900
Upon falling to 0 hp, if a successful roll is made (Brave%), a Berserker will continue to act, oblivious to damage, for one more turn. After this turn is over, he gets felled as per usual for 0 hp status. He cannot be healed by standard methods while in Momentum, BUT he can be revived with Phoenix Down or life spells as per usual. However, there is a chance that the Berserker can permanently lose some Max HP.
Requires Meatbone Slash, Irresistible Force, and Hardiness

-------------------
Support Abilities
-------------------

Equip Axe
JP: 500
Can equip axes.


Thick Skin
JP: 550
The Berserker gains an additional +10% HP bonus from any equipment worn.
Requires Berserk

Peaceful Fury
JP: 950
The Berserker, while under the influence of the Berserk status, can channel their rage clearly enough to control their actions. They are now capable of using abilities and commands other than standard attacks and Frenzy abilities while Berserk, though there's a small chance of them still not being able to focus on the ability at hand.
Requires Momentum

----------------------
Movement Abilities
----------------------

Irresistible Force
JP: 600
The Berserker refuses to let anything get in his/her way. Prevents Don't Move and Don't Act statuses.
Immune: Don't Move, Don't Act
Requires Rush, Equilibrium


Quote
Illusionist

The Illusionist can control imagery and sensation to delude his enemies, as well as conceal and guide his allies. Because of this, the Illusionist is both a valued support mage and perhaps the most subtle of all the mages.

Class Notes:

-----------------
Illusion Magic
-----------------

Lock
Casting lights and patterns around an enemy, the Illusionist makes the enemy's position far easier for his allies to track and strike at. This grants the Illusionist and his allies a +15% bonus to succeed in using an attack or ability against that enemy.
JP: 150
MP: 8
Speed: 5
Range: 3 v 1
Effect: 1
Add: +15% bonus to hit (3 Rounds Duration; Lock is not cumulative with itself or other Lock spells.)

Blink
The Illusionist blurs his own image, causing it to oscillate wildly around him. This makes his position harder to tell, thus increasing his evasiveness.
JP: 150
MP: 8
Speed: 5
Range: Auto
Effect: Self
Add: +15% Evade (3 Rounds Duration; Blink is not cumulative with itself or other Blink spells.)

Flash
Summoning a giant burst of illusory light, the Illusionist tries to overload the senses of his enemies and in doing so, blind them.
JP: 250
MP: 16
Speed: 10
Range: Max
Effect: All Enemies
Add: Blind

Hallucination
Making illusions born of sheer madness, the Illusionist attempts to confuse and bewilder his enemies.
JP: 500
MP: 24
Speed: 15
Range: Max
Effect: All Enemies
-3 Brave once per target per skirmish.
Add: Confuse
Requires Flash

Mesmerizing Lights
The Illusionist manifests a series of hypnotic, glimmering lights, which dance around alluringly. Using these, he tries to lull his enemies into a hypnotic state that will make them open to his suggestions. This mesmerizing display may lull people to sleep, however.
JP: 500
MP: 30
Speed: 15
Range: Max
Effect: All Enemies
Add: Charm, Sleep (50%)
Requires Flash

Dread Image
The Illusionist uses his deceptive talents to project an image so foul and grotesque, the Illusionist’s opponents quiver.
JP: 450
MP: 40
Speed: 25
Range: LOS
Effect: All Enemies
Add: -5 Brave, -5 Faith for the duration of the battle. Roll seperately.
Requires Flash

Obscuring Haze
The target of this spell will have a 10% accuracy penalty added to any physical attack for four turns (not cumulative with itself). This is overcome by the Ranger's Tracking Abilities.
JP: 350
MP: 14
Speed: 20
Range: 8 v 3
Effect: 1
Requires Blink, Lock

Chaotic Cloud
The target of this spell will have a 10% accuracy penalty added to any magical attack for four turns (not cumulative with itself).
JP: 350
MP: 14
Speed: 20
Range: 5 v 3
Effect: 1
Requires Blink, Lock

Terrorize
The Illusionist wraps one of his enemies in a vile delusion, drawing upon their own fears to place them in their own personal hell of pain and terror. They can do little but freeze in terror as the pain harms their body in spite of the illusion's nonexistence.
JP: 550
MP: 24
Speed: 30
Range: 5 v 3
Effect: 1
Add: Stop
Deals 5% of Max HP damage every turn, synchronized with the stop status.
Requires Dread Image

Lock 2
Generating patterns and lights around multiple enemies, the Illusionist locks him and his allies on target with the guiding illusions. This grants the Illusionist and his allies a 30% bonus to succeed in using an attack or ability against those enemies.
JP: 600
MP: 32
Speed: 35
Range: 4 v 3
Effect: 2
Requires Lock

Blink 2
Distorts the image of a wide area, granting any allies within the same brand of protection as Blink does to the Illusionist.
JP: 600
MP: 30
Speed: 30
Range: 3 v 1
Effect: 2
Add: +25% Evade (3 Rounds of Duration; not cumulative with any Blink spell.)
Requires Blink

Vanish
Casting a powerful and complicated illusion, the Illusionist shrouds his target in a mirage that makes it appear as though they aren't there, effectively rendering them invisible.
JP: 750
MP: 35
Speed: 45
Range: 3. Vertical 1
Effect: 1
Add: Transparent
Requires Blink 2, Lock 2

Mirrored Army
The enemy will see a false image of the caster's army. They will move towards the false army instead of the real one if the spell is successful. Once an attack is made on a character of the false army the effects will leave.
JP: 800
MP: 40
Speed: 55
Range: 8 v 8
Effect: All enemies in range
Success: Standard
Requires Terrorize, Displacement

---------------------
Reaction Skills
---------------------

Counter Blink
The Illusionist casts Blink on themself after being attacked.
JP: 500
Trigger: Attack
Requires Blink

Counter Lock
The Illusionist casts Lock on their enemy after being attacked.
JP: 500
Trigger: Attack
Requires Lock

-------------------
Support Skills
-------------------

Magic Evade UP
JP: 550
Makes it harder to hit the character with magic spells. +10% M-EV.
Requires Blink, Flash

----------------------
Movement Skills
----------------------

Displacement
Through slight manipulation of images, the Illusionist makes it seem like their location is different than it actually is. Their apparent location is a random spot within 1 unit of the Illusionist's true location. This is overcome by the Ranger's Tracking ability, and the Illusionist's true position is revealed until his next move if he sustains damage while displacing or if anyone attempts to move through his true position, or if they move next to his false position.
JP: 770
Requires Blink 2, Lock 2

Posted by: Dragon King 8th June 2006 00:13
Shadow
Info Can controll ones shadow and can cause other shadows to wrap around the enemy then implode.When taking controll of a shadow,can controll the person if the level isn't higher than the Character.When the enemy dies,the character's HP is set to 1/4 this ability can only be used once per battle.Excellent as a party supporter

Commands Shadow Techniques - The ones listed above.It will say the name,and the number beside is the MP cost.
Shadow Speed 15-Increases the speed of all allies
Hide 5-Hides into a shadow.When all allies are fallen,this ability is removed.The Character is invincable when Hide is in place.
Shadow Strength 30-Controlles shadows to give all allies as much strength as the Characters Level
Shadow Clone 30-Creates shadow clones of all allies which increases their chance to evade enemy attacks
Shadow Master All MP Needs Atleast 500-The Character transforms into a 3-D shadow,and his Stats double,along with his MP HP and techs.

Weaknessess If there are no current shadows,or the place if very bright with light,the Character will have to create his shadows,doubling the MP Cost.

Stat Growths I will limit this with -Low Medium High

HP-Medium
MP-Medium
Speed-High
Evasion-High
Defence-Low
Strength-Low
Magic-Mediun
Magic Defence-Medium

Attack Type The Shadow Character's attack type is melee,or with Shadow Controll depending on the enemies range.

Other This is spells i didn't name above and the MP cost will be here.
Shadow Implosion20-Each Shadow there is,it does normal shadow damage,but times as much of the amount of shadow's.
Shadow Controll150-Controlls target enemy,gaining it's skills, Stats, and range.

Quick Note If you could be a character like this,it would be cool.
He would have lightning fast speed,and would look like a pitch black ninja.

This is a very interesting and cool topic indeed.
SHIT just relized this is Tactics...well MP would be JP i guess....*hint i didn't get far into the game so i dont know alot about it,up untill the forest to be exact*

Posted by: A11smart 11th June 2006 19:28
What a treasure trove of ideas this thread is! I only had time to
peruse the first page, but I was most impressed. Too bad so much
time separates myself from your original creative ideas.

Shotgunnova's PurgeProtector: A creative use of defensive abilities;
certainly the game lends itself toward offensive strategies, given
the limited scope of defensive tactics.

AFlyingWeasel's Necromancer: The most brilliant synthesis of new
ideas with existing game sprites and dynamics. So easy to integrate
into an existing copy that were this a PC game, MOD'rs would already
be coding it in. Now I'm going to stare at my Wizard's armed with
MathSkill and wish they had Undeath abilities.

DarkPaladin's Paladin: Interesting adaptation, with a sufficient
twist on DarkKnight attributes.

WindGodGau's 8BitMage: Brilliance. Hilarious brilliance.

Sharkerbob's Pirate: If games such as these could have expansions,
I would welcome the Pirate class to replace the easily-outmaxxed
Thief.

Mordred's ChaosKnight: That's dead-on the vibe of real FFT classes!
Bravo! Another class that will come to haunt me, since it makes so
much sense, yet exists outside the matrix of the Playstation.

RagingYouth's Acrobat: Like how Mime opens up with mastery of all
prerequisite mastered classes, this would make another great
expansion or new-game class, possibly opening up after mastering
Dancer and Monk. In fact, as mentioned in the 'Remake' thread, what
if Acrobats could easily transit between various levels of a multi-
leveled battlefield, like an elvenish tree-village? Kitchen!

AngryLizard's WarriorSage: Hands down, this is the best boss idea
I've heard of in this thread. It would make for epic leveling, on
par with some of the boss battles in more-modern games like «World
Of Warcraft».

Kynto's ChaosMonk: Isn't there a specific japanese word for 'outcast
monk' or 'traitor monk'? This sounds like a great enemy, as a monk
using a sword.

Hamedo's Mercenary: Or Rogue, I imagine. Another great expansion-
replacement for the woebegone Thief class. I like the idea of a char
with default mug ability.

Shotgunnova's Gunslinger: would be a great return-on-investment for
mastering the Chemist class, and finally make the Mediator class
*worthwhile*.

SaintWeapon's Unnamed: Not only does this sound like a fun class to
put into play, but the nomenclature and quotes are dead-on to the
DNA of FFT.

Sotel's Sniper: Clever, and I like the idea of opening Mustadio's
sniping abilities to customized characters. But were you actually
banned?

Shotgunnova's StasisKnight: Love the class quote. Your creations
have this wonderful 'clicking' abilty to where they just feel right
for a FFT storyline.

WhiteStripedFox's DragonicKnight: Again, for an expansion series,
this would be a fine replacement for the Lancer. Much as I liked the
Lancer, I only had characters master the class for my 100% Complete
status. It would have been nice to move from Lancer to Dragonic.

Shotgunnova's Empowerer: An interesting support role. In fact, it
would be fun to design a story-critical boss fight where Empowerers
were the only way for the main party to survive--even if the Emps
lost their lives in the process. It would add a lot to the story,
and provide new slots to be filled in the next story chapter.

Hamedo's Psionic: Good to see another class free of MP, if only to
balance out the awesome powers of the Calculator. In fact, since a
Calculator relies on MathSkill (ie, cognition) and Psionics rely on
intuition (however Hamedo planned on calling it), they might make
natural enemies--like how Knights always seemed to gravitate to
eliminating Thieves on the FFT AI.

Hamedo's Cyborg: I actually felt this class should have been thought
of by Square and part of the original game, even if it was another
character that would require sacrifice in the course of the game.
A Cyborg would be a great aspect of lost technology.

FabulousFreebird's BlackHeart: You're right. That would make a great
special character. In fact, it would add a lot to the storyline if
she/he were a peasant originally, whose personal story lead to the
formation of such varied skills.

Shotgunnova's Inhibitor: Finally, new monsters! Fascinating, and
different from the other monsters already occupying the FFT universe
Perhaps a natural enemy to Malboros.

Hamedo's BladeDancer: You sold me with 'an unhooded SnakeEyes'. A
natural opposite to the Ninja, and maybe a good AI-controlled class
from a storyline perspective. Something to provide true challenge to
well-versed players.

This ends page1 of this forum. Tremendous creativity, vos!

Posted by: kai9d9 13th June 2006 22:29
Ok then this caught my eye heres myn

Zodiac Knight

Chaos Blade
Chaos Blade
Genji Helm
Genji Armor
Bracers

Abilitys
Zodiac Sword:
All sword skill:
Blade Grasp:
Two swords:


Posted by: Hamedo 13th June 2006 22:44
A11smart,

I actually found myself hoping for an honorable mention when reading down your list. I was pleasantly surprised by your thoughts on my ideas and those of the other posters. Thank you for your insight into our creativity.

Posted by: kai9d9 13th June 2006 23:20
heres another 1

Job class:Runist
Job Command:Rune Magic
A Mage that Uses Nature To produce Magic.

Sage Staff
Golden Hairpin
Robe of lords
Diamond Armlet

Rune Magic
All magic skill
Counter Magic
Magic Atk up
Move mpp up

Hurricane 600jp Volcano 850jp
Tornado 100jp Meteor 1000jp
Earthquake 400jp Solar storm 9999jp

Posted by: kai9d9 13th June 2006 23:22
jeez i luv makin up classes i hav a hole journal of made up classes i wish i had enuf time to post them all Omg

Posted by: Rangers51 13th June 2006 23:24
Quote (kai9d9 @ 13th June 2006 19:22)
jeez i luv makin up classes i hav a hole journal of made up classes i wish i had enuf time to post them all Omg

There's no need to post three times in two hours to explain them, though. Also, they're a lot better if you explain what any of the abilities, etc. are.

Posted by: kai9d9 13th June 2006 23:24
o ya if u have piczo go to
www.kai9de9.piczo.com
and post some more in my guestbook

Posted by: kai9d9 13th June 2006 23:25
i dont have much time u know and u know what hurricanes and stuff r

Posted by: Kablizzy 15th June 2006 10:30
Aw, hell, I'll just throw our Astrologer out there anyway. happy.gif

Also, the percentages for these status effects are hidden, due to our hidden formula, so, no, Add: Dead doesn't mean it kills instantly, there are percentile values to all o' these.

Quote ("Kablizzy")
Astrologer!

One who can read the movements of the stars in the sky. Uses 'Starry Heaven' to change battle conditions.

Quote
Astrologer

Class Notes:

- Equipment Note: Book, Dagger, Hat, Clothes, Robes

- Immune: Dead, Undead, Invite, Confusion, Invisible, Berserk, Chicken, Frog, Charm, Sleep, Don't Move, Don't Act, Death Sentence, Lock

-----------------
Starry Heaven
-----------------

Galaxy Stop
Reads the fate of the universe, awing opponents into a state of shock and disbelief.
JP: 800
MP: 0
Speed: 15
Range: All Enemies
Add: Don't Act, Don't Move, Stop

Doomsday Prophecy
Fortells a horrible fate for the opposing forces, which comes true before their eyes.
JP: 900
MP: 0
Speed: 30
Range: All Enemies
Add: Poison, Blind, Silence, Frog, Dead

Glorious Proclamation
Fills allies with great resolve and confidence by declaring their victory is already fortold in the stars.
JP: 1250
MP: 0
Speed: 20
Range: All Allies
Add: Protect, Shel, Haste, Regen

Ill-fated Prediction
Scare enemies by predicting their fall in battle like the fall of a shooting star.
JP: 800
MP: 0
Speed: 15
Range: All Enemies
Add: Chicken, Innocent

Foretold Victory
Inspire allies by allegeding that the alignment of the planets predict a favorable outcome for the skirmish/battle.
JP: 800
MP: 0
Speed: 15
Range: All Allies
Add: Brave+, Faith+

Harmonious Alignment
The Astrologer reads the stars and aligns the heavens to ensure victory.
JP: 1200
MP: 0
Speed: 25
Range: All Allies
Add: +2 PA, +2 MA, Reraise, Reflect

Foreboding Eclipse
The Astrologer twists the celestial bodies in such a way as to eclipse the battlefield.
JP: 1200
MP: 0
Speed: 30
Range: All Enemies
Add: -2 PA, -2 MA, Darkness, Slow

Benefic Planet
The Astrologer calls upon the planetary powers to align, assisting allies.
JP: 800
MP: 0
Speed: 20
Range: All Allies
Add: Positive Status Effect durations don't end.

Malefic Planet
The Astrologer summons the planetary powers to align, afflicting enemies.
JP: 1000
MP: 0
Speed: 20
Range: All Enemies
Add: Dispel

Grand Cross
The Astrologer summons the stars to afflict enemies with a myriad of detriments.
JP: 1300
Speed: 45
Range: All Enemies
Add: Petrify, Darkness, Confusion, Berserk, Frog, Poison, Slow, Sleep

Critical Degree
The Astrologer invokes the Zodiac signs to bring all opponents to their knees.
JP: 1600
MP: 0
Speed: 50
Range: All Enemies
Add: Critical, Dead

Midheaven
The Astrologer consults the Midheaven, assigning many afflictions to all enemies.
JP: 2500
MP: 0
Speed: 30
Add: Don't Act, Don't Move, Stop, Petrify, Confusion, Berserk, Sleep, Darkness, Slow, Chicken, Innocent, Poison, Silence, Frog, Dead, Oil, Charm, Zombie

Constellation Shift
The Astrologer focuses his power on the stars, shifting and moving the celestial bodies to disrupt demonic power.
JP: ---
MP: 0
Speed: Now
Range: All Non-Human Enemies
Add: Death Sentence, Dead, Stop, Petrify

-----------
Reaction Abilities
-----------

Random Prediction
The Astrologer makes a quick calculation about the fate of the attacker and assigns them a random status.
JP: 440
Trigger: HP Damage
Add: Protect, Shell, Haste, Regen, Reraise, Slow, Poison, Blind, Stop, Don't Act, Don't Move, Petrify, Dead

----------
Support Abilities
----------

Equip Book
Allows the equipment of a book weapon regardless of class.
JP: 500

-------------
Movement Abilities
-------------

N/A

Posted by: Hamedo 15th June 2006 12:07
Very good, Kablizzy!

Shotgunnova would love that class. He is addicted to status effects. wink.gif

Posted by: Shotgunnova 15th June 2006 12:56
Yeah, but it's secret GM mechanics knowledge for me! Eep! :x

---

Hehe, since we're doing Astrologer, I'll roll the dice, too, and see how far I can get without signficant similarities.

Astrologer
"His text is the skyt, and his wide-ranging skills reach all who stand under it."

Equip: Stick, Book, Rods, Hats, Mage Hats, Robes, Light Armor
Inherent: Move-Find
Inherent: Cannot use 'Render' skills in daylight.

---

Render --[Astrologer command. Attacks enemies wherever they hide."]

Skill: Galaxy Stop
"Constellations coalesce and flare, frightening enemies below."
MP: 0
Speed: 50
Add: Stop, Don't Move, Don't Act
Note: Enemies under roof/bridge panels not affected.

Skill: Diagnostic Tremor
"The pull of nearby planets ruptures gravitational hold."
MP: 0
Speed: 45
Add: Stop, Confuse, Float
Note: Enemies under roof/bridge panels not affected.

Skill: Desertification
"As stars near closer to the planet, plants and water diminish."
MP: 10
Speed: 45
Add: Oil, Gravitational damage (1/4 current HP)
Add: Water/plant panels become Sand.

Skill: Unholy Beacon
"Disasterous star-signs fade out and traverse the skies, horrifying watchers."
MP: 15
Speed: 45
Add: Blind, Disarm Weapon (10%); Stop, Don't Move (Monsters only)
Add: Currently dead characters revived as undead, to full HP

Skill: Daydream
"Permanent daylight messes with enemies sleep schedules and attack routines."
MP: 20
Speed: 40
Add: Sleep, Confuse, ATTACK command success -40% (five turns)
Can only be used once per battle.

Skill: Moon Light
"The moon rumbles and cracks apart, darkening the battlefield further than usual."
MP: 30
Speed: 40
Add: Blind, ATTACK commands miss (latter: all characters)
Add: MP-using spells fail (50%, all characters)

Skill: Treason
"The light of Jupiter diminishes, signaling a traitor amidst the enemy."
MP: 35
Speed: 50
Add: Charm (100% when applicable, two enemies); WP -1 on all (rest of battle)

Skill: Dist Dims
"As asteroids enter the atmosphere, all light red with flame."
MP: 50
Speed: 35
Add: Fire Damage +200%
Add: MP Usage x 2
Add: 'Lock' on all skills that use the heavens (including Astrologer)

Skill: Gallows Elevator
"Magnetic fields crackle, digging up pieces of earth in their wake."
Speed: 50
Add: Random panels are elevated and lowered (10)
Add: Electrical damage on any enemies on said panels
Add: Inflicts 'Dead' to anyone Lightning-weak.

Skill: Sol Flare
"The ground splits as the sunlight increases, and lava spews via earthen pipeplines."
Speed: 43
Add: Lava panels (10)
Add: Inflict 'Dead' to any enemies on said panels.
Add: Fire Damage +50%
Add: 'Oil' to all enemies.

Skill: Twist Comet
"A comet bombards earth from the galaxy's darkest corner."
MP: 75
Speed: 30
Add: Wind Damage doubles
Add: Inflicts 'Dead' to anyone with Float status.
Add: Inflicts 'Dead' to anyone Fire-weak.
Add: Inflicts 'Dead' to anyone Lightning-weak.
Add: Astrologer's HP --> 1

-----------------------------------
REACTION ABILITIES
-----------------------------------

Devil Marker (750 JP)
When attacked by an enemy with a status effect, status effect's duration is doubled and, damage taken from status effect (when applicable) doubles.

Nightlight (250 JP)
Whenever attacked in daylight, there is a %15 chance that nighttime will come instantly, allowing spell use. If Nightlight triggers in the nighttime (one-time-only), Render skills' speed +5, MP cost -10.

Intervention
Planetary light is truly wondrous -- when a sitck is equipped an attack is dodged (mark: Guard, No Effect), counter that enemy with the stick and inflict 'Dead' if an elemental weakness is present. If 'Dead' is guarded against, reaction ability does not trigger.

------------------------
SUPPORT ABILITIES
------------------------

Rememberance
[i]Whenever an Astrologer inflicts a status effect on the enemy or ally (including positive), s/he becomes immune to that status effect.


--------------------------
MOVEMENT ABILITIES
--------------------------

Faithful Teacher
After taking 20 steps in battle and two successful spells, the Astrologer gains auto-Regen for his tireless effort.

Posted by: Jarakai 22nd June 2006 21:22
I gave this abit of thought and i would have to say mine would be the...

(NOTE: This is different from Marquis Elmdors little friends)

Assasin

Mercenary hired to kill

Prequistes- Lv. 5 Ninja + Lv. 5 Oracle + Lv. 6 Squire

Action Ability- Necro Blade- Silencer (Silences and damages target)
Nightmare Flash (Blinds and inflicts dont move)
Gash (Adds: Dont Act)
Viper Strike (Poisons and damages target)
Throat Cut (Adds: Death Sentance and damage)
Eviscerate (Instantly kills target)

Reaction Abilities- Cloak (turns invisible after being attacked)
Hamedo (Attack before being attacked)

Support Abilities- Two Swords (use two weapons at one time)
One Hand (Use any two-handed weapon regardless of class + only
used with one hand)

Movement Abilities- Any height (Lancer ability)
Move-Gil UP (gain gil equal to twice Assasins HP with every step)

Equipment- Head = Hat
Body = Clothes, Robes, and Armor
Shields = N/A
Weapons = Knives,Daggers,Swords,Katana, and Crossbows
(Axes with One Hand Ability)

Posted by: Fuzzypickles 23rd June 2006 12:09
Quote (Jarakai @ 22nd June 2006 21:22)
Assasin

Mercenary hired to kill

Prequistes- Lv. 5 Ninja + Lv. 5 Oracle + Lv. 6 Squire

Action Ability- Necro Blade-  Silencer (Silences and damages target)
                                                        Nightmare Flash (Blinds and inflicts dont move)
                                                        Gash (Adds: Dont Act)
                                                        Viper Strike (Poisons and damages target)
                                                        Throat Cut (Adds: Death Sentance and damage)
                                                        Eviscerate (Instantly kills target)

Reaction Abilities- Cloak (turns invisible after being attacked)
                            Hamedo (Attack before being attacked)

Support Abilities- Two Swords (use two weapons at one time)
                            One Hand (Use any two-handed weapon regardless of class + only     
                                              used with one hand)

Movement Abilities- Any height (Lancer ability)
                                Move-Gil UP (gain gil equal to twice Assasins HP with every step)

Equipment- Head = Hat
                              Body = Clothes, Robes, and Armor
                              Shields = N/A
                              Weapons = Knives,Daggers,Swords,Katana, and Crossbows
                                                  (Axes with One Hand Ability)

Hrm. A few comments. Why would you bother with anything besides Eviscerate? We don't know formulas, but does it have a lower success rate? Also, are these skills Faith dependant?

Also, I'm fairly sure One Hand is entirely useless. The only use I can think of it is to give an Archer a shield as well as a longbow. For other classes with two-handed weapons you would have to give them Two Swords or Equip Shield to use the extra hand. Since One Hand uses up the support slot, these aren't options. Does the class have Innate: Two Swords and/or One Hand?

Either way, I can't say I like the originality of this class. wink.gif The only RSM abilities not taken from other classes are Move-Gil UP and One Hand. The ability set reminds me of FFT:A's Assassin, and I also am curious about success rates of those actions. Either they're too successful and it's broken, or they're too inaccurate and useless.

Posted by: Zodiac 23rd June 2006 13:20
This one has been sitting for months and I’m finally posting it because I finally found a name for it although it’s not exactly the one I wished for.
I think I started this in February and updated it sometimes until now.
Well enjoy because I gave a lot of effort into it. tongue.gif

I’m sorry if anything sounds weird (grammar or sentence structure); I was in a hurry to make the last changes.

Job name: Celestial Warrior
Description: People who can withstand any type of sword fighting style. They use blade weapons to slice around their opponents.

Job Command: Unknown Art
Description: Celestial Warrior Job command. Uses knife, preferably katana, dual wielded to use mysterious techniques with mythical powers.

Job requirements: Level 6 Samurai, Level 6 Ninja, Level 2 Mime

Available equipment:
Hands: Katana, Ninja Swords, Knifes, Swords
Head: Hats
Body: Clothes
Accessory: Ribbons, rings, perfumes (women only)

Inherent: Two swords, Two hands.

Movement: 4
Jump: 4

Stats:
HP: Normal
MP: +
PA: -
MA: +
SP: ++

Stat Growth
HP: -
MP: ++
PA: +
MA: Normal
SP: +


Unknown Art

Action Abilities

Suppeku (450JP)

Charge Time: Now
MP Cost: 0
Effect: 1
Range: Auto
Description: Sacrifice self to evade a death even worse.
Effects: Damage = Max HP, brave +10, raises dying count to 5 instead of 3.

Cross lovers (600JP)

Physical & Magical
Charge Time: Now
MP Cost: 25 each
Effect: 1
Range: 5
Vertical: 2
Description: The two Celestial Warrior will strike the enemy at the same time on the same enemy, and then switch places.
Effects: Resets both Celestial Warrior’s CT count to 0. % to Hit = 100
(C1W1 + C2W1) * ((C1PA + C2PA)/2) * (C1Brave + C2Brave) / 100 = Damage 1 (Physical)
(C1W1 + C2W1) * ((C1MA + C2MA)/2) * (C1Faith + C2Faith) / 100 = Damage 2 (Magical)

Notes: One of the Celestial Warrior has to be a male and the other a female.
Two knifes/swords (knifes, katana, ninja swords, swords) must be worn by each Celestial Warrior in order to perform the action. They must also be from the same distance from the enemy (as if you would want to mimic something on the same target with a mime)
Damage is affected by the zodiac compatibility of the other Celestial Warrior and not from the target.
Only the currently used character needs to have learned the skill

Windslasher (500JP)

Magical
Charge Time: Now
MP Cost: 60
Effect: 1
Range: 2 only
Vertical: 4
Description: Cut through a foe at light speed.
Effects: Wind Elemental, Damage = (WP1 + WP2)*(PA+MA/2), Hit % = 100

Notes: The Celestial Warrior will cut through its foe, thus getting on the opposite side. Terrain may prevent the action making it a limited skill to use. The unit has to be between the targeted square and the caster. Two knifes must be equipped in order to perform the action.

Sword Dance (750JP)

Physical
Charge Time: Now
MP Cost: 45
Effect: 2
Range: Auto
Vertical: 2
Description: Cut everything through a whirlwind dance.
Effects: ((WP1 + WP2)*((PA*2+MA)/3))/8 = Damage
This technique hits every target in range three-five times each. Every physical evasion factor is considered (natural evasion, shield, mantle, etc.) even if targets are not looking at the right direction.
Notes: At least one blade weapon must be equipped in order to perform action. This is considered as a physical attack so status effects may happen much more often.


Reaction abilities

Deflect (250JP)
Description: Use knifes to deflect projectiles or magic.
Trigger: Throw stone, Throw (command), Reflectable magic, bullets.
Notes: Deflects thrown weapons/stones/magic/bullets in the same direction of the attacker. It works the same way as reflecting a spell, but on the opposite side.
Must have a shield or a blade weapon equipped.
120 – ((100 – WP1 evasion rate/Shield physical evasion rate) * (100 - WP2 evasion rate/Shield physical evasion rate) / 100 = Chance in % to deflect projectile. If deflection fails, the attack can still be dodged/blocked with a shield.

Sense Breaker (400JP)
Randomly targets sensorial parts as a counterattack to limit its foe’s capabilities.
Trigger: HP damage
Effect: Add: Don’t act/Don’t move/Darkness/Silence (60%)
Damage is cut in four. Double Strike makes a great combo with this.

Copy cat (1300JP)
Counter with the same action of the user if possible.
Trigger: Reaction ability activation
It will automatically perform the same reaction ability as its opponent if its opponent triggers it. It has 100% chance to occur so brave is not considered here.


Support Abilities

Double Strike (700JP)
A double attack using each weapon two times
Effect: Attack twice with each weapon for 40% of usual damage and doubles the probability to inflict status effects for each hit, also double the critical hit chance. Critical hits knock back chance is also doubled using this ability.
Notes: Works with any weapon except bows/crossbows/guns.

Zanganken (900JP)
Has a low chance to occur that the blade will cut through a mantle/shield/weapon that blocked/evaded the attack, destroying it.
Effect: 25% chance to break a shield/weapon/mantle on each hit if the item caused the attack to miss. Also grants 5% chance to add death on any cutting weapon. Charges increases chances by 5% each to destroy equipment (e.g. Charge+4 will have 45% chance to break equipment on blocking/evasion) and by 1% each to instantly kill the target.
Notes: A Katana must be equipped in order to have effect. It Works the same way as the secret hunt ability.

Magic to Ki (650JP)
HP is consumed in a double amount instead of MP.
Effect: You are able to consume HP even if it will kill you.

Skills UP (1250JP)

This allows using skills at their fullest potential.
Effect: Enables Counter Magic of any spell (such as Flare 2), Miming of any ability (such as Magic Barrier) with Mimic & Copy Cat. Enables any spell to be learned via "blue magic".
Notes: The mime class will inherent this ability as soon as it is learned.


Movement abilities

Move Crit-Up (200JP)
Increases the chance to perform a critical hit each time you move.
Effect: Increases critical chance by 1% each time you move, 1% more chance of knock back with a critical hit. It can go up to 50% chance of critical Hit and 100% chance of knock backing.
Notes: Effect worn off after battle.

Double Jump (350JP)
This skill allows to double jump, thus jumping from a point to another with agility. It also allows jumping over a target or an obstacle.
Effect: Increases Jump rate by 2 and Move rate by 1. It reduces height difference from 3 to 2 to jump over obstacles.


Total JP required to master = 8300JP

Posted by: Hamedo 23rd June 2006 15:19
Knight Templar

A warrior who's strength lies in his faith

Abilities: Heavens Gift


Blessing
JP: 100
MP: 15
Range: n/a
Effect: Casts Regen on all allies on battlefield with Faith of 20 or higher.


Prayer
JP: 150
MP: 15
Range: n/a
Effect: Casts Cure2 on all allies with Faith of 50 or higher.


Holy Breeze
JP: 300
MP: 75
Range: n/a
Effect: Erases all status effects on all participants on battlefield, both magic induced and equipment induced.


Unselfish Sacrifice
JP: 300
MP: 50
Range: n/a
Effect: The Templar's HP reduces to one, while the target is revived with the amount of HP the Templar had prior to using Unselfish Sacrifice. Will not work if target has under 50 Faith.


Denounce Foe
JP: 100
MP: 15
Range: 6
Effect: Target gains 5 Faith, loses 5 Brave.


Plea of Gideon
JP: 300
MP: 75
Range: n/a
Effect: All allies gain 5 Strength, but only if their Faith is under 50. One use per battle.


Guided Strike
JP: 150
MP: 20
Range: 1
Effect: Regular attack that cannot be blocked or evaded.


Witness
JP: 200
MP: 35
Range: 6
Effect: Target gains 50 Faith, and loses half of remaining MP.


Miracle
JP: 3000
MP: 300
Range: n/a
Effect: Resets the battle to the beginning. One use per battle.


God Hand
JP: 1000
MP: 150
Range: 6
Effect: One panel is stricken with massive Holy damage and has a 50% chance of being Petrified.



Support Abilities


Shared Hardship
JP: 300
Effect: Any physical damage to the Templar is reduced to 50%. The remaining 50% is dispersed to a random ally.


The Carpenters Cup
JP: 200
Effect: When standing in water, the Templar gains +2 Strength and all damage is reduced 15%.


My Sword is My Shield
JP: 500
Effect: Similar to Blade Grasp. The Templar can block any physical attack with his weapon, with the success rate equal to his % of Faith, not Brave.


Reaction Abilities


Alms
JP: 500
Effect: When attacked physically, there is a 30% chance that the Templar will lose the amount in gil, not HP.


Divine Shield
JP: 400
Effect: When succesfully attacked, the Templar gains +1 evade.


Movement Abilities


Footsteps of Jehovah
JP: 200
Effect: The Templar gains 5% HP every panel that he moves.


Inherint Traits and Equipment


Head: Helmets
Body: Armor
Shields: None
Weapons: Knight Swords
Accessories: Gauntlets and Mantles only


Inherint Two Hands in constant use.


user posted image













Posted by: ZEROMUS 23rd June 2006 19:51
Angel knight

Deleted profile by accident, so i'll do a brief summary. i'll post it in full when i can be bothered. happy.gif

His father was an angel, so he has wings, can use fly command, which is stronger than kains jump, but costs MP

He has heavenly arts, which can only be used by angels, so...
here they are.

Call of excalibur: Doubles partys attack power, decreases partys defence

Ultimate Sacrifice: Angel knight dies instead of another party member

Miracle sacrifice: Angel knight dies instead of party, Partys restored to full health, Angel Knight cannot be revived for rest of battle.

Reinforcements from above: Sacrifice three turns of not attacking with melee combat to summon angels from above to reduce Foes MP to 0, does tremendous damage.

Now for the weapons he can use:

Wing sabers: A traditional Angel weapon used by his father long ago, attach them to wings to attack with his wings, deals a bit of damage (starter weapon)

Excalibur 99: Believed to be the strongest sword in heaven, Made by God himself,
Deals holy damage using MP.

Feather claws: Made from angel feathers, these claws are said to pierce the strongest metals, Deals decent Melee damage.

Mach wings: An improvement in his wings. Now the command fly changes to skydive, which deals holy damage and casts stop on foe.

Accursed claws: Claws made in the bowels of hell, Deals tremendous melee damage, but you hurt yourself when attacking with them. Deals 0 damage when one of your party members has the status effect 'zombie'

Sword of the sanctuary: Strongest sword for angel knight, Made from the waters of heaven, this swords holy power is unmatched, deals tremendous holy damage, heals entire party on contact.

Well, thats all for now, gimme a call:phone: if u want more from the angel tongue.gif knight tongue.gif

Posted by: Jarakai 23rd June 2006 20:49
Quote
Hrm. A few comments. Why would you bother with anything besides Eviscerate? We don't know formulas, but does it have a lower success rate? Also, are these skills Faith dependant?

Also, I'm fairly sure One Hand is entirely useless. The only use I can think of it is to give an Archer a shield as well as a longbow. For other classes with two-handed weapons you would have to give them Two Swords or Equip Shield to use the extra hand. Since One Hand uses up the support slot, these aren't options. Does the class have Innate: Two Swords and/or One Hand?

Either way, I can't say I like the originality of this class. wink.gif The only RSM abilities not taken from other classes are Move-Gil UP and One Hand. The ability set reminds me of FFT:A's Assassin, and I also am curious about success rates of those actions. Either they're too successful and it's broken, or they're too inaccurate and useless


To reply,I am new to theese boards so please excuse any,err...holes, in my post.
But to answer your qustions...

1) Eviscerate would be an "act now" ability but would have the same effect as th wizard spell "Death" not Agrias's "Crush Punch" Style of dead. And it would have a lower hit rate, (ex. Using weapon break from the front of a unit) somewhere around 27 to 37%.

2) Yes, theese skills would be faith dependant

3) To address the One-Hand quiree, this would allow any class to use a two handed weapon, (even archer) with a bonus of it being turned into a one-handed weapon. This is pretty much just the squire's "Equip Axe" skill with the bonus of turning it into a one-handed weapon. And yes it is Innate.

4) The success rate of the action abilities would be something like this...

Silencer- 70-80%
Nightmare Flash - 70-80%
Gash - 50-65%
Viper Strike - 70-80%
Throat Cut - 30-50%
Eviscerate - 27-37%


I hope that is sufficient smile.gif

Posted by: Griff Morivan 26th June 2006 04:52
Class : Sniper
Primary Skill : Long Shot
Requirements : Archer 8 - Knight 8 - Mediator 6
Weapons : Guns, Crossbow.
Head : Hats
Chest : Light Armor, Robes
Shield : N/A
Inherent : 1.5 damage with guns.
Inherent : Can not Move and use 'Long Shot' skills in the same turn.

Action Ability - Long Shot
Scalp Shot (300jp) Break Helmet
Chest Shot (350jp) Break Armor
Arm Shot (400jp) Break Shield
Hand Shot (500jp) Break Weapon
Snipe Chest (200jp) Don't Act
Snipe Back (200jp) Don't Move
Snipe Neck (500jp) Stop
Straight Aim (600jp) Double Accuracy for three turns.
High Aim (900jp) 1.5 times Accuracy for every full height greater than target.

Reaction Abilities
High Awareness (700jp) Causes 'Straight Aim'

Support Abilities
Hard Shots (800jp) Special rounds with Gun weapons.

Movement Abilities
Running Shot (2000jp) Allows movement and 'Long Shot' in same turn.

Posted by: Fuzzypickles 26th June 2006 17:36
Class : Beastmaster
Primary Skill : Tame
Requirements : Mediator 4, Geomancer 4
Equipment : Axes, Flails, Shields, Hats, Clothes.
Inherent : Martial Arts, Monster Mastery (see Support Skills), Monster Talk, Train

Action Abilities
Tame:
Adds Invite. Target must be a monster.
Success: PA + 35
Range: 3, 2V
JP: 100

Calm:
Resets CT to 0. Target must be a monster.
Success: PA + 50
Range: 3, 2V
JP: 200

Weaken:
Lowers PA and MA by 3. Target must be a monster.
Success: PA + 55
Range: 2, 2V
JP: 350

Intimidate:
Lowers Brave by 25. Target must be a monster.
Success: PA + 80
Range: 3, 2V
Effect: 2
JP: 400

Encourage:
Raises Brave by 10. Target must be a monster.
Success: PA + 80
Range: 3, 2V
JP: 300

Treat:
Heals target (PA * 10). Raises Speed by 1. Target must be a monster.
Success: 100
Range: 2, 2V
JP: 300

Reaction Abilities
Animal Cruelty:
Lowers attacker's Brave by 10. Attacker must be a monster.
Br% Chance to activate.
Range: Infinite
JP: 200

Support Abilities
Monster Mastery:
Similar to Monster Skill, but works up to 3 spaces (2 vertical) away.
JP: 250

Movement Abilities
Stepping Stone:
Allows allied units to use you as a stepping stone.
JP: 300

Posted by: Nytecrawla 26th June 2006 22:22
Class: Flame Weaver
"A warrior who controls the element of Fire with his will."

Requirements: Black Mage 6, Time Mage 6, Oracle 4, Samurai 4

Primary Skill: Flame Strike
"Uses the powers of the elemental fire to destroy enemies."

Equipment: Swords, Knives, Hammers, Hats, Robes, Clothes

Inherent Abilities:
Short Charge, Teleport, Meatbone Slash, Flame Wheel (see reactionary ability)

Action Abilities:

Hand of Ifrit: Uses weapon to cause melee damage, adds the 'Flame' effect (causes target to be engulfed in flames, dropping HP per turn)

JP: 250

Rite of Passage: Makes allies immune to fire effects for a short time.

JP: 400 MP:25

Slash of the Devils Claw: A flame elemental attack dealing massive damage and causing targets to be afflicted with 'Zombie'.

JP: 350

Dance of the Dragon: Summons small bombs to attack target, culminating with a triple melee attack from the caster.

JP: 350 MP:20

Ifrit's Gaze: Attacks with flame elemental, using multiple 'Fire 2' spells and culminating with a 'Fire 4' spell.

JP: 700 MP:75

Flame Star: Physical attack that inflicts negative status.

JP:450
Status Effects: Flame, Slow, Stop, Zombie, Oil, Blind, Confuse

Purifying Flames: Uses fearie fire to heal self and immediate allies.

JP:450 MP:15

Reaction Abilities:

Flame Wheel: Causes all damage to be dealt to any flame based enemies in the battle. If none available, halves damage to self.

JP: 500

Fire Shield: Creates a shield of flame in front of self that takes 1/2 of max HP for damage.

JP: 350

Support Abilities:

Ifrit's Blessing: Absorbs all fire based damage as MP.

JP: 450

Flame Walker: Enables use of Fire based black magic spells as a third action command.

JP: 1200

Movement Abilities:

Scorched Earth: Leaves a blazing trail in your wake.

JP: 300


Note the movement ability. It is usable by other classes only, not by the Flame Weaver, as this class has inherent teleport and does not leave a trail(I.E. does not step on the ground when moving). Also, I tried to mix physical and magical evenly, shooting for a type of versatility that isn't found in too many other classes. I would expect this class to have high MA, MP, and SP growth, Average HP, and PA growth and little to no mobility growth.

Posted by: kai9d9 27th June 2006 21:19
heavenly knight
A being who was selected by god to restore justice to the world
Job command:Justice sword

heaven bomb 100 jp: a white explosive that causes mp damage
heaven sword 100 jp: heals an allies hp to maximum
heaven lightning 100 jp: decreases and enemies faith
heaven thunder 100 jp: decreases and enemies brave
heaven fire 250 jp: casts a wreakless fire on the target
heaven water 250 jp: casts a devestating amount of water on the target
heaven ice 250 jp: cast a huge amount of hail on the target
heaven wind 250 jp: casts a larges amount of powerful wind on the target
heaven tornado 500 jp: casts a powerful tornado on all enemies
heaven earthquake 500jp: casts a devestating earthquake on all enemies
heaven volcano 500jp : cast a large amount of lava on all enemies
heaven meteor 500jp : cast a large meteor on all enemies
heaven hurricane 500jp : casts a devestating amount of winds on the enemies
heaven tsunami 500jp : casts a large amount of water on all foes
heaven typhoon 500jp : casts freezing water on all foes
heaven solar storm 9999 jp : kills all enemies

And their you have


Posted by: red_beard_neo 28th June 2006 05:50
Spelunker: The explorer of lost caverns and artifacts. Uses techniques learned underground to battle opponents and hunt treasure.

Requirements: Lv.4 Knight, Lv.4 Monk, Lv.4 Geomancer, Lv.2 Wizard
Equips: Staves, Sticks, Rods, Hammers, Clothes, Robes, Helmets
Oddities: Can only equip helmets (caving requires head protection), Pitch Descent innate

Job Set: Spelunking

Claustrophobic (250 JP): Enemies are muddled by intense fear of enclosure.
MP: 8
Speed: 34
Range: 2
Effect: 2v2
Adds: Confusion, Don't Move
Accuracy: [CFa/100 * TFa/100 * (MA + 125)]
(example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, accuracy would be [.70 * .75 * (12+125)] = 71% (FFT truncates remainders)

Guano Gun (400 JP): Powdered bat dung can be used as a crude propellant for rocky projectiles, though not without its drawbacks.
MP: 20
Speed: now
Range: 8
Effect: 1
Damage: MA*MA
Accuracy: Same as gun weapon (i.e. 100% except against Blade Grasp)
Other: Adds "Poison" status to attacker

Rabid Bat Attack (500 JP): Enemy is bitten by a rabid bat, with a variety of symptoms.
MP: 25
Speed: 16
Range: 3
Effect: 1
Adds: Berserk, Poison, Slow, Darkness, Silence, Death Sentence
Accuracy: [CFa/100 * TFa/100 * (MA + 125)]
(example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, accuracy would be [.70 * .75 * (12+125)] = 71% (FFT truncates remainders)

Sonic Strike+3 (300 JP, 4 MP)
Sonic Strike+6 (450 JP, 9 MP)
Sonic Strike+8 (600 JP, 18 MP)
Sonic Strike+12 (900 JP, 36 MP): Magic combines with acute hearing to strike the perfect blow.
Other: Sonic Strike uses the MP listed to deliver an unavoidable physical attack with +X added to the weapon's WP, similar to the Archer's Charge command (without the charge time).

Stonecrusher (450 JP): Time spent mining with dwarves has perfected your mighty blow.
MP: 8
Speed: now
Range/effect: weapon
Accuracy: weapon
Other: 100% chance of critical hit when successful, (AT*2)% chance to break a random piece of enemy's equipment, AT+2 after successful attack resolves

Reaction
Cave-In (400 JP): The violence of battle causes rocks to fall around the Spelunker.
Trigger: Physical Damage
Range: 1
Effect: 1v3
Damage: (AT+MA)*5
Other: Blocked as a physical attack; 100% chance of knockback whether or not the attack succeeds

Support
Blindsight (550 JP): Precise vision in all conditions allows greater accuracy in all endeavors.
Effect: Physical and magical attacks have their accuracy increased by (100-success%)/2. e.g. An attack that would normally have a 65% success rate will have it increased by (100-65)/2= 17 (rounded down) to 82%. Does not affect BREAK or STEAL accuracy.

Equip Blunt (600 JP): Allows the character to equip a staff, stick, rod, or hammer, regardless of Job Class.

Secret Hunt2 (1500 JP): Allows you to "poach" the pelts of monsters you've killed. Once poached, you can take them to fur shops where they'll be made into the rarer of two items.

Movement
Move-Find Item2 (1500 JP): Allows the character to find hidden items on the destination panel. Always finds the rarer of two treasures.

Pitch Descent (220 JP): Character can fall from any height without taking damage.
Other: Innate in Spelunker class. Only affects accidental falling, does not affect vertical movement range.

Posted by: Hamedo 26th September 2006 17:53
This is too good a thread to be forgotten.

I've been inspired recently to do another Archer variant for FFT. My goal with this character setup is to take the Archer class out of a supporting role and make it one of the team's heavy hitters.

Hope you enjoy my brainstorm. smile.gif




Bow Master user posted image

In all Ivalice, this archer stands alone as the greatest champion of the bow.



Abilities: Deadly Art


Into the Breach
JP: 350
Range: 8
Effect: The Master is able to hit the one chink in the armor, no matter how small the opening. A weak attack that bypasses all evasive skills, equipment, and status.

Compound Bow
JP: 400
Range: N/A
Effect: The Master quickly inserts a compound wheel to the bowstring, doubling power but inhibiting accuracy. Affects PA with +5 and decreases accuracy by 20%.

Arc Arrow
JP: 1000
Range: 8
Effect: An arrow is shot heavenwards, where it is struck by lightning as it falls to earth and it's target. 250% damage and additional lightening damage to target, use once per battle. Unavoidable/unblockable, though lightening damage is not immune to lightning resistant equipment.


Flurry
JP: 600
Range: 8
Effect: Three arrows are discharged at the target, each with a seperate accuracy percentage of 80%, 50%, and 30%.


Immobilize
JP: 300
Range: 8
Effect: An arrow strategically placed in the foot yields weak damage and Don't Move status on a target.


Incapacitate
JP: 300
Range: 8
Effect: The Master places a bolt through an opponent's swordarm, rendering it useless for a while. Inflicts Don't Act and weak damage.


Lethal Bolt
JP: 1000
Range: 8
Effect: The Master aims for the spot just behind and slightly under the ear of his opponent, seeking a shot that will kill instantaneously. 10% chance of success.


Dead Eyes
JP: 600
Range: 8 (two directions)
Effect: The Master notches two arrows and lets fly, attempting to hit two seperate targets. 60% chance for both arrows, normal damage if succesful.




Reaction Abilities


Intercept
JP: 600
Effect: Similar to Hamedo, the Master intercepts a physical attack with a quickly drawn and shot arrow. Skill success depends on same stats as Hamedo, and must have a bow equipped.




Support Abilities


Zen Archer
JP: 2000
Effect: Doubles normal attack damage and inflicts Concentrate.




Movement Abilities


Fleet Foot
JP: 2000
Effect: Speed +2, Move +2




Equipment


Weapons: Bows


Head: Hats, Caps


Body: Robes, Clothes


Shield: None


Accessories: All (minus perfume)












Posted by: Jules 28th September 2006 04:48
I'm new here tongue.gif kinda a newbie to FFT but played it respectivly.

Blacksmith-Trained in the art of forging weapons gives him a great advantage in battle, allowing him to use his weapons effectivly.

Weapon:Axe, Mace, Sword, and Dagger
Headgear:All
Armor:Some Heavy armor and clothes
Sheilds:Only low class
Accessory:All

Ability: Weapon Mastery

Perfection:Evens out damage so it stays around the same amount, also deal low amount if the target is missed.

Maximize Limit:Increase Damage to a higher amount.

Bind Weapon:Allows the user to endow a target with a element in battle.

Overcharge:Increases damage by a fixed amount(depending on how much money you have)

Crush:Inflect paralyse status on a enemy in a 1 square range of user.

Gil Buster:Deals damage depending on the money you have.

Weapon Upgrade:Makes all party members deal +10 more damage when physically attacking.

Reaction Abilitys

Breakdown:Has a chance of destorying a enemys weapon.

Heat Protection:Increase resistance to fire property(Good combo with Bind Weapon)

Support Abilitys

Forge Master:Allows user to use Weapon Mastery as any class.

Power Up:Increases Damage +20.

Gil Gain:Gain more gil after the battle.

Move Ability

Move +3

Moving Damage:Deal more damage as you move.


Posted by: Hamedo 28th September 2006 12:08
Nice setup, Jules. I particularly like your idea for "Bind Weapon".

Posted by: LadyArmageddon 28th September 2006 14:21
Rune Master

A Rune Master is a magic user of the highest order, capable of casting forbidden magics as well as conjuring beasts to do their bidding. They have been called Heretics by other magic users because they hold no fealty to anyone and are totally neutral. However, when one decides to join one side or the other, the tide is instanty turned to the side they joined. Rune Masters are not to be trifled with. They are generally male, but when a female Rune Master is born, she is considered to be such a rarity that ever her kind fear her.


Equipment - Stardust Crown (High Defense, plus immune to all negative statuses)
Mail of Uranus (All magics cast upon wearer are absprbed as MP)
Catastroph's Gauntlets (Doubles the strength of all spells)
Shield of Apollo (High defense, plus casts Protect and Barrier on user)

Weapons - Sword of Maedhros (Extremely high offense and accuracy)
Staff of Melesta (Extremely high magic offense, plus casts Ultima on
an off-chance)


Spells - All spells are based on items in inventory. However a Rune Master also has four spells that are unique to them and these are:

Oblivion Flame - High fire damage, plus has the off-chance of killing any and all targets.

Maelstrom - High water and wind damage that also confuses enemies.

Sundering Earth - High Earth damage to all targets and has the off-chance of petrification of an enemy.

Hammer of the Gods - Massive Lightning damage and has the off-chance of sending all targets into a seizure slowly draining them of HP.

It should be noted that the above spells use the Rune Master's HP in order to cast.

Skills - Metaheal (Heals all party members to full capacity at the cost of casters own life)
Darkburst (Blinds all enemies)
Runic (Uses enemy spells to restore party's MP)
Elemental Dischord (makes all elemental enemies susceptible to their own
element)

Physical Skills - Circle Slash (Slashes all surrounding opponents - sword only)
Holy Diver (Creates a vortex with the staff and dive-bombs a
random enemy for moderate physical damage.)
Faust (Massive physical damage to one enemy, but leaves Rune Master with one HP - sword only)
Ixion's Rise (Uses the staff to cause multiple hit damage on large enemies)

Weaknesses - Weak against chaos-type enemies and are susceptible to all attacks due to low agility. They also have little tolerance for heat or cold, so fire and ice magics are a sure fire way to get them to not like you. The only way you can get one to join your party is to best them in one-on-one battle. They make formidable opponents, but as allies they are irreplacable.

Story Example - A female Rune Master is wandering around near the last floor of the Final Dungeon. Her name is Linaen Vandril. She challenges you to a duel. Upon facing her, you haven't ever faced aything like her, but you perservere and she joins you. She tells you of her people and that her class is unique to those born into it. When she joins you, you gain the ability to cast high level black magics. Her armor and weapons are unique to her and have high defense and offense respectively, but are prone to make her HP drain more quickly with each spell cast.

Rune Masters are the ultimate living breathing double-edged sword. For as much good as they are capable of providing others, they harm themselves just as equally. Healing items are useless on them, for they know their fate. To revive one would take more than a Phoenix Down, it would take a miracle.

Posted by: laszlow 28th September 2006 14:41
One word, LadyArmageddon: BROKEN. You've obviously put some thought into this, but this thing has no weaknesses, no shortcomings, and has a moveset and equipset that's way too unbalanced. Sure, there are a ton of "cool" abilities, but I feel that your Rune Master's overpoweredness is unrealistic, and thus poorly-designed.

Posted by: Hamedo 28th September 2006 14:51
I'm curious for your thoughts on my Bow Master setup, Lasz.

Posted by: MagitekDragon317 29th September 2006 17:04
I saw a topic similar to this on another forum site I'm a member of. I'll describe that same class to you guys:

Blademaster- A warrior that has mastered the use of several blade styles with control over the elements
Special Character Class (takes place of Squire) (me-Draco Moondragon (game name))
Abilities-
Action- Same as Samurai, Holy Swordsman, and Geomancer
Reaction- Power Drive 300 jp: Blocks the attack and boosts attack power by the attacker's
Support- Two Swords: same as Ninja
Movement- Teleport: same as Time Mage
Auto Two Swords
Can use any sword, katana, or ninja blade
Can equip any armor type

Posted by: laszlow 29th September 2006 17:19
Quote (Hamedo @ 28th September 2006 09:51)
I'm curious for your thoughts on my Bow Master setup, Lasz.

You seem to understand balancing powerful skills with drawbacks, Hamedo, and that's absolutely the right thing to do; even some of the more unbalancing skills (Zen Archer comes to mind) have a prohibitively massive AP cost, which is good. Your Bow Master has some really intriguing skills, and would certainly be a hell of a lot more useful than Archers, who I never use.

My one question is the 8 range for most of the action skills. Bow range is dependent on relative height and the bow itself. Does the eight range make sense if the Bow Master is aiming for a unit eight squares away on top of a mountain ten squares higher than the Bow Master? That range would probably make sense for Arc Arrow, but I dunno for the rest of them. It's your call, though.

And MagitekDragoon317, see my comments for LadyArmageddon's Rune Master. Yours suffers from the same problems.

Posted by: MagitekDragon317 30th September 2006 05:06
I see your point, laszlow. Do you have any suggestions to make my Blademaster seem more realistic?

Posted by: laszlow 30th September 2006 11:45
Quote (MagitekDragon317 @ 30th September 2006 00:06)
I see your point, laszlow. Do you have any suggestions to make my Blademaster seem more realistic?

Well, the main problem I see is with the Action set. Combining Draw Out, All Swordskill, and Elemental is ridiculous. My recommendation is to create a new one that either has original moves or combines a few from a number of different classes. I'm not sure how if at all unbalanced your Reaction skill is, because I don't really understand what you mean.

Also, Teleport and Two Swords need to stay with the Time Mage and Ninja. Give him his own Support and Movement abilities, or none at all. It's probably okay to give him auto-Two Swords, though, especially if Ninja is a prerequisite.

And I don't like being able to equip any armor and so many weapons. That kind of equipset needs to be reserved to Orlandu and Ramza (who I think are the only two characters that can equip armor, robes, and clothes). Maybe take out one of the equippable armor types.

But yeah, if you're using this for an RP or something and the DM is allowing you to have it, then leave it as it is for the RP - no sense in making it weaker. Still, something with such a broken moveset shows poor game design sense, so I'd change it around a little.

Posted by: Eric 30th September 2006 17:57
Forge
Using a combo of magic and skill, the Forge can create items and improve equiptment. The Forge uses hats, clothes, and hammers. A good combo with the Cemist, and a godsend for Samurai.

Command Set - Forge

Forge Weapon - Once selected a list of the weapons that have been held in the party's invantory before appers, the player selects one. Then a sacrifice, the user then selects the amount of MP and/or HP they want to use in the prossess, HP improving the success more then MP. After that the Forge enters "Forging" status, similar to casting or singing/dancing, for a period of turns that the player selects. The Forge must be protected for this period of time as any damage, even 0 damage will ruin the Craft. Then depending on how rare the weapon is, how many MP/HP were put into the prossess, and how many turns were sacrificed, the weapon will be created and placed in the invantory.

Forge Shield - Same prossess as "Forge Weapon". Used to make Shields.

Forge Helm - Same prossess as "Forge Weapon". Used to make Helms and Hats.

Forge Armor - Same prossess as "Forge Weapon". Used to make Clothes, Robes, and Armor.

Forge Accessory - Same prossess as "Forge Weapon". Used to make Shoes, gloves, ext.

Forge Projectile - Same prossess as "Forge Weapon". Used to make Element Balls and Shuriken.

Refine Weapon - With a range of 1 and 30mp used this ability doubles the stats of the weapon on an another for 3 turns. Also doubles the rate that the weapons special effect kicks in, if any.

Refine Helm - Same as "Refine Weapon".

Refine Armor - Same as "Refine Weapon".

Refine Shield - Same as "Refine Weapon".

Reaction Set

Weak Points - If the Forge receives HP damage and the enemy is in range, a "Weak Point" status is placed on the enemy. The status makes it so that the next item of equiptment (armor and weapon only) the enemey uses will break. In other words once the enemy gets "Weak Point" one of two things will happen, the enemy will be hit with a physical attack and the armor, helm, or shield (random) of the enemy will break (all three if the hit is a critical hit), or the enemy will attack physicaly and their weapon will break. Both effects will not happen together if the weapon breaks, the armor won't, get it?

Support Set

N/A

Movement Set

N/A

Posted by: MagitekDragon317 10th October 2006 04:01
Quote (laszlow @ 30th September 2006 11:45)
Quote (MagitekDragon317 @ 30th September 2006 00:06)
I see your point, laszlow. Do you have any suggestions to make my Blademaster seem more realistic?

Well, the main problem I see is with the Action set. Combining Draw Out, All Swordskill, and Elemental is ridiculous. My recommendation is to create a new one that either has original moves or combines a few from a number of different classes. I'm not sure how if at all unbalanced your Reaction skill is, because I don't really understand what you mean.

Also, Teleport and Two Swords need to stay with the Time Mage and Ninja. Give him his own Support and Movement abilities, or none at all. It's probably okay to give him auto-Two Swords, though, especially if Ninja is a prerequisite.

And I don't like being able to equip any armor and so many weapons. That kind of equipset needs to be reserved to Orlandu and Ramza (who I think are the only two characters that can equip armor, robes, and clothes). Maybe take out one of the equippable armor types.

But yeah, if you're using this for an RP or something and the DM is allowing you to have it, then leave it as it is for the RP - no sense in making it weaker. Still, something with such a broken moveset shows poor game design sense, so I'd change it around a little.

I see what you're getting at, lasz. I think I have an idea as to how I could improve this class of mine, the Blademaster!


Prerequisite- Lv 3 Ninja, Lv 3 Samurai, Lv 3 Geomancer
Information- A warrior with skill in many different sword styles. He has mastered the art of the blade. Strikes down enemies with "Blade Mastery," a combination of Holy Sword, Dark Sword, and various elemental blade techniques. Auto Two Swords, Equip Robes, Weapon Set: Knight Swords and Katanas (I kinda wanted to keep the martial arts kind of look)

New Techs (Holy and Dark Swords half of normal jp cost):
Magma Blade- 250jp- Adds fire element to weapon and swings the flame in a range of 3 spaces and height of 3h. Hits all enemies in this range.

Glacier Blade- 250jp- same as Magma Blade, except ice elemental.

Storm Blade- 250jp- lightning version of above

Tidal Blade- 250jp- water version of above

Gaia Blade- 250jp- earth version of above

Bluster Blade- 250jp- wind version of above

Reaction:
Power Drive- 300jp- Evades physical attack and increases attack power by the attackers' physical attack strength

Support:
Equip All Blades- 1200jp- allows user to equip any knight sword or katana

Movement:
Mind Warp- 800jp- very similar to Time Mage "Teleport," but with a higher success rate

All action techniques based on average of character's overall physcal and magic attack strength.

Extremely high attack and HP, very high magic and MP, high defense and magic defense
Base Speed: 9
Base Move: 6

I hope this makes my Blademaster seem more realistic. What do think, lasz? More balanced for ya? I decided to take out the entire Samurai ability set and gave it a modified "Elemental." Also, I put the "Power Drive" into a little more detail. I changed the Support to one that's unique to the class, but it's not as powerful as first described. The movement is almost the same. I also changed the armor set to strictly robes. I made the Action techniques base their damage off of the average of that character's physical and magical attack strength. Finally, It's high move and speed stats are to reflect on the superiority over the ninja class. Please, give me your thoughts on this mighty modification!

Posted by: Auragaea 10th October 2006 21:43
Synergist
A warrior that amplifies the power of spells through item combination.

Equips
Bows, Guns, Hats, Leather Armor

Base Stats
Move- 3::Jump- 4::C-EV%-(P-EV%- 10%, M-EV%-5%)

Lvl. 1 Stats (Male/Female)
HP: 30/28
MP: 7/7
Speed: 5
PA: 4/3
MA: 4/5

Lvl. 49 Stats (Male/Female)
HP: 150/140
MP: 23/24
Speed: 7
PA: 6/4
MA: 6/7

Lvl. 99 Stats (Male/Female)
HP: 275/256
MP: 39/42
Speed: 10
PA: 8/6
MA: 9/11

Active Skills (Synergy)
*Simplify- Changes any AoE spell to a single target spell using a Soft.
MP- 12::SP- 50::Range- 3::Effect- 1
JP: 300

*Expand- Increases the AoE of spells by 1 panel using an Echo Grass.
MP- 33::SP- 12::Range- 2::Effect- 1
JP: 300

*Radiate- Increases a spell's frontal AoE by 1 panel using a Maiden's Kiss.
MP- 21::SP- 12::Range- 2::Effect- 1
JP: 300

*Multifold- Makes a single target spell strike 3 times with half the accuracy using an Eye Drop.
MP- 59::SP- 8::Range- 1::Effect- 1
JP: 750

*Burst- Changes a spell into a powerful single target attack using a Holy Water.
MP- 99::SP- 6::Range- 1::Effect- 1
JP: 750

*Mystify- Changes a spell into something unique using a Remedy. High leveled spells require an Elixir.
MP- 78::SP- 10::Range- 2::Effect- 2v0
JP: 950

Reaction Skills
None

Support Skills
None

Movement Skills
None

**All synergy affects White, Black, Yin Yang, Time, and Summon Magic, as well as Sing and Dance.

Mystify Effects

Cure, Cure 2, Cure 3, Cure 4 -> Exorcise: Medium leveled holy attack.
Raise, Raise 2, Reraise -> Demise: Causes a target to drop dead; low chance.
Regen, Esuna -> Fail...
Protect, Shell, Protect 2, Shell 2, Wall -> Failed Defense: 40% chance to diminish EV% to 0.

Fire, Fire 2, Fire 3, Fire 4 -> Blaze Stirke: Medium leveled fire attack.
Ice, Ice 2, Ice 3, Ice 4 -> Frost Strike: Medium leveled ice attack.
Bolt, Bolt 2, Bolt 3, Bolt 4 ->Shock Strike: Medium leveled thunder attack.
Poison, Frog, Death -> Triumviral: 15% chance of causing Poison and Frog on a target or killing them instantly.

Blind, Silence Song -> Nullify Attack: 40% chance to diminish PA and MA by 1/3.
Life Drain, Spell Absorb, Foxbird -> Fail...
Pray Faith, Doubt Faith -> Betrayed Loyalty: Absorbs 25% of target's faith.
Zombie, Blind Rage, Confusion Song -> Cure 2
Dispel Magic -> Reinforce: Resets all protective spells timers.
Paralyze, Sleep, Petrify -> Nimble: Boosts Move by 1 (10% chance).

Haste, Haste 2 -> Slow
Slow, Slow 2 -> Fail...
Don't Move, Stop -> Nimble: Boosts Move by 1 (10% chance).
Float, Reflect, Quick -> Continuum: Transfers the target to a random panel.
Demi, Demi 2 -> Frog

Moogle, Fairy -> Cure 4
Ifrit, Ramuh, Shiva -> Kujata: A summon beast that attacks with all 3 of the elements.
Titan, Salamander -> Terrato: A volcanic summon beast that attacks with magma.
Golem, Carbunkle -> Fail...
Silf, Lich -> Hecate: A summon who brandishes curses unto all enemies.
Odin, Leviathan -> Alexander: A summon beast that attacks with the power of holy.
Cyclops -> Blind
Zodiac -> Fail...

Holy, Flare, Meteor -> Ultima 2: The ultimate destructive spell.
Bahamut -> Bahamut Zero: The 2nd strongest summon spell.

Angel Song -> Seraph Harmony: Heals more MP than Angel Song.
Life Song -> Vivacity Harmony: Heals more HP than Life Song.
Cheer Song -> Acclamation Harmony: 30% chance of boosting Move and Jump by 1, or decreasing it by 1.
Battle Song -> Assault Harmony: Boosts Brave and PA (25% chance).
Magic Song -> Incantation Harmony: Boosts Faith and MA (25% chance).
Nameless Song -> Wall (self)
Last Song -> Fail...

Witch Hunt -> Spellbinder: Deals more damange to MP than Witch Hunt.
Wiznaibus -> Wizcutrus: Deals more damage to HP than Wiznaibus.
Slow Dance -> Ambling Promenade: 30% chance of decreasing Move and Jump by 1, or increasing it by 1.
Polka Polka -> Conga Conga: Decreases Brave and PA (25% chance).
Disillusion -> Mortification: Decreases Faith and MA (25% chance).
Nameless Song -> Petrify (self)
Last Dance -> Fail...

The Synergist's spells will dissipate on a target if the target does anything but a spell, song, or dance on the next turn. Synergy can't work with Math Skill, nor can it amplify Math Skill's power.

Posted by: Basch 9th November 2006 18:03
SeeD

Weapon:
Gunblade,Fists, Whip, Nunchaku, Gun, Blaster
armor: any
accs: any


Skills:
Renzokuken 100jp
Slotts 100jp
Angelo 100jp
Duel 100jp
Blue Magic 100jp
Shot 100jp

Special note

Character must choose one skill to start from in order to branch out into all the other abilitys of that skill.
(yeah its lame but I loved the limits of this game)

Posted by: Suunok 9th November 2006 23:55
I love the Synergist, but I'm not quite sure I understand how the abilities work. Do you use them on another spellcaster, who then may use an ability with the appropriate modifications?

That question out of the way, on to my class...

Silvertongue

These sly devils are the very definition of wordsmiths. They can charm, beguile, mislead, and confuse whomever they choose with improbable ease.

Prerequisites:
Mediator Lv 8, Oracle Lv 4, Time Mage Lv 4

Inherent: Finger Guard, Train
Equipment: Daggers; Clothes. May not equip shields.

Action Abilities - Rooking (Synonymous with beguiling or conning)
(All abilities have a range of 3 panels, affect a single target and are considered Word Skills)
(All abilities will only affect monsters if the character has Monster Talk equipped)

Invitation - Already known if learned as a Mediator, otherwise 100 JP
(Identical to Mediator skill of the same name)

Goad - 500 JP
Adds: Berserk, Confusion
Using carefully selected words, the Silvertongue eggs the target on into such a fury that they can no longer tell friend from foe, and will attack either indiscriminately.

Undermining Speech - 100 JP
Adds: Slow
The Silvertongue convinces the target that their efforts are futile and their abilities useless, in the hopes that the target will doubt themselves and lose the will to fight.

Charm - 150 JP
Adds: Charm
True to the nature of a beguiling charmer, the Silvertongue knows exactly what to say to win the hearts of the opposite sex.

Unbearable Truth - 900 JP
Adds: Innocent; Brave -50
With pinpoint accuracy, the Silvertongue explains the truth of the world in a horrifyingly unbearable way, breaking the mind of the target.

Reaction Abilties:

Desperate Cry - 500 JP
Effect: Random ally within 3 panels has their CT raised to 100.
Trigger: Critical HP
No one wants to die, but when a Silvertongue senses their demise is near, they let out a particularly convincing cry for help.

Deter - (Not sure how much this should cost)
Effect: 25% chance of preventing the enemy from attacking if the target will be the Silvertongue. Nullified by Finger Guard.
Trigger: Physical Attack
"I am not the one you want to attack..."

Support Abilities:
None.

Movement Abilities:
Sly Slide - 1500 JP
Effect: Can move past enemies as if they were allies. Nullified by Finger Guard.
In a true feat of words, the Silvertongue can convince the enemy that he is of no concern to them, thus tricking them into allowing him to pass.

I would like to refine this class and get it to the point where it could be considered balanced enough to be used in a tabletop version of FFT (my current project), so I need all the critique I can get.

Posted by: laszlow 10th November 2006 04:01
OK, here goes nothing, again. My first custom class in this thread (Master, page six) was inspired by FF VI's Sabin, and now here's one inspired by another FF VI character. Sure, some attacks and abilities are broken, but at least I had fun. Shameful, nerdylicious fun.

Class: Retainer

Prerequisities: Master Knight, Master Samurai, clear the Yuguo Woods special battle (7 male samurai) cleared at least once

Can Equip: Armor, Robes, Hats, Helmets, Katana, Accessories

Fast Draw: Retainer job command. Powerful offensive Katana drawing techniques.

Base Statistics: Knight's HP, Samurai's MP, Knight's PA+1, Samurai's MA+2, Samurai's Speed +2, 4 Move, 3 Jump

Inherent Abilities: Two Hands

Fast Draw

Dispatch (350 JP)
MP: 0
Speed: 50
Range: chosen target, 4 horizontal, 3 vertical

Description: A single quick-drawn katana strike

Mechanics: PA*18

Retort (500 JP)
MP: 0
Speed: Now
Range: Self

Description: Receives physical attacks and retaliates with a vicious slash

Mechanics: If the Retainer is struck by a physical attack at any time before his next turn, he automatically retaliates with an attack calculated at PA*21, regardless of the foe’s position

Tetra Slam (650 JP)
MP: 0
Speed: 20
Range: self, 3x3 horizontal, 3 vertical, enemies only,

Description: Four randomly placed sword strikes

Mechanics: Retainer attacks an enemy in Tetra Slam’s range four times at random, with each hit dealing PA*16 damage

Stunner (800 JP)
MP: 12
Speed: 25
Range: 4 directions, 6 horizontal, 3 vertical, enemies only

Description: A powerful wave of pure force that may stun the opponent

Mechanics: PA*20, 70% Stop

Tempest (700 JP)
MP: 10
Speed: 25
Range: self, 3x3 horizontal, 3 vertical, affects all allies and enemies in range other than self

Description: Creates a powerful wind spiral around the Retainer

Mechanics: 12*(PA+MA), Wind-elemental

Soul Forge (950 JP)
MP: all remaining MP
Speed: 15
Range: 3x3 horizontal, 3 vertical, enemies only

Description: Releases inner chi in the form of a powerful furnace

Mechanics: 10*MP spent, maximum of 999 damage

Aura Sword (600 JP)
MP: 0
Speed: 34
Range: self, 3x3 horizontal, 3 vertical, allies only

Description: Uses inner chi focused through katana to restore vitality

Mechanics: restores MA*8 HP, MA*4 MP to all self and allies in range

Black Blade (750 JP)
MP: 0
Speed: 20
Range: chosen target, 2x2 horizontal, 2 vertical

Description: Uses killing intent to attack a target’s weak points

Mechanics: deals the exact amount of damage required to reduce target’s HP to 1.

Cleave (1200 JP)
MP: 16
Speed: 12 (real damn slow)
Range: self, 3x3 horizontal, 3 vertical, enemies only

Description: Slays all nearby enemies faster than the eye can see

Mechanics: 60% Dead on all enemies in range, any surviving enemies take PA*20 damage

Reaction

Deflect (800 JP)

Description: May use sword to deflect physical attacks

Mechanics: Adds 20% to total evasion from all directions

Support

Edge Master (2200 JP)

Description: Enhance katana attacks

Mechanics: All Draw Out and Fast Draw attacks deal 20% more damage to enemies, heal 20% more HP/MP to allies, and have a 10% higher status-affecting rate when appropriate

Movement (these were stolen from my Master class mentioned earlier)

Crouching Tiger (2500 JP)

Combines Move+2 and Jump+2

Hidden Dragon (2500 JP)

Combines Move+1 and Fly

Posted by: Suunok 10th November 2006 04:48
Quote (Basch @ 9th November 2006 18:03)
SeeD

Weapon:
Gunblade,Fists, Whip, Nunchaku, Gun, Blaster
armor: any
accs: any


Skills:
Renzokuken 100jp
Slotts 100jp
Angelo 100jp
Duel 100jp
Blue Magic 100jp
Shot 100jp

Special note

Character must choose one skill to start from in order to branch out into all the other abilitys of that skill.
(yeah its lame but I loved the limits of this game)

My recommendation would be to flesh out each into a seperate class. All of them could be "SeeD"s, but have slight differences, like "SeeD Specialist X" (and replace X with the first letter or initials of the weapon to be used).

Examples:

SeeD Specialist GB
Weapon: Gunblades
--Etc--

SeeD Specialist N
Weapon: Nunchaku
--Etc--

Only recommending this because, in my opinion, it'd be easier than having each skill prevent the others from being learned, and it would allow you more detail in how each would progress.

Posted by: laszlow 11th November 2006 22:26
Basch - I really can't make much sense out of your character design. All you are doing is cutting and pasting FF VIII terms without even explaining how any of them function, as well as inventing five new types of weapons (Guns do in fact exist in the FF Tactics universe, I'lll give you that one). If you really want to make it a solid character design, seperate them out into six different classes as Suunok suggested and put some effort into it.

Suunok, I really like your Silvertongue design. It's essentially as Mediator 2.0, with some very interesting and innovative skills. You've obviously put a lot of thought into your tabletop version, and I wish you the best of luck making it. A friend and I attempted to design a tabletop version of Fire Emblem two summers ago and got pretty far along, but the project fizzled out earlier this year with the two of us going to different universities. Post more of your class designs, I'd love to see them.

Posted by: Zodiac 12th November 2006 06:56
Illusionist

The illusionist isn't a mage, but their illusion tricks fails to no one.

Trickery
Illusionist Job command. Allows to create new forms using the shadows.

Prerequisites:
Level 6 Mediator
Level 5 Oracle
Level 5 Black Mage

Innate:
Shadow Speak
Half: Darkness elemental

Immune:
Darkness

Code
Stats Table

   Growth  Multiplier

HP   015      070      Move  4
MP   012      090      Jump  2
SP   100      105      
PA   070      080      C.Ev  25%
MA   042      100



Code
This Job can equip the following: ("O" Can equip; "X" Cannot equip)

O Dagger        X Flail         X Bag           O Robe
X Ninja Sword   X Gun           O Cloth         O Shoes
X Sword         X Crossbow      X Shield        O Gauntlet
X Knight Sword  X Bow           X Helmet        O Ring
X Katana        X Harp          O Hat           O Armlet
X Axe           X Dictionary    X Ribbon        O Mantle
O Rod           X Spear         X Armor         X Perfume
O Staff         O Stick         O Clothes


Quote (Trickery)
Weak - 450JP

Tricks the enemy into thinking the target is on the verge of death.

MP Cost: 20
Speed: 35
Range: 2
Type: Cannot target self
Effect: 1
Type: normal
Vertical: 2
*Can mime
Effect Formula:
  Success {35+(PA+MA*2)/3}
Add Status: Critical (Doesn't drop HP)


Shadow - 800JP

Create a decoy that can withstand a hit.

MP Cost: 40
Speed: 25
Range: 1
Type: Cannot target self
Effect: 1
Type: normal
Vertical: 1
Effect Formula:
  IF{Target = Ground && Summoned decoy nb = 0}
      Create{Duplicate of unit (but dies after 1 hit and has no evade)}
      Success{75+MA}
  ELSE
      Success{0}


Body Switch - 650JP

Switch one's body with any of his choice, but the target and the caster will still see their true selves.

MP Cost: 50
Speed: now
Range: 1
Type: Cannot target self
Effect: 1
Type: normal
Vertical: 1
Attack Type: Physical
Enables: Evade
Effect Formula:
  IF{caster has its own body && Target has its own body}
      Success{40+PA*2}

  IF{15 Clockticks have passed}
      Return bodies to their original selves.

Basically speaking, if the Illusionist = Ally and Body 2 = Enemy, The Illusionist will have the Body 2, thus considered an enemy by your other teammates unless they are equipped with Shadow Speak.


Shadow Dance - 1100JP

Dance with the shadows to banish your foes.

MP Cost: 0
Speed: 25
Range: auto
Type: Cannot choose target
Effect: 3
Type: Cannot hit caster
Vertical: 2
Attack Type: Magical
*Continuous action
*Can mime
Enables: Evasion, Counter Flood
Elemental: Darkness
Effect Formula:
  Repeat Random {2, 12}
  {select random target within range}
  Damage {MA*5}
  Damage MP {PA*5/2}
Add/Cancel Status: Darkness (25%)


Vanish - 400JP

Hide within the shadows away from your enemies' sight.

MP Cost: 65
Speed: now
Range: 0
Type: auto
Effect: 1
Type: automatic target selection
*Can mime
Effect Formula:
  Success{100}
Add: Transparent (100%)


Quote (Reaction Abilities)
Quick Perform - 400JP

Any continuous action will be used after being attacked.

Trigger: HP Damage
Activation Chance: Brave%
Formula:
  Set Clockticks for next continuous action {0}


Quote (Support Abilities)
Shadow Speak - 400JP

Allows to speak directly to the shadows, granting you more of their strength

Effect: Can see one's real bodies
Formula:
  IF{Elemental=Darkness}
      Total Damage {Total Damage *3/2}


Quote (Movement Abilities)
Shadow Walk - 700JP

A shadow follows your path to distract enemies

Formula:
  IF{Unit has walked}
      IF{Summoned decoy nb = 0}
        Create{Duplicate of unit at last location}
      ELSE
        Kill Duplicate
        Create{Duplicate of unit at last location}


Well, I can't say this is my best idea since the purpose was to test my new Class template. tongue.gif
EDIT: Added one skill. happy.gif

Posted by: Inque 13th November 2006 19:29
I have not played Final Fantasy Tactics yet, but I can try to make a class! This looks like fun!

Class: Cloud

Abilities:
Braver
Cross Slash
Blade Beam
Climhazzard
Meteora
Finishing Touches
Omnislash
Knights of the Round Table

Class: Barret

Abilities:
Bigshot
Mind Job
Explosion
Hammer
Satellite Beam
I forget how to spell this one
Catastrophe
Black Materia

Class: Vincent

Abilities:
Shoot Gun
Transform Beast
Transform Frankenstein
Transform Jason
Transform Chaos Demon
Transform Tifa
Transform Aeris
Transform Nanaki
Transform Sephiroth

I do not Know if this is how you do this. Zodiac and Iaszlow and Auraga wrote stuff that is hard to Understand. I like the Final Fantasy VIIII Idea a lot thumbup.gif

Posted by: KingDelita 14th November 2006 05:11
lol. if you had played, you would know that cloud is already in the game, just without the KoTR.

Posted by: Basch 14th November 2006 16:07
Well if you make him a summoner and raise his speed to max and then just have him summon odin like 12 times....ok nope still not kotr

Ps: As of my earlyer post, I was just throwing the idea down, i really dont care enough to take it any farther than that.

Posted by: laszlow 14th November 2006 18:08
Quote (Inque @ 13th November 2006 14:29)
I have not played Final Fantasy Tactics yet, but I can try to make a class!  This looks like fun! 

...

I do not Know if this is how you do this. Zodiac and Iaszlow and Auraga wrote stuff that is hard to Understand. I like the Final Fantasy VIIII Idea a lot thumbup.gif

I'll hold off on criticizing your character design, but I will say this: please play the game before you put up any more. Please.

EDIT: and my name's laszlow. With a lowercase L. Not "Iaszlow".

Posted by: Hamedo 15th November 2006 15:53
user posted image

Pirate


These seaborn fighters profited greatly during the 50-year war by playing all sides against each other to their profit.


Skillset: Piracy


Intimidating Curses
JP: 150
The Pirate spews curses, insults, and threats at an opponent, raising the Pirates' Bra. by 2 and decreasing the targets' Bra. by 3.

Pineapple Grenade
JP: 200
The Pirate tosses a homemade grenade a maximum of 4 panels. Moderate damage occurs in a 5 panel range in a + shaped area.

Liquid Courage
JP: 300
The Pirate pops the top of his wineskin and downs a few hard swallows of his favorite rum. Bra. increases by 5, PA increases by 2, accuracy decreases by 3. Using more than twice per battle induces Sleep status on the Pirate.

High Seas Robbery
JP: 250
Occuring only when behind or to the side of an opponent, the Pirate attacks for slightly higher than normal damage and gains gil in the amount of 50% of the damage done. Can only be done with bladed weapon equipped.

Rogues Charm
JP: 200
Similar to the theives Steal Heart ability, the Pirate can convince an enemy of the opposite sex to join him or her.

Holdup
JP: 250
The Pirate threatens a target, causing them to lose 1 Bra. and retreat to their maximum movement range from the Pirate. Can only be done with a gun equipped.


Support Abilities


Watery Grave
JP: 350
When standing in water, a Pirate has an extra 30% HP.

Captains Presence
JP: 350
Any ally within 3 panels of the Pirate gains 1 Speed


Reaction Abilities


Loot
JP: 150
When physically attacked, the Pirate gains gil in the amount of damage he receives.


Movement Abilities


Plunder and Pillage
JP: 3000
When an enemy dies, the Pirate can move on to their location, regardless of whether they have crystalized or not. In addition, the Pirate gains full HP and MP, and one piece of equipment of his choice from the enemy. The enemy is also killed by this move, ending any chance of resurection by spell or item.


Innate Abilities


Tidelands Fighter
The Pirate can still execute commands in deep water, where others cannot act.

Dual Wield
A Pirate can have a gun or sword in one hand, but can only have a knife or dagger in the other.


Equipment


Head caps, hats

Body clothes

Shield none

Accessory any

Weapon swords, knives, daggers, guns

Posted by: laszlow 15th November 2006 19:05
OK, Hamedo. I'm biased, as my love of pirates is well-documented, but that setup kicks ass. Hell, it burninates. I kind of feel like making a pirate setup now tongue.gif.

Posted by: Hamedo 15th November 2006 19:53
Feel free, man. I was inspired to do my gunslinger setup only after reading Shotgunnovas sweet skillset for one.

I tried with the pirate to make them a decent support character with Brave buffs and debuffs, a pirate styling with the gil taking and charming and pineapple bomb, a touch of humor with the Liquid Courage causing sleep after 2 uses in one fight, a slightly better front line soldier without being too powerful, and of course to give them one completely unique and kick ass skill with the movement's Plunder and Pillage.

I'm glad you liked it, man. I'm looking forward to seeing what you come up with.

Posted by: laszlow 15th November 2006 20:28
Quote (Hamedo @ 15th November 2006 14:53)
Feel free, man. I was inspired to do my gunslinger setup only after reading Shotgunnovas sweet skillset for one.

I tried with the pirate to make them a decent support character with Brave buffs and debuffs, a pirate styling with the gil taking and charming and pineapple bomb, a touch of humor with the Liquid Courage causing sleep after 2 uses in one fight, a slightly better front line soldier without being too powerful, and of course to give them one completely unique and kick ass skill with the movement's Plunder and Pillage.

I'm glad you liked it, man. I'm looking forward to seeing what you come up with.

Haha, we'll see if I get around to it. I'm currently working on a different class design to go along with my other writing projects, but I'll have something swashbuckling next in line after this one's done.

What really intrigued me was your dual wield mechanics. It's sort of like SGN's gunslinger setup, but tweaked to better fit your vision. The money-based action and reaction skills wouldn't be terribly useful in-game (money is never a problem by the FFT lategame), but are very well-chosen for a pirate. The action set in general is nothing terribly useful, but very interesting and appropriate.

The skills that have me salivating are Captain's Presence, Plunder and Pillage, and the innate Dual Wield. Whenever I make character pages for FFT or FE, I always try to do something that I wish I could actually do in-game without being too broken, or at the very least having their brokenness offset by a high AP cost. All three of those skills fit that qualification beautifully. Bravo.

Posted by: Suunok 15th November 2006 20:51
laszlow, your Megaman avatar is always in perfect time with the music I listen to. tongue.gif

Believe it or not, the Silvertongue class was one I came up with in 30-45 minutes, just so my post would have more to it than a comment on the Synergist class. I don't have any others made up yet, but I'm working on a couple, and I'm still trying to figure out the base mechanics for my tabletop version - I want it to be more interractive than moving models around, saying what they do, and keeping track of stuff on paper. tongue.gif It's a lot more fun if there's dice involved, with the chance of totally impossible things happening as a result.

I love that version of the Pirate class, too, especially the specialized Dual Wield. I can't say as I'm too fond of the Plunder and Pillage movement ability, though - I have a hard enough time getting back my warriors on the occasions where they do fall, so I really don't need some greedy saltbeard coming along and stealing my chance of doing so.

Posted by: Edge1337 25th November 2006 01:01
Bomb Mage. Their weapons would be magical fire orbs, and they would have supercharged fire elemental magic.

Posted by: Aether Master 25th November 2006 16:44
Ether Goddess

A mystical goddess who uses the power of both the heavens and her magic in order to deliver divine punishment to those who would oppose her.

Weapons: None(she has high attack power without weapons)
Armor: Clothes, Robes
Head: Hats

Divine Punishement(Action Abilities)

Ether Beam
MP: 56
Effect: Line of 3 in front of unit
Description: Absorbs ethereal energy from the heavens and focuses it into a beam that can damage all foes in front of the Goddess.

Lightning Blade
MP: 64
Effect: Pyramid in front of unit
Element: Thunder
Description: Channels heavenly lightning bolts to strike down all foes in range within the goddess.

Sacred Javelin
MP: 48
Range: 8
Effect: Single Tile
Element: Holy
Description: Calls down angelic spears that strike down a foe.

Ether Strike
MP: 102
Range: 6
Effect: Cross
Element: Holy
Description: Focuses ethereal energy into a powerful blast that annihilates enemies in a select area.

Heavenly Maelstrom
MP: All
Range: 4
Effect: Cross
Element: Thunder + Holy
Add: Death
Description: Summons heavenly lightning and charges it with ethereal energy. The Goddess then focuses it into a powerful storm that decimates entire foes. None survive this attack.

Reaction Abilities
Materialization
Description: Before an enemy can strike the Goddess, she materalizes behind the foe and delivers a physical attack. Only occurs when the enemy attempts to attack the Goddess from behind.

Support Abilities
Weather Goddess
Description: Increases the damage of Divine Punishment attacks during special weather effects(rain/thunder/clouds).

Channeling
Description: Increases the damage of Divine Punishment, but doubles the MP cost of abilities.

Move Abilities
Fly 2
Description: Like Fly, but can fly over any height, as well.

Materalize
Description: Like Teleport, but with 100% success rate. When the Goddess uses this ability, she will have to wait longer for her turn.

Posted by: Hamedo 25th November 2006 20:16
What kindof success rate do you have in mind for that reaction ability, Aether Master? Too high and I'd say the class is broken due to invulnerability from physical harm. Other than that, I like.

Posted by: Suunok 25th November 2006 23:46
Just thought I'd add a comment - Teleport 2 is already a coded movement ability. It's the one used by Altima in the last battle, and allows teleportation to any panel on the battlefield with 100% success rate. Perhaps you should opt for "Tesseract" instead of Teleport?

Posted by: Aether Master 26th November 2006 15:13
There, that should be able to possibly balance the class. happy.gif

Posted by: Ogre-Knight 28th November 2006 03:07
Overlord
A wise Warrior able to manipulate the combantants and change the tide of battle.

(must have Insignia Equipped to use Primary Abilities.)

Primary Ability- Reign

Create a Pawn-200 JP

Control target insted of Overlord on next turn.

King Assasination - 900 JP

Attack and Randomly deal x2 damage, Stop, Sleep, or Don't act.-20 MP

Knight Slash- 300 JP

Lightning Damage Attack that has a 1/2 Brave chance of increasing Brave by 5 and decreasing Faith by 5 for the battle- 8 MP

Bishop Bash- 300 JP

Ice Damage Attack that has a 1/2 Faith chance of increasing Faith by 5 and decreasing Brave by 5 for the battle- 8 MP

Rook Slash- 600 JP

Fire Damage Attack that attacks in a line. Causes Berserk upon hitting.

Soul of the Gray- 800 JP

Area of 5 Squares Affected by 1/3 attack power. 1/4 ( Faith+Brave) chance of petrifying opponent.

Reaction

Grace Of the Queen - 400 JP

If attacked by melee has a 20% chance of charming opponent and a 10% chance of casting invitation on the target.

Black and White- 1000 JP

Is not affected by magic from enemy units or friendly units

Support

Equip Insignia- 150 JP

May Equip an Insignia with any class.

Bloodlust- 700 JP

HP+200, PA +7, SPD+5. Always Berserk. Start with Death Sentence

Movement

Ride + 2- 250 JP

If this unit is mounted on a Chocobo Increase the distance of movement by 2

Equipment

Weapons: Axes, Knightswords, Spears
Body: Armor
Head: Helmet, Hats
Shield: All
Accessory: All including New Insignia

Pre-req: Mediator Level 8, Knight level 8

Edit

Insignia- SPD +1, and allow abilities for Overlord.
Description- A status Symbol for the nobles earned through your exploits.

Posted by: RoughknightVII 3rd December 2006 16:39
Job: ???
Description: Uses dark magics that cause damaging neg. status effects along with damage. Wears a dark cloak, headband similiar to the Summoners', and it's eye are always covered by darkness. Also, casts "Float" on itself at the beginning of battle.

What this dude basically does is attacks his enemy with ghostly long range attacks, and floats over anything, and has the ability to randomly hit any enemy with a neg. status effect when he attacks. He also has a range of the entire field when attacking. He has low HP and MP, because his attacks do not include magic, but this particular job can learn black and white magic.

Abilities:
Roulette: Uses a random "Eeni Meenie Mieni Moe" type randomizer which lands on an enemy only and inflicts one of several negative status effects.
Darkest: Appears in front of an enemy and shows his eyes, shooting several neg. staus effects, including darkness, poison, and NoMove and NoAttack.
Creepers: Targets an enemy and moves him to another spot on the field.
Redemption: Sort of like a summoning technique, targets one RANDOM person on the field, a giant Demon appears over target, and casts one of three things on the person, Full-Cure, Death, or Berserk.

Equipment:

Weapon: Would concieve of daggers, knives, and dirks.
Armor: Mostly cloaks that add several status boosts to things such as evasion, attack power, and defense power.
Head: Headbands that add several boosts to allies stats.
Shield: None
Accesseries: Possibly rings that can increase his HP or MP stats

Posted by: AtmaDragoon 17th December 2006 11:10
Boy, it's been awhile since I last cruised these boards. I don't think I'm ever going to finish that Strong Bad setup; 'twas for laughs anyway. However, I saw this thread again, and I just couldn't help but put my idea out there. It's nothing special; basically an excuse for me to put together some of my favorite abilities. Anywho...

Job: Remembrancer - Endowed with a fragment of the world's memory, these warriors seek to reclaim this knowledge of the past. Equip: Sword, Knightsword, Katana, Armor, Clothes, Ribbon

Move: 4, Jump: 4, Speed: 9, Evade: 0

Skillset: Lost Art - Remembrancer job command. Ancient techniques are called forth to see the light of day once again.

Action Skills:
Accumulate - Raise the character's physical attack power.
JP: 300, Range: Self, Effect: 1, Vertical: n/a, Speed: Now

Dash - Attack the enemy with a body blow.
JP: 80, Range: 1, Effect: 1, Vertical: 1, Speed: Now

Throw Stone - Throw a stone at an enemy unit.
JP: 90, Range: 4, Effect: 1, Vertical: n/a, Speed: Now

Heal - Cures abnormal status effects such as darkness, silence, poison.
JP: 150, Range: 1, Effect: 1, Vertical: 2, Speed: Now, Cancel: Darkness, Silence, Poison

*MBarrier - Magic provides various protection.
JP: (900?), Range: 5, Effect: 1, Vertical: n/a, Speed: 25, MP: 30, Add: Reraise, Regen, Protect, Shell, Haste
"Faith is the true armor of all! MBarrier!"

*Deathspell 2 - Magic restores abnormal status with holy light wave.
JP: (500?), Range: 4, Effect: 1, Vertical: n/a, Speed: 25, MP: 20, Cancel: Petrify, Confusion, Silence, Blood Suck, Frog, Poison, Stop, Sleep, Don't Move, Don't Act
"Soul's temple cannot be tainted! Deathspell 2!"

*Ultima - Powerful magic attack.
JP: (2,000?), Range: 4, Effect: 2, Vertical: 1, Speed: 20, MP: 10
"Brush off vanity and show reality! Ultima!"

*Night Sword - Darkness elemental sword spell that absorbs target's HP.
JP: 100, Range: 3, Vertical: n/a, Speed: Now, Darkness Elemental
"Master of all swords, cut energy! Night Sword!"

*Dark Sword - Darkness elemental sword spell that absorbs target's MP.
JP: 500, Range: 3, Vertical: n/a, Speed: Now, Darkness Elemental
"Dead or alive...slash magic power! Dark Sword!"

Reaction Skills:
Counter Tackle - Counters a physical attack with a Dash attack's body blow.
JP: 180

Support Skills:
Equip Axe - Allows the Remembrancer to equip an axe.
JP: 170
Monster Skill - Friendly monsters next to the Remembrancer gain access to a more powerful attack.
JP: 200
Defend - The Remembrancer defends and prepares for an attack.
JP: 50
Gained JP Up - Increases the amount of JP earned in battle.
JP: 250

Movement Skills:
Move +1 - Increases the Remembrancer's movement range by one panel.
JP: 200

Alright, so here's the deal with this guy. When in battle, if one of the abilities that he can learn (the ones with *'s) is used on him, then he gains access to it and the other skills associated with it, and can proceed to learn them as per normal. However, if by the time that he's learned all the other skills and still hasn't had that opportunity, then he can use JP to unlock a single skill and then pay again to learn it. Essentially, it costs twice the JP to learn any ability that he hasn't been exposed to, which is only an option after all the others are purchased.

Also, he cannot change class until he's learned all his abilities. So no Two Swords or Blade grasp until Ultima's covered. Although, in the case of Ultima being cast on him, he will automatically learn that spell, ala Ramza style.

Ultimately, this is only one type of Remembrancer; the specific abilities differ between individuals, as they have recieved different fragments of memory. This one just happens to be my personal incarnation. happy.gif (Just in case you hadn't noticed...it's squire + cleric + dark knight, basically)

I think the final skill setup I'd go with here is:

Lost Art
Math Skill
Blade Grasp
Two Swords
Move + 3

Posted by: -Fordred- Aran 19th December 2006 07:37
Mine looks like this...
user posted image

Professor:
( Uses "Wits" to outsmart his enemies )

Action Skills:

Teach
-Recites long and profound lectures
Add: Sleep, Confuse(enemies) ; MA+1, PA+1 (allies)

Sermon:
-Talks about the joys of heaven
Add: Faith

Blasphemy:
-Slanders the word of God
Add: Innocent

Advocate
-Suggests strange and intuitive ideas
Add: Regen, Def+1(allies) ; Add: Slow, CT 00(enemies)

Inspire:
-Gives target a jolt of courage
Add: Br+50

Pessimism:
-Evokes the negative possibilites
Add: Br-50

Command:
-Gives brass and assertive orders
Add: CT 100, Haste(allies) ; Add: Berserk, Invite(enemies)

Arcana:
-Uses mystical runes and charms
( Casts random PR and TIM spells )

Incantation:
-Narrates magic words and spells
( Casts random WIZ and OR spells )

Forbidden Word
-Utters an unknown language
Add: Dead, Death Sentence, Petrify, Frog

Reaction Skills:

Escape - Trigger: HP Damage
Add: Haste

Critical Restore - Trigger: Critical
( Restores Both HP and MP to full )

Support Skills:

Alchemy
-Increases Potion Effect
( every potion thrown from
and to the Prof has a bigger effect )

Knowledge
-Increases MP capacity
(Adds 200 to current MP pool )

Move Skills:

Move MA up
-Increases Magic attack with every step

-----------------------------------------------------------------------

*The Professor has 3 Move, 3 Jump, 4 Speed
and all his Techniques affect four spaces (like Wiz techs)
*With the exception of Forbidden Word, Command,
and Advocate...all of his techniques are performed at 100%
*On the downside, he cant cast any of his spells on himself...
*This is kind of like an amped up version of "mediator"
but much, much, much , much cooler ^^

Posted by: Shotgunnova 19th December 2006 10:16
I, too, shall try my hand at piracy.

---

Class: Pirate
"Ruthless plunderer, most comfortable on the open seas."

Weapons: Sword, Gun, Axe
Shields: No
Helmet: Hats, Mage Hats
Armor: Light Armor, Vests (not robes)
Accessory: Yes
Innates: Equip Sword, Equip Gun

Skillset: Pillage -["Daring display of thievery and destruction"]

---

Skill: Powder Burn
MP: 0
CT: Now
Range: 1-2
Gun Only

"Using an up-close-and-personal shot on the enemy, damage is increased slightly and has a chance at blinding the foe due to the flame/smoke clouds released." Damage = PA*(7~9) + Blind (Brave%)
Can be guarded with shields.

Skill: Shipshape
MP: 0
CT: Now
Range: Self

"With sturdy sea legs, all actions become a bit easier." Bestows Haste on the user and, if Steal is the second skillset, chances of success increase by 15% (trigger: Brave%). If Sword is equipped, WP +1 for rest of battle (or until weapon is changed out). Can only be used once per battle, even through resurrection (applies to all pirates).

Skill: Cannonfire
MP: 10
CT: Now
Target: 1
Range: Gun
Gun Only

"Magical bullets allow for heavy gunplay on the field of battle." The gun's next shot hits with 100% accuracy and inflicts Don't Move, Slow, or nothing (trigger: Faith%). Damage is multiplied 1.5x, but skill can only be used once per five turns.

Skill: Parry
MP: 0
CT: Now
Target: 1
Range: Sword
Sword only

"Not all pirates are simple rogues; those who master swordsplay are destined for close-range success in the fray. A pirate can concentrate for very long periods of time." Guards against all physical sword attacks until a weapon of different sort is used, at which time that attack hits 100%. Can only be used once per battle. Speed -2 while in use. If pirate attacks after using Parry, Parry's effects cease (Speed defaults).

Skill: Filth
MP: 10
CT: Now
Target: 1
Range: 3

"Not all filth is stuck to the sailor; some comes from within him. Using a foul mouth to invoke anger in the foes, the pirate eases himself to a more advantageous position in battle." Inflicts Berserk on one enemy (trigger: 35 + (Brave/2)% chance).

Skill: Guiding Star
MP: 20
CT: Now
Target: Self
Range: 1

"The bright North Star provides hope for the battle to be in the allies' favor." Pirate's HP is refilled by 20% of Max HP and his PA +1. Skill can be used thrice per battle. If Pirate is in or alongside a water panel, he gains Regen or Shell status also.

Skill: Complete Defense
MP: All
CT: Now
Target: Self
Range: 1
Axe only

"Attacking isn't the only way to win a battle; defense is a great way to stall unfavorable outcomes." Can only be used when there are less than three living units on the field. The warrior pirate's Attack/Pillage commands become unusable for ten turns, but he gains auto-Protect and acts as though he has 'Weapon Guard' on. Ally units who fall while in this state are thrown a phoenix down (if some are in inventory) automatically, regardless of CT. After tenth turn, user is disarmed and axe is put back into inventory (20% chance of it breaking).

Skill: Wiles
MP: 0
CT: Now
Target: Self
Range: 1

"Incredibly crafty and dexterous, the pirate focuses on the defensive aspect for but a moment." Class evasion +15% for rest of battle, PA -1. If the next physical attack is from a ranged weapon, it misses.

Skill: Appropriate
MP: 30
CT: Now
Target: Enemy
Range: 1

"The true spirit of the pirate is shown when his sleight of hand brings back spoils." Causes (PA^2) damage and has 10% of stealing equipped item from target. If attack misses (success: Faith%), unit suffers morale deficiency: PA -1, MA -1.

Skill: Nameless Dance
MP: 0
CT: 15
Target: All Enemies
Range: Global

"While onboard the ship, dancing is one of the sources of entertainment. By using a series of jigs, the pirate can bewilder its foe, using their fear and odd looks to play into his hand." Causes Darkness, Sleep, Poison, Slow, Frog, Don't Move, and Don't Act (success: 10%) on all enemy units on the field. One unit can be inflicted with one status effect per turn. If kept to his own devices, the pirate speeds up his dance -> +2 CT per successive turn (capped at 40 CT).

Skill: Shatterslug
MP: 0
CT: Now
Range: Gun
Target: Rock structures
Gun Only

"A smart pirate knows when to play the land against his foes. By shooting the area around him, he can impede the enemy's path...and maybe his own in the process." The pirate targets an area associated with the "Rock" type and destroys it and any adjacent panels. The "rock" spaces then become darkness (untraversable) and the rock debris moves one space in every direction, including diagonally. The panels where the debris lands then becomes "Rock" types. The resulting "H" (height) is ((Height of initial target panel - height of executor)/2). If pirate is higher than the target panel, debris is turned to dust and where the debris would fall remains its own panel type.

Basic example:

Code
D = Darkness
X Rock panels
             X
X     ->    XDX
             X


---

Reaction: Reload
Gun only

"Upon being hit with a close-range weapon, the pirate schemes and puts more powder in his gun for more powerful shots." Upon successful enemy attack, PA +1 (cap: +5). If pirate shoots gun and it misses or is deflected, PA defaults.

Reaction: Ricochet
Sword only

"Fleet-footed pirates can use their swords as deflection devices as well as tools of death." Ranged weapon units (guns, bows, crossbows; not books, harps) that attack the pirate with this skill on suffer a 75% accuracy penalty; if shot misses, the bolt or bullet fired acts as though it was deflected (like magic in "Reflect" status) and passes into a different direction. Unsuspecting units that are hit (ally/enemy) are inflicted with Death Sentence due to the mortal wound incurred. Allies hit make the pirate's Brave -10; enemies make the pirate's Brave +10, PA +2 (no max cap). Shield and class evasion are not factored in while Ricochet is on the user.

---

Support: Elevator

Units attacking from a height below the pirate suffer -1 PA/WA (temporary) penalties and if their attacks succeed, are knocked back up to three spaces when applicable.

Support: Brethren Band

Any allied Pirate, Knight, Squire, or Geomancer gains +5 Brave per applicable unit and +2 PA when entering battle with the user of this support ability. This passive ability does not stack and the effects are mostly temporary (+1 permanent brave per battle).

---

Movement: Skipper Shoes

"Rainwear helps an agile seaman keep footing in any weather." User suffers no movement penalties in water; in fact, his range extends by (Move*1.5), rounded up.

Movement: Earthen Storehouse

"Any pirate up to snuff with his trade wouldn't get his hand caught in any treasure's trap." A pirate moving over a trap panel that has a treasure beneath it disarms the trap. Any treasure(s) that are beneath are added to the inventory and the trap panel disappears for rest of battle.

Posted by: FabulousFreebird 19th December 2006 20:34
The Professor is a very neat job. Good one and welcome to CoN, -Fordred- Aran!


Posted by: -Fordred- Aran 20th December 2006 02:58
I thank thee friend ^^

Posted by: Hamedo 21st March 2007 14:56
This thread has been neglected for far too long. So now, I give you a new class to discuss. The Spartan.



user posted image



Spartan: At the pass of Zirekile Falls, 10 Spartans once held an entire regement of Riovanes knights from crossing for 3 days and nights before dying to the last man.


Skillset: Denique Caelum

Spear Thrust
Range:
2 panels
JP: 300
A strong overhand spear thrust to the face of the foe. Does 250% weapon damage, 50% chance of hitting.

Battle Cry
Range:
3 panels
JP: 500
The Spartan rallies his allies with a soul stirring scream. Brave +5 for all in range.

Shield Bash
Range:
1 panel
JP: 300
The Spartan slams his shield into the body of his attacker. Causes one panel knockback effect to enemy, and inflicts a Don't Act stun for one turn. No damage is dealt, unless knockback effect causes a fall of significant height.

Hellenic Battle Squire
Range:
n/a
JP: 400
At the Spartan's command, his squire will rush to him on the battlefield and administer the strongest healing potion available in the inventory.



Reaction Abilities

Lizard Sticker
Range:
1 panel
JP: 300
When attacked at close range, the Spartan makes a quick counterattack with their xiphos.

Phalanx Tactics
Range:
n/a
JP: 1000
All physical attacks suffer a -50% to hit, due to superior shield training. Only usable if shield is equipped. All other dodge and block modifiers stack with this skill.



Support Abilities

Greek Battle Tactics
Range:
n/a
JP: 1000
All alied units gain +1 speed, +1 AP, +1 move.

Might of the Phalanx
Range: n/a
JP: 1000
If an allied unit is standing next to a Spartan and is physically attacked, the Spartan has a 50% chance of deflecting the blow. Only usable if shield is equipped.



Move Abilities

Superior Marching Training
JP: 500
The Spartan suffers no movement penalties due to terrain. In addition, the Spartan does not lose their action turn in deep water.



Inherint Abilities

The Spartan has a 75% chance to block all ranged weapon attacks if shield is equipped.

The Spartan can wield spears one-handed.




Equipment

Weapon: Spear
Head: Helmets
Body: Armor
Shield: All
Accessories: Bracers, Shoes/Boots, Mantles

Posted by: Final Fantasy Guru 22nd March 2007 01:42
well, ill fill in the details once i get a chance, but since we have Cloud in the game(just erase this if its been done)

class- Soldier

*damn, forgot that it's Cloud's Class... hmmm...ive got another

Class- DracoPyre

gimmie a bit to fill in the details..

Posted by: Rangers51 22nd March 2007 10:45
Quote (Final Fantasy Guru @ 21st March 2007 21:42)
well, ill fill in the details once i get a chance, but since we have Cloud in the game(just erase this if its been done)

class- Soldier

use ur imagination untill i fill it in...

But... that IS Cloud's class. http://www.cavesofnarshe.com/fft/characters.php?character=Cloud

So, I guess we don't have to use our imaginations at all, and you don't have to bother posting about it!

Posted by: Avi_Beoulve 23rd March 2007 06:48
Quote (Hamedo @ 21st March 2007 09:56)
This thread has been neglected for far too long.  So now, I give you a new class to discuss.  The Spartan.



user posted image



Spartan:  At the pass of Zirekile Falls, 10 Spartans once held an entire regement of Riovanes knights from crossing for 3 days and nights before dying to the last man.


Skillset:  Denique Caelum

Spear Thrust
Range:
  2 panels
JP: 300
A strong overhand spear thrust to the face of the foe.  Does 250% weapon damage, 50% chance of hitting.

Battle Cry
Range:
3 panels
JP: 500
The Spartan rallies his allies with a soul stirring scream.  Brave +5 for all in range.

Shield Bash
Range:
  1 panel
JP: 300
The Spartan slams his shield into the body of his attacker.  Causes one panel knockback effect to enemy, and inflicts a Don't Act stun for one turn.  No damage is dealt, unless knockback effect causes a fall of significant height.

Hellenic Battle Squire
Range:
  n/a
JP: 400
At the Spartan's command, his squire will rush to him on the battlefield and administer the strongest healing potion available in the inventory.



Reaction Abilities 

Lizard Sticker
Range:
  1 panel
JP:  300
When attacked at close range, the Spartan makes a quick counterattack with their xiphos.

Phalanx Tactics
Range:
  n/a
JP:  1000
All physical attacks suffer a -50% to hit, due to superior shield training.  Only usable if shield is equipped.  All other dodge and block modifiers stack with this skill.



Support Abilities

Greek Battle Tactics
Range:
  n/a
JP:  1000
All alied units gain +1 speed, +1 AP, +1 move.

Might of the Phalanx
Range:  n/a
JP: 1000
If an allied unit is standing next to a Spartan and is physically attacked, the Spartan has a 50% chance of deflecting the blow.  Only usable if shield is equipped.



Move Abilities

Superior Marching Training
JP: 500
The Spartan suffers no movement penalties due to terrain.  In addition, the Spartan does not lose their action turn in deep water.



Inherint Abilities

The Spartan has a 75% chance to block all ranged weapon attacks if shield is equipped.

The Spartan can wield spears one-handed.




Equipment

Weapon: Spear
Head: Helmets
Body: Armor
Shield: All
Accessories: Bracers, Shoes/Boots, Mantles

Pretty darn good my friend. You got some devotion to FFT.

PREPARE FOR GLORY! AWOO AWOO AWOO.

I haven't seen the actual movie, but I'm itching to x[.

Posted by: reyhan37 13th April 2007 08:08
Quote (Ckaos @ 28th May 2005 17:00)
Wow these are some pretty interesting classes, theyre' is only one problem with most of them, they are way too powerful,

after reading through mosta the entries in here I TOTALLY agree with that statement.
but man, I have gotta give props to whoever came up with this thread. I remember wanting to create my own after my first playthru of FFT. I jus found this website and this forum the other night, and I'm hooked!
don't know if anyone did this already, but I thought I'd give my take of what I thought a Heavenly Knight (Balbanes) should be. I was kind of inspired by Elmdor's Arc Knight class and I love the Samurai class.

HEAVENLY KNIGHT

Prerequisite: Lv. 8 Squire, Lv. 8 Knight, Lv. 8 Monk, Lv. 8 Lancer, Lv. 8 Samurai
Weapon: Katana, Spear, Sword
Can use shield.
Helmet: Armored Helmet
Armor: Armor, Robe

The highest rank a knight can achieve. Known to overcome impossible odds, he strikes fear in the hearts of his enemies. Always fights with 'Honor'.
Pure Spirit-ability

Move: 5
Jump: 4
Physical Evasion Rate: 30%
----------------------------------------------------------------------------------------------
Honor
----------------------------------------------------------------------------------------------
Bizen Boat
Releases spirit of the katana. Ghost's whisper causes MP damage.
JP: 520
Speed: Now
Range: Auto
Effect: 3, Vertical 3 enemy

Murasame
Releases spirit of the katana. Released spirit's tears restore HP.
JP: 680
Speed: Now
Range: Auto
Effect: 3, Vertical 3 ally

Kiyomori
Releases spirit of the katana. Spiritual essence engulfs allies in a protective veil.
JP: 750
Speed: Now
Range: Auto
Effect: 3, Vertical 3 ally
Add: Protect, Shell

Kikuichimoji
Releases spirit of the katana. Vengeful spirit charges the enemy in rage.
JP: 1320
Speed: Now
Range: 4 directions
Effect: 8, Vertical 3 enemy

Masamune
Releases spirit of the katana. Benevolent spirits enhance the strength and agility of allies.
JP: 1110
Speed: Now
Range: Auto
Effect: 3, Vertical 3 ally
Add: Regen, Haste

Chirijiraden
Releases spirit of the katana. Spirits become blue flame and attack living beings.
JP: 1640
Speed: Now
Range: Auto
Effect: 3, Vertical 3 enemy

Remedy (not to be confused with the item of the same name)
Recovers abnormal status by emitting the yin spirit.
JP: 600
Speed: Now
Range: 1
Effect: 1
Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep

Life
Calls back dead units with a prayer.
JP: 875
Speed: Now
Range: 1
Effect: 1
Cancel: Dead
[Revives dead unit, and restores full HP.]

Mercy
Allows enemy to live, dismissing them from battle.
JP: 100
Speed: Now
Range: 3
Effect: 1
NOTE: If successful, the Heavenly Knight receives a 300 JP bonus and a 50 EXP bonus for that turn. An extra incentive to use Mercy.
----------------------------------------------------------------------------------------------
[The Heavenly Knight does not have reaction abilities]
----------------------------------------------------------------------------------------------
Support Abilities:

Pure Spirit
Immune to all Holy Sword, Dark Sword, and Mighty Sword techniques.
JP: 2000
----------------------------------------------------------------------------------------------
[The Heavenly Knight does not have movement abilities]
----------------------------------------------------------------------------------------------
Comments:

With the exception of 'Mercy', all 'Honor' abilities are 100% effective. Katanas will never break when using the Samurai abilities. Mercy's effectiveness depends on the following equation:
[character's HP%] - [enemy's HP%] + [character's brave - enemy's brave]
In other words, Mercy should be used on enemies who are almost dead. If successful it will dismiss them from the battle, so they can't be revived.
----------------------------------------------------------------------------------------------------
Attribute Growth:

Key:
HP, MP, Speed, AtPw, MgPw: The modifications to the basic attributes
of the character when changing to this job. Of course, they will only
be effective as long as he/she stays in that job.
HP: 120%
MP: 30%
Speed: 100%
AtPw: 140%
MgPw: 170%
He comes stock with a very high magic power b/c DrawOut is based on MgPw and not AtPw. b/c of this all of the DrawOut techniques cost more JP b/c they never break katanas (Kiyomori and Masamune cost 1.5x) and are significantly more powerful than a normal Samurai's (all others cost twice as much).


----------------------------------------------------------------------------------------------------
==================================================
----------------------------------------------------------------------------------------------------
I know Sniper has been done a couple times on here but I had a whole buncha ideas which weren't really mentioned yet.

Key:
WP = Weapon Power
Br = Brave
CSp = Character's Speed
ESp = Enemy's Speed
CHt = Character's Height
EHt = Enemy's Height

NOTE: all final damage/accuracy calculations will round down to nearest 1

first of all, the sniper needs his own special type of weapon, the rifle. this was mentioned by someone else. well I sat there and thought about what a rifle should be like in FFT and came up with some ideas. a rifle's range would be from 4-12. a rifle's damage and accuracy would come from these formulas:
damage = [1.5 * WP * (Br/10)] + (Sniper Job Lvl)
accuracy = (Br/2) + (CSp - ESp) + (hit% as an Archer) + [10 * (CHt - EHt)]
NOTE: the (Br/10) in the damage calculation rounds down to nearest 1. Rifle accuracy ignores enemy evade. Accuracy is 100% for any targets within 6. You can still do the crossbow/bow/gun trick and hit targets within the minimum range by lining them up. Rifle damage ignores zodiac sign compatibility.
The rifles I've come up with:
"SPENCER RIFLE"
WP: 15
"MAUSER RIFLE"
WP: 17
"HATHCOCK"
WP: 22
now that that's taken care of, onto the Sniper himself.


SNIPER

Prerequisite: Lv. 8 Archer, Lv. 8 Geomancer, Lv. 8 Ninja
Weapon: Rifle (requires both hands)
Cannot use shield.
Helmet: Hats
Armor: Clothes

A specialist in stealth and the rifle. He uses 'Marksmanship' to attack enemies from long distances.

Move: 5
Jump: 3
Physical Evasion Rate: 10%
----------------------------------------------------------------------------------------------------
Marksmanship
----------------------------------------------------------------------------------------------------
Camouflage
Blends in with the environment in order to move to a better position undetected.
JP: 300
MP: 8
Speed: Now
Range: Auto
Effect: 1
Add: Transparent
NOTE: Will have 100% accuracy if 5 or more spaces away from an enemy. Will have 50% accuracy if 3 or 4 spaces away from an enemy. Will never work if 2 or less spaces from an enemy.

Tranquilizer
Dart filled with a sleep inducing chemical.
JP: 200
Speed: Now
Range: 12
Effect: 1
Add: Sleep, Slow
NOTE: Accuracy of a normal rifle shot. Status effects can be negated by equipment/accessories.

Aim
Takes position and spots the target. Is very vulnerable to any enemy attack.
JP: 400
Speed: 1 turn
Range: Auto
Effect: 1
Add: Aim
NOTE: The next shot taken will be 100% accurate and do 10% more damage. If the sniper shoots, moves before he shoots, is afflicted with a positive or negative status ailment, cured, damaged, etc, he will lose the 'Aim' status. In Aim status the Sniper's evade is halved and any damage he receives will be doubled.

Perfect Shot
Shot aimed to mortally wound the enemy.
JP: 1200
Speed: Now
Range: 12
Effect: 1
Add: Dead
NOTE: Perfect shot can ONLY be used from the Aim status. It multiplies sniper damage by 2.3. It also has 25% chance of death (can be negated by equipment/accessories). Perfect shot's accuracy is determined ONLY (overrides all other rules mentioned) by this formula:
accuracy = [100 + (Sniper Job Lvl)] - (37 + ESp) + [10 * (CHt - EHt)]

Posted by: Kaikyou 16th April 2007 03:06
Hello everyone. As this is my first post here in CoN, I'd like to preface it with "you guys rock." I just spent a couple hours looking over all the classes presented in this thread, and I must say some of them are very well-designed and impressive. Shotgunnova and Hamedo, while not the only two who created some excellently thought-out classes, inspired me to try my hand at posting in this wonderful thread.

I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out.

Posted by: Suunok 16th April 2007 03:09
Quote (Kaikyou @ 16th April 2007 03:06)
I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out.

First off, welcome to CoN!

Personally, I'd say don't worry about balance just yet, unless you see something that you think needs fixing before you post it. You'll get plenty of feedback, I'm sure, which will hopefully help you balance it out. happy.gif That'd be my approach, anyway.

Posted by: Hamedo 16th April 2007 15:23
Quote (Kaikyou @ 15th April 2007 22:06)
Hello everyone. As this is my first post here in CoN, I'd like to preface it with "you guys rock." I just spent a couple hours looking over all the classes presented in this thread, and I must say some of them are very well-designed and impressive. Shotgunnova and Hamedo, while not the only two who created some excellently thought-out classes, inspired me to try my hand at posting in this wonderful thread.

I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out.

I appreciate the comments. The postings of Shotgunnova are actually what inspired a good deal of the classes I came up with that I am most proud of, for instance my take on the Gunslinger class. Others were inspired by movies and books I've read (such as the Waylander series).

Don't worry about making one that is too overpowered. Just make what youre creative juices tell you to make. As you go on and think of more, try to constrain them more to the confines of the game and make them more "balanced", but definitely don't limit yourself when you first start out. Good luck, mate! I'm anxious to see what classes we will be reading soon from you. Welcome to the Caves!

Posted by: Sam 20th April 2007 02:50
Woodsman:A rouge who lives in the forest and defends its secrets from theives who would steal it for their own use.

Hp:350
Mp:120
ATK:13
MAG:10
Move:5

Something that i came up with from watching Robin Hood:Prince of Theives

Posted by: Chow 25th April 2007 15:20
Name: Sorcerer
Prerequisite: Level 4 Knight, Level 4 Wizard, Level 4 Priest
Job Stats
HP: 105 MP: 110 Sp: 100 Pa: 100 Ma: 110 Move: 3 C.Ev: 15%
HP Growth: 11 MP Growth: 10 Sp Growth: 100 Pa Growth: 50 Ma Growth: 50 Jump: 3 Type: Generic
Equipment: Knife, Sword, Hat, Armor, Clothes, Robe, Accessory

Skillset: Mystic Sword

Abilities

Healing Edge - Heals using the magic sword blade.
JP: 220
MP: 12
Speed: Now
Range: 4
Effect: 1
Elemental: None
Damage Equation: Restore = Ma * ( Wp + 2)

Firebrand - Attacks by sheathing the sword in fire, burning the target.
JP: 300
MP: 14
Speed: Now
Range: 4
Effect: 1
Elemental: Fire
Damage Equation: Damage = Ma * Wp

Icebrand - Attacks by encasing the sword in ice, freezing the target.
JP: 300
MP: 14
Speed: Now
Range: 4
Effect: 1
Elemental: Ice
Damage Equation: Damage = Ma * Wp

Thunderbrand - Attacks by surrounding the sword in electricity, shocking the target.
JP: 300
MP: 14
Speed: Now
Range: 4
Effect: 1
Elemental: Lightning
Damage Equation: Damage = Ma * Wp

Magebane - Magical sword causes energies to combust.
JP: 600
MP: 25
Speed: Now
Range: 3
Effect: 1
Elemental: Dark
Damage Equation: Damage To MP = Ma * (Wp / 2) Damage = MP_Damage_Dealt

Cyclonic - Attacks by causing chaotic winds from the sword to damage the target.
JP: 800
MP: 36
Speed: Now
Range: 3
Effect: 1
Elemental: Wind
Damage Equation: Damage = Ma * (1..Wp)

Reaction

Magic Barrier - Returns magical energies, sending them away.
JP: 350
Trigger: Targeted by: Black Magic, White Magic, Time Magic, etc. (Reflectables)
Effects: Adds: Reflect

Support

Consume - Consumes the magical energies given off by an attack.
JP: 900
Trigger: Attack command
Effects: Restore MP = Damage_Dealt / 4

Move

Fleetfoot - Moves quickly.
JP: 500
Effects: Sp +1

(Data template used from the BMG by Aerostar.)

That's my job class. If I forgot anything, blah.

Posted by: Suunok 27th April 2007 03:48
AtmaDragoon, I don't know if you've been checking the topic recently, but here's a set of Gameshark codes that ought to turn a character into your Rememberancer. For sake of coding ease, the person to be the Rememberancer needs to be both the third person in your party roster in the menu, and the third person placed in battle (in a Right to Left, Bottom to Top orientation - confusing, I know, but I can't explain it any better). Also, again for ease (I'm rather limited, time wise, at the moment), the character will start as having mastered the class, and the alterations won't have an effect outside of battle (other than making the character master his or her base class).

Character #3 is a "Rememberancer"

80192988 281B Ally 3 job name
8019298A 2830
8019298C 2530
8019298E 3528
80192990 3124
80192992 2826
80192994 FE35

3019285E 009B 'Act' menu command 1 modifier.

8005819E FFFF Abilities learnt: Squire / base class
300581A0 00FF

300659BA 0092 Skillset Modifiers
300659BB 0093
300659BC 0094
300659BD 0095
300659BE 00D4
300659BF 00A7
300659C0 009A
300659C1 00A5
300659C2 00A4

Given more time, I might be able to come up with an alternative setup where Rememberancer replaces the base class of the character in question. You'd still have to have the Gameshark on to keep the class name and necessary modifiers, unfortunately, but it would be more inclusive (meaning it would actually set the class' equippable items), wouldn't require you to have mastered the class right away, and if you seperate the Base Class change code from the rest (allowing you to turn that off while the rest are on), you'd be able to change jobs while the codes were on.

Edit
Hold off on using these codes for a while, unless the person you're using them on has a longer list of commands in their base class than your typical generic. Otherwise, everything after the Squire skills won't appear.

Posted by: AtmaDragoon 28th April 2007 07:30
Oh, wow! This...this is awesome, Sunnok! I may just have to go get a gameshark now. biggrin.gif

Hmmm...Feeling inspired now. Let me see if I can't come up with some other new class, that's actually new, and edit it in here...

Edit: Okay, here's what I came up with. The idea struck me and I ran with it, so...

Job: Ghoul Retainer – Warrior who has suspended himself between life and death in order to understand the world . Uses Forceful Will to manipulate combat towards his favor.
Equip: Sword, Knight Sword, Spear, Book, Helmet, Armor
Innate: Undead
Move: 3, Jump: 4, Speed: 7, Evade: 0

Skillset: Forceful Will – Ghoul Retainer job command. A utilization of strange spiritual energy to decay living things.

Action Skills:
Corroding Touch – The Retainer reaches out to the target, channeling a weird energy to decay their body whilst keeping their soul intact.
JP: 100, Range: 1, Effect: 1, Vertical: 2, Speed: Now, Add: Undead

Corrode Spirit – The Retainer collects a ball of weird energy, hurling it at the target. The sphere crashes into the opponent’s spirit, disrupting the flow of life.
JP: 300, Range: 4, Effect: 1, Vertical: n/a, Speed: 25, MP: 10, Add: Undead

Decay Strike – The Retainer mutters an incantation as he attacks, harming an enemy physically and spiritually.
JP: 600, Range: As Weapon, Effect: 1, Vertical: As Weapon, Speed: Now, MP: 15, Add: Undead

Vital Feast – The Retainer draws upon another’s life energy, restoring his own “health”.
JP: 350, Range: 4, Effect: 1, Vertical: n/a, Speed: 35, MP: 35

Control – The Retainer eradicates the sense of self in an undead target, effectively making them his minion.
JP: 100, Range: 3, Effect: 1, Vertical: 3, Speed: 20, Add: Invite

Compel – The Retainer forces his will upon an undead target, suppressing their original motivations.
JP: 350, Range: 4, Effect: 2, Vertical: 2, Speed: Now, Add: Charm

Revert – The Retainer tampers with his own spirit, bringing his existence back to the realm of the fully living until for a time.
JP: 150, Range: Self, Effect: 1, Vertical: n/a, Speed: Now, Cancel: Undead

Purgatory – The Retainer summons the spirit of stasis and paralysis, tearing at spirit and mind with tendrils of weird energy. Causes MP damage.
JP: 1,500, Range: 4, Effect: 4, Vertical: 6, Speed: 14, MP: 60, Add: Stop, Undead, Don’t Act, Don’t Move

Reaction Skills:
None

Support Skills:
Corpulescence – Ensures that the Retainer will be revived at the end of the crystal countdown.
JP: 550

Indifference – The Retainer is detached from his direct experiences with the physical realm. Grants immunity to Talk Skill and some statuses.
JP: 270, Cancel: Talk Skill, Poison, Silence, Darkness, Don’t Move, Don’t Act

Movement Skills:
Focus Inertia – The Retainer can cross great distances vertically and horizontally – but not at the same time.
JP: 400, Gives either: +5 Move/-3 Jump; -1 Move/+4 Jump

((Purgatory seems maybe out of flavor with the rest, but I dunno...))

Posted by: Suunok 29th April 2007 05:09
That's an awesome class, Atma. happy.gif I'd definitely like to see it in play. I'd try to Gameshark it in, but the statuses the abilities inflict would be difficult, if not impossible, to get right with the tools I have.

That said, my rendition of your Rememberancer has encountered some serious flaws so far. It seems to work okay if the character who is turned into a Rememberancer is a monster (I discovered this sheerly by accident - stupid Porkies breeding tongue.gif ), but so far I haven't been able to get it to work properly on a human. I'll keep working, and let you know when I get it (because I will get it tongue.gif ).

I should ask, though - do you own a cheat device, and if so, what kind of device is it? I ask because it may be possible for me to convert the codes to work with the appropriate device, once I've got them right.

Posted by: AtmaDragoon 29th April 2007 05:37
Thanks! I was kinda worried it would be either only narrowly useful, what with it's reliance on causing undead status, or way too powerful from equipping armor and such. But yeah, I wasn't really considering FFT-translatability; it's a fun thought though, eh?

Wow, that's...really funny. laugh.gif Almost makes sense from an 8-Bit perspective, but still. *Imagines a morbol using MBarrier*

Well, I do have a Game Genie...for, uh, NES...but that's it. >_>

However, that'll be a moot point eventually. I mean, what with you putting so much work into making the Remembrancer a reality, it's the least I can do to get a way to employ it. A Woodman Remembrancer wouldn't be so bad... happy.gif

Posted by: Suunok 30th April 2007 03:14
Quote (AtmaDragoon @ 29th April 2007 05:37)
*Imagines a morbol using MBarrier*

Try a Porky using Throw Stone. tongue.gif I don't really know how to describe the animation it used, but suffice to say it was too fast to follow.

Out of Meliadoul, Agrias, Orlandu, and generic knights, which would you prefer to turn into Rememberancers? Using one of those classes as a base would greatly reduce the number of codes needed to make the changes.

Alternatively, if you want something you can theoretically acquire early in the game, and that you'll never see the enemy using, I could alter one of the Bard/Dancer, Calculator, or Mime skillsets to become the Rememberancer. It wouldn't have the job's name, necessarily, but it'd have the right skillset.

Posted by: AtmaDragoon 30th April 2007 06:04
Of the easier-to-make-Remembrancer classes, I'd have to go with generic knight. And in the case of the theoretically-possible ones, I guess mime...although personally, I'm a huge Squire fan, and I had kind of envisioned it as a base class. Far be it from me to make your job any harder though -- I will be happy with whatever will get me a humanoid one. biggrin.gif

And just to keep the spirit of the thread going...

Job: Synchromancer – One who believes in the universal manifestation of spirit and seeks to justify each instance of it. Uses Empathy to discern the nature of objects.
Equip: All but katanas
Inherent: Equip Change
Prerequisites: Geomancer level 3, Samurai level 5
Move: 3, Jump: 3, Speed: 8, Evade: 0

Skillset: Empathize – Synchromancer job command. The life inherent within mundane objects is called forth to various effect.

Action Skills:
Weapon Empathy – The Synchromancer focuses on his equipped weapon, resonating his soul with its spirit. Causes HP damage with swords, knight swords, bows, crossbows, knives, hammers, axes, ninja swords, spears, non-magic guns; causes MP damage with sticks, staves, rods, dictionaries, harps, bags, fabrics, magic guns.
JP: 850, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add: effect of weapon

Shield Empathy – The Synchromancer focuses on his equipped shield, resonating his soul with its spirit. Increases evasion.
JP: 300, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add: effect of shield

Helmet Empathy – The Synchromancer focuses on his equipped headwear, resonating his soul with its spirit. Heals MP.
JP: 200, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of helmet

Armor Empathy – The Synchromancer focuses on his equipped armor, resonating his soul with its spirit. Heals HP.
JP: 450, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of armor

Accessory Empathy – The Synchromancer focuses on his equipped accessory, resonating his soul with its spirit. Heals stat damage. (PA, MA, speed, etc.)
JP: 700, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of accessory

Reaction Skills:
Synchronize – The Synchromancer can feel the weaves of spells directed at him, and can better attune his mind to unraveling them as they're cast. Increases M-evade.
JP: 600, Trigger: successful offensive magical attack

Support Skills:
Harmonize – The Synchromancer is at peace with the natural world, gaining the Earth’s blessing. Grants protection from status and absorbs elemental damage in accordance with Geomancy terrain effects. Also protects against Geomancy.
JP: 500, Cancel: Geomancy

Movement Skills:
None

(Alternately, I suppose it might be prudent to divide up the weapons into seperate abilities a la ninja, and also helmets into helmet/mage hat/hat, armor into armor/robe/clothes, and accessory into gloves/boots/rings/mantles/perfumes/etc...but I don't wanna type all that out just now. tongue.gif )

Posted by: Suunok 30th April 2007 23:56
Squire would be easy to do, too, but bear in mind that changes to generic classes will affect every character you come across that uses that class (Exception: alterations to the squire class will not affect Ramza, Delita, or Algus, as they actually use a completely different skillset).

The advantage to altering a pre-existing generic class is that you can change into and out of the job whenever you want. This added versatility, however, makes "naming" the class a lot more difficult. For the time being, I'll just create Rememberancer codes for Squires, and if I learn how to make conditional codes, I'll see what I can do about the name.

Code
Squires become Rememberancers
30061EA1 009C
30061EA2 0000       Equipable Items
30061EA3 0001

30061EB0 0004       Jump Value

30064B18 00D4
30064B19 00A7
30064B1A 009A       Skillset Modifications
30064B1B 00A5
30064B1C 00A4


Things these codes don't do/possible flaws:
- Ramza, Delita, and Algus are unaffected.
- MBarrier and Deathspell2 have a JP cost of 0.
- Ultima, being Ultima, can only be learned by surviving being hit by it.
- The job still appears as Squire, and the skillset still appears as "Basic Skill".

This has been tested, and other than the flaws I mentioned, it appears to be in working order.

Posted by: AtmaDragoon 1st May 2007 01:08
As it stands, that is an excellent set of codes. Fighting other Remembrancers would certainly make for an interesting situation [Edit: besides which, they're not too common later, if I remember correctly]; I'd hold off buying MBarrier/Deathspell 2 until the battle w/ Ovelia in chapter 2 anyhow; I can wait for Ultima too (I've gotten real used to that rolleyes.gif ). And the inability to change the names, though unfortunate, is the frosting on the proverbial cake -- having an actual, mechanically funcioning Remembrancer is far and away the most important feature.

That said, unless everyone else is interested in these proceedings, perhaps we ought to take this particular discussion to PM? Otherwise I'mma have to keep coming up with new classes...like I will attempt to in the next 48 hours for this post...

Edit: Alright, so here's number three. Hope it's interesting.

Job: Transmogrifier – A wizard who effects bizarre modifications to the world around him through the synthesis of physiology and magonomics. Uses Mutate to combine living elements into one form.
Equip: Sticks, Staves, Rods, Books, Robes, Mage Hats

Move: 3, Jump: 2, Speed: 6, Evade: 0

Skillset: Mutate – Transmogrifier job command. Physical anatomy and magic structure are fused together to cause a unique transformation.

Action Skills:
Avian Mutation – Target is fused with the essence of a chocobo or juravis.
JP: 350, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Beast Mutation – Target is fused with the essence of a panther or behemoth.
JP: 500, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Evil Mutation – Target is fused with the essence of a skeleton, ghoul, or Lucavi demon.
JP: 800, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Humanoid Mutation – Target is fused with the essence of a goblin, squid demon, or bull demon.
JP: 250, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Odd Mutation – Target is fused with the essence of a bomb, flotiball, or morbol.
JP: 650, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Peaceful Mutation – Target is fused with the essence of an uribo or dryad.
JP: 300, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Serpent Mutation – Target is fused with the essence of a dragon or hyudra.
JP: 800, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified

Replicate – The Transmogrifier uses the natural elements available in lieu of a living target, creating a monster golem. Starts at half the Transmogrifier’s level. Can only be used when there are less than the maximum participants in the Transmogrifier’s party.
JP: 750, Range: 3, Effect: 1, Vertical: N/A, Speed: 12, MP: 50

Reaction Skills:
None

Support Skills:
Omega Strain – The Transmogrifier has developed his ability and knowledge to the point where he can mix the best traits of any one specie into a single mutation. He is able to choose which type of monster will be fused, and the target will gain access to all monster abilities from all three levels of that specie. Raises the initial level of replicated monsters to 3/4 the Transmogrifier’s. Becomes inherent once purchased, can be set to the support slot if the Transmogrifier changes to another class.
JP: 1,500

Movement Skills:
None

Mutation Mechanics: When used on a human target, be it ally or enemy, that individual has their secondary action skill replaced with an action skill with the same name as the monster they’ve been fused with (ie: --> Morbol). They are also placed under the status “transmogrified”, which lasts from 3 to 7 active turns. This status can neither be healed nor dispelled. Characters affected by Mutate also acquire any inherent abilities/disadvantages of the monster fused in place of their own. They still retain their original support ability, however.

When used on a monster, it simply adds on the new action abilities to their ability list, and all favorable inherent characteristics are chosen in place of disadvantages. Also lasts 3 to 7 active turns.

When used on the Transmogrifier himself, the transmogrified status lasts indefinitely, and his Mutate action is replaced instead of his secondary. In addition to gaining the monster abilities, he also gains the action ability Separate, which cancels the transmogrified status immediately. Reaction, Support, and Movement abilities are treated the same way as for other human targets.

In all cases, without Omega Strain, the family of monster is chosen, but the specific type is random, as is the class (A, B, C).

Posted by: Hamedo 3rd May 2007 18:31
This is a direct result of having played World of Warcraft on a rogue for far too long.



Rogue- Operating on the outskirts of society, these assassins are the tool of choice for hire when a throat needs slitting or something needs stealing.



Requirements: master thief, master ninja



Skillset: Shadowcraft


Backstab
JP:
350
Range: 1
An attack that does 250% weapon damage and is almsot impossible to block. Can only be performed from the side or behind an enemy.

Distract:
JP:
250
Range: 6
A small pouch containing a mixture of gunpowder and certain herbs is thrown near an enemy unit, distracting them and making them face in the direction of the target panel. Can be done on the same turn as the move, does not use up the action turn.

Vanish
JP:
500
Range: n/a
The rogue throws down a vial of flash powder, instantly giving them transparent status.

Cloak of Shadows
JP:
1000
Range: n/a
Enveloping themselves in shadow, the rogue removes all negative status effects on them and becomes immune to all negative status effects for 3 turns. One use per fight.

Shadowstep
JP:
1000
Range: 6
Stepping through the shadows, the rogue instantly appears behind their target. The next attack, regular or special, does an additional 350% damage. One use per fight.

Preparation
JP:
5000
Range: n/a
Preparing for the fight beforehand, this ability erases the cooldown on Cloak of Shadows and Shadowstep if they have been used in the current fight. One use per 3 fights.

Ambush
JP:
600
Range: 1
When stealthed, the rogue cam make a devastating attack on an unsuspecting opponent. Must be transparent and behind enemy. Attack does 300% weapon damage and removes transparent state.

Blind
JP:
400
Range: 2
Fighting dirty, the rogue tosses a handful of fadeleaf into an opponent's face, inflicting blind status.

Cheap Shot
JP:
800
Range: 1
When stealthed, the rogue can damage and stun an opponent with a swift blow to the head. Must be transparent. Inflicts don't move and don't act on enemy for 1 turn, does 25% weapon damage

Mug
JP:
200
Range: 1
Must be behind or beside target. 60% weapon damage is dealt and random amount of gil are stolen.



Support Abilities


Feign Weakness
JP: 900
Enemies will target the rogue last so long as another ally is standing, regardless of position.

Blackheart
JP: 900
+10% damage to all humanoid opponents

Unseen Assassin
JP: 1000
Begin battle transparent



Reaction Abilities


Evasion
JP: 1000
When the rogue takes damage, they go into auto-transparent state.

Slice and Dice
JP: 700
When the rogue takes damage, they are afflicted with haste.



Movement Abilities


Detect Traps
JP: 300
All trap panels are visible to the rogue on any given battlefield, as well as all move-find item panels.

Ignore Height
JP: 600
Using climbing claws, the rogue can scale or descend heights easily.

Move +5
JP: 1500
Light armor and gear, combined with superhuman agility, allow the rogue to cover battlegrounds more efficiently.



Inherint Abilities


+15% chance to dodge all physical attacks

Inherint dual-wield



Equipment


Weapon: dagger, katana

Head: hats

Body: clothes

Shield: none

Accessories: all

user posted image





















Posted by: Kaikyou 11th May 2007 05:43
My internets are finally up and running again, so here I am.

I've been toying with a few ideas for classes, but haven't come up with anything concrete yet. As a disclaimer, it's been almost 6 months since I last played FFT, so my ideas may be skewed pretty badly.

I figured I'd try my hand at a Dark Knight, since it seems to be a popular choice for many others. Also some semi-original classes, a Red Mage, and a feeble attempt at humor (the last class).

This is a huge post, so I apologise for the length.

Coward
Ability: Cowardice
May Equip: (????)

"A selfish braggart who hides behind a wall of steel."

Uses tall shields to repel his opponents and has high move rates to avoid combat. Inherently low Brave.

Shield Bash (Ability)
Dash-style attack causing Tackle damage with blowback rate of (50 + ShieldPhysEva)%.

Duck and Run (Reaction)
When attacked from behind, evade rate rises by (Brave/4)% and move rate rises by +1. The effects of this ability may not stack.

Overconfidence (Support)
Sacrifices 3 Defense to gain 3 Attack.

Timidity (Support)
Sacrifices 3 Attack to gain 3 Defense.

Equip Shield (Support)
Allows Shields to be equipped regardless of Job.

Plead (Reaction)
Cancels attack as per Hamedo (activation rate is slightly higher), but instead of countering, you pay Gil equal to (Monster Level x Damage Avoided). So, if Pleading to a Level 15 monster that is attacking for 50 damage, you would avoid the damage by paying 750 gil.

White Knuckled (Support)
Reduces chance of your equipment being broken or stolen the lower your Brave is. Defense increases by 1.

Move +2 (Movement)
Movement increases by 2.

Spread Panic (Ability)
Temporarily lose 10 Brave (no permanent loss) to reduce an enemy's Brave by 20.


Red Mage
Ability: Red Magic
May Equip:

"An adept magician and fencer, skilled in many things but master of none."

This is a mix of the Red Mages from all Final Fantasies, mainly FFXI and FFV, with a touch of Mystic Knight from FFV as well.

Cure (Ability)

Fire (Ability)

Ice (Ability)

Bolt (Ability)

Cure2 (Ability)

Fire2 (Ability)

Ice2 (Ability)

Bolt2 (Ability)

Silence (Ability)

Poison (Ability)

Doublecast (Support)
Cast two spells simultaneously.

Convert (Ability)
Swap HP and MP.

Burning Edge (Ability)
Fire elemental physical attack.

Blizzard Slash (Ability)
Ice elemental physical attack.

Shock Spike (Ability)
Lightning elemental physical attack.

Dia Blade (Ability)
Undead killing physical attack. Low random chance of inflicting Defense Down.


Dread Knight
Ability: Demon Skill
May Equip:

"A master of the dark arts who strikes terror in his foes."

Drain (Ability)
Steal HP. (Resist rate and potency as per spell.)

Osmose (Ability)
Steal MP. (Resist rate and potency as per spell.)

Terror (Ability)
Inflicts Brave Down. (Resist rate and potency as per spell.)

Soul Wither (Ability)
Inflicts Death Sentence. (Resist rate and duration as per spell.)

Darkness (Ability)
Consumes HP to inflict devastating blows. (Random damage increase, from 20% to 80%. Extra damage consumes that much in HP.)(Example: 100 dmg to be inflicted. Darkness adds 50%, increasing dmg to 150. User loses 50 HP.)

Dead Aura (Reaction)
Whenever HP or MP is stolen, reverse the effects. (Like undead monsters.)

Mindless Rage (Support)
Gain no EXP for any action to increase damage dealt by 50%.

Destroy Essence (Ability)
Detonates a crystal, inflicting damage to all creatures in a 2 square radius.

Discord (Ability)
Confuses, charms, or berserks an enemy. (Resist rate and duration as per Confuse.)

Abyssal Gate (Movement)
Step through a dark gate and choose a location as per teleport. Unit vanishes as per Jump (duration included). At the end of the duration, unit appears in selected location, able to act but not move until next turn (as though they had just moved.) This ability may not fail, even at long distances.

Gravity Blade (Ability)
3-panel ranged attack. Strikes all units in area of attack with weapon damage. Low random chance of inflicting Slow.

Heavy Blade (Ability)
Normal range weapon attack with low accuracy and high critical rate.

Spiral Hell (Ability)
Attack as per Spin Fist. Low random chance of inflicting Death Sentence.

Mire Blade (Ability)
Normal range weapon attack. Moderate random chance of inflicting Don't Move.

Stormwalk (Movement)
When a rainstorm is present, Move is increased by 2 and unit recovers a small amount of HP after moving.


Sage
Ability: Ancient Lore
May Equip:

"One who peers into mysteries and unearths hidden knowledge."

Hidden Lore (Support)
Gains JP for picking up crystals. (JP gained is equal to an Accumulate.)

Equip Book (Support)
Allows Books to be equipped regardless of Job.

Enemy Lore: Ice (Ability)
Makes enemy weak to Ice. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.)

Enemy Lore: Fire (Ability)
Makes enemy weak to Fire. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.)

Enemy Lore: Bolt (Ability)
Makes enemy weak to Lightning. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.)

Enemy Lore: Wind (Ability)
Makes enemy weak to Wind. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.)

Enemy Lore: Earth (Ability)
Makes enemy weak to Earth. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.)

Transmute (Ability)
Inflict random status effect on enemy.

Teaching (Ability)
Bestow own EXP to an ally. (EXP is tranferred 10 EXP at a time. If the caster has less than 10 EXP, they cannot use this ability.)

Distortion (Support)
Magic Evade rises to 100%. However, if unit is in the center of the attack, or is hit with a one-square spell like Flare, resist rate drops to 0%.

Mana Lore (Ability)
Converts current EXP into MP. (If EXP is 0, you gain 0 MP and the ability is wasted.)

Skill Lore (Ability)
Converts current JP into HP. (If JP is 0, you gain 0 HP and the ability is wasted.)

Item Lore (Support)
Treasure chests drop rare items when this unit picks them up.


The Ultimate Mega Black Death Master Fighter of Overwhelmingly Pure Burning Evil
Ability: Ultimate Fight
May Equip: All

"The name says it all."

Instant Death (Ability)
Kills an enemy instantly.

Exploding Armor of the Infinite (Reaction)
When attacked, interrupt the attack (as per Hamedo) and instantly kill attacking enemy.

Summon All (Ability)
All summons attack at the same time, instantly killing all enemies in the attack area.

Move +20 of Fighting Power (Movement)
Allows you to walk 20 spaces more. Also allows you to walk through opponents, which kills them instantly.

Super Gained JP Up (Support)
Increases JP gained by 500. Random enemy on the field is killed instantly.

All Time Stops For All Time (Ability)
Inflicts Don't Move, Don't Act, and Stop on all enemies. All allies gain Haste. These effects last until the end of the battle and may not be resisted. It may seem to you like killing the enemy takes a minute or two, but to them, they're getting killed so fast they don't realize they're being killed instantly.

The Ultimate Sacrifice (Ability)
Casts Autolife on self, then uses Self-destruct to kill all enemies instantly.

Equip Everything At The Same Time (Support)
Allows you to wear anything and everything simultaneously. Every time you equip an item in combat, the nearest enemy is instantly killed.

Space Atom Bomb (Ability)
Fires a space atom bomb, the most powerful weapon in space. All enemies are instantly killed, the battle instantly ends, the location you were at is instantly wiped off the map, you are instantly moved to the closest blue location, and you instantly gain a level.

Breakfast (Ability)
Make some instant oatmeal. (The brown sugar and maple kind.) Instantly recover all HP.

Fast-Draw Oxygen from Earth (Ability)
Allows you to fast-draw all the oxygen from Earth, killing all life on the planet instantly and giving you their HP and MP. Without warning, the credits roll.

...well, that's pretty much everything I have at the moment. I'm going to go through each class and post them individually when I have them figured out. Please feel free to make fun of them or whatever. Hopefully my next post will make more sense, be far more concise, and not suck so bad. Thanks for reading this.

Posted by: Samurai Bob 20th July 2007 02:44
Wow, I really like a lot of the classes in this thread...I'm not really good at this stuff, but here goes nothing:

Mad Trickster

Clownish magician with deadly tricks up his sleeves. As a result of dabbling in forbidden chemistry and magic, this joker is insane to the core.

Prerequisite: Level 8 Chemist, Level 8 Wizard, Level 8 Time Mage

Weapons: Knife, Gun, Rod, Staff
Shields: No
Armour: Robe, Vest (Can only wear hats on his/her head)

Skillset: Trickery

-----

Skill: Coin Flip
JP: 100
MP: 0
Range: 1
CT: Now

The Trickster flips a coin, and the target chooses Heads or Tails. The loser loses half of his/her current HP.

Skill: Hat Trick
JP: 175
MP: 0
Range: 1
CT: Now

The Trickster pulls a chemical mix out of his hat, and sprays it on the enemy. A random status ailment is chosen and has a 75% chance of inflicting it on the the enemy.

Skill: Deathly Deck
JP: 250
MP: 0
Range: 2-5 (Can hit three panels side by side)
CT: 30

A deck of cards is tainted with dark magic and chemistry, and quickly shot at the enemy for high damage.

Skill: Egil’s Torch
JP: 215
MP: 15
Range: 1-4
CT: 20

Elemental attack in which the Trickster lights a torch with flames known as Sunfire and hurls it at the enemy. Powerful Fire damage.

"From a fallen kingdom do these flames arise! Egil’s Torch!"

Skill: Thunder Shock
JP: 215
MP: 15
Range: 1-4
CT: 20

Elemental attack in which the Trickster unleashes a blast of lightning from his finger at the target. Powerful Lightning damage.

"Piercer of the sky, crafted into mortal hands! Thunder Shock!"

Skill: Frostbite
JP: 215
MP: 15
Range: 1-4
CT: 20

Elemental attack in which the Trickster summons a flurry of ice to freeze and damage the target. Powerful Ice damage.

"Like a diamond that was once coal...Frostbite!"

Skill: Mind Games
JP: 320
MP: 25
Range: 1
CT: Now

Toy with the target’s mind using a mystical metronome and darkly lie about their religion. Power is based on opponent’s Faith. A target with high Faith will take massive damage.

Skill: Demonic Visions
JP: 320
MP: 25
Range: 1
CT: Now

Toy with the target’s mind using a mystical metronome and place images of their own death into their heads. Power is based upon opponent’s Brave. A target with low Brave will take massive damage.

Skill: Voodoo Curse
JP: 600
MP: 35
Range: 1-5
CT: 65

Creates a voodoo doll of the target and stabs it. Deals powerful Dark damage.

Skill: Asper Wave
JP: 1000
MP: 5
Range: Global
CT: 150

Steal small amounts of MP from units all over the map, friends and foes alike.

Skill: Dice Roll
JP: 750
MP: 50
Range: 1-7
CT: Now

The Trickster rolls a dice, and the effects vary based on the number rolled.

ONE= Casts Death
TWO= Steals random piece of equipment from the foe, success rate randomized
THREE= Casts Frog with a 100% success rate
FOUR= Massive damage, HP given to Trickster
FIVE= Casts Stop with a 100% success rate
SIX= Backfires and takes 3/4 of the Trickster's life

Skill: Reality Trip
JP: 800
MP: 65
Range: 1
CT: 85

The Mad Trickster temporarily sends both himself and the target to a projection of the world of the dead, showing the opponent visions of those long gone. The gore and horror seen in the temporary zone is enough to make one go mad, and deals damage to the foe based on both their Brave and Faith.

Skill: Meteo Trick
JP: 1200
MP: 85
Range: Global
CT: 120

Five meteors are summoned from the cosmos, and strike random targets. Each meteor has great power, (Something between a Level 3 and 4 spell) but can strike the Trickster as well.

"Judgement in the form of the Cosmos! Meteo Trick!"

Skill: Zero Reality
JP: 2000
MP: 185
Range: Global
CT: 200

The Trickster sends all other units into his mind (including allies) and his insanity is unveiled. The dark visions within his soul lower all units’, except the Trickster’s, Brave and Faith by half for the next three turns.

-----

Reaction Abilities

Terror
JP: 1300

When physically attacked, the Trickster sends a violent image into the attacker’s mind, lowering their Brave by 1-3 points.

Reflex
JP: 1300

When physically attacked, the Trickster’s evasion slightly raises for the rest of the battle. Stackable.

-----

Support Abilities

Elemental Mastery
JP: 900

Having mastered the elements of Fire, Lightning and Ice, whenever the Trickster uses an attack of these elements, he gets a 1.25x boost in damage. He also takes reduced damage from these elements. (0.75)

-----

Movement Abilities

None

-----

Stat Growth

SPD= Speed

HP: 50%
MP: 180%
ATK: 100%
MGC: 210%
SPD: 140%

-----



I think I did OK, though he does seem overpowered now that I think about it...

What do you guys think?

Posted by: BanjoTheClown 20th July 2007 02:55
If i could Invent a Class i would call it The Dashing Swordsman, ill add the abilities and stuff later. sleep.gif

Moderator Edit
Next time, don't post until you actually have something to say. -R51

Posted by: neg0tiator 20th July 2007 21:58
Job Name: Contractor
a contracted hitman. uses covert skills to complete the most impossible jobs with pin-point accuracy.

Required Jobs: Lv.4 Oracle, Lv. 4 Ninja

Innate Abilities: Silent Walk

Base Stats: Move: 4 Jump: 4 Class Ev.: 20%

Max Stats (if leveled from 1 to 99 as this job)
HP: 370-385 MP: 250-265 PA: 10(f), 11(m) MA: 6(m), 7(f) Speed: 12

Equip: Guns, Knives, Ninja Knives, Hats, Clothes, Robes, Accessories

Job Command: Covert Skill
skill used to eliminate targets ignoring enemy evasions

Action Abilities:

Illusion - Effect: 1 Range: Auto Speed: Now
Add: Invisible

Haymaker - Effect: 1 Range: weapon range Speed: Now
normal attack, but damage is boosted by 1.5 (%=Br-PA)

Deny:Chance - Effect: 1 Range: 1v2 Speed: Now
this is pretty much 'Dash' with a 2 panel knock-back at 100%
Without repost, lose any chance to escape! Deny:Chance!

Deny:Act - Effect: 1 Range: 4 Speed: Now
Add: Don't Act (%=Speed*6)
Loss comes sudden as with the raging winds! Deny:Act!

Deny: Move - Effect: 1 Range: 4 Speed: Now
Add: Don't Move (%=Speed*6)
Feet become as heavy as one thousand labours...Deny:Move!

Deny: Health - Effect: 1 Range: 4 Speed: Now
Add: Undead (%=Speed*5 + MA)
Thurst without drink, tire without chance of rest...Deny:Health!

Deny: Breath - Effect: 1 Range: 1v1 Speed: Now
Add: Dead (%= [Br/2]+Speed*[MA/4])
Souls cut down like mere timber...Here's the end! Deny:Breath!


Reaction Ability(s):

Chance Cure - certain statii (poison, petrify, undead, sleep, don't act, don't move), during each CTR, have a 20% chance to be cured

Last Resort - strikes down opponent that deals fatal damage. Add: dead
(%=Br)

Support Ability(s):
Suppressor - certain commands will not trigger any reaction abilities

Movement Ability(s):
Silent Walk - will not trigger traps

an ideal setup would be...

Female, Br 97, Fa 03, worst comp. w/ scorpio

Stone Gun
-
Thief Hat
Rubber Suit
Seteimson

Covert Skill
Item
Chance Cure
Suppressor
Teleport

strat: with this set, there's no worry of triggering ANY reaction abilities with your normal attack! wait until you're cured of petrify, then use haymaker at a safe distance and use elixers when necessary; auto-haste makes up slightly for initial petrify; the +1 MA on the seteimson is necessary only for the best results with Deny: breath (or Deny: bracelet, in the spirit of FFT), but you'll prob. wanna stay away anyways, usually waiting after you attack; rubber suit is for best natural HP and lower PA (higher haymaker acc.) than RoL option. probably the more stable of the two options

...or for males...

Male, Br 97, Fa 03, Cancer or Pisces

Rune Sword
-
Flash Hat
Robe of Lords
Genji Gauntlet

Covert Skill
Throw
MP Switch
Equip Sword
Move MP Up

strat: this is the RoL option, which tries to maximize the use of deny:breath, since males have higher PA anyways and lower MA, and need extra MA than females; this setup is used to walk up close to the enemy after a first turn Illusion, and attack from behind with haymaker or deny: breath. using the 'Deny' skills before an attack is a good idea as well. with this set, a very thorough understanding of CT is vital, because with it comes the capability of immobilizing two units (one dead, one don't act'd) before either can kill him.

Well...?

Posted by: Desolation 22nd July 2007 06:24
I tried to keep this within believable NPC limits. I could have created something ridiculous, but I tried to make them seem like viable classes.

Name: Raijin
Age: 21
Height: below average
Build: Slim/Athletic
Eye Color: Black
Hair Color: Whitish Silver
Hair Length: Middle of back untied, between shoulderblades in ponytail
Birthplace: Warjilis Trade City

Weapon: Ichihiro Nagamaki (2 Hands Atk: 24 PE:45% ME:45% Chance on hit: Stop )
Off-Hand: Genji Guantlet (atk+2 matk+2)
Head: Snow Veil (+80 Hp Immune to silence, sleep, petrify and charm)
Armor: Reverend Splint (+160hp spd+3 Always: Protect, Shell)
Accessory: Hachimaki (atk+2 matk+2 spd+2 phys dodge+25% mag dodge+25%)

Main: Forgotten Sword
Secondary: Math Skill
Reaction: Blade Grasp
Support: Attack Up
Movement: Move+2

Class: Wanderer - "A drifter with no hometown or affiliation. Fights according to own morals and values using Forgotten Sword"

Growth: (+ means above average, = means average, - means below average)
AT:+ MA:= Sp:+ HP:= MP: -

Innate: Weapon Guard, Ignore Height, 2 Swords, can equip Gloves in off-hand with 2 handed weapons, May use Forgotten Sword skill with any non-dagger bladed weapon (sword, ninja sword, knight sword, katana, spear)

Possible Equips:
Weapon: Sword, Ninja Sword, Katana, Spear
Armor: Clothes, Robes, Armor

Skill: Forgotten Sword - "A Sword Skill who's art was lost a long time ago"
Blaze - Releases a fire spirit from the sword (5 panel straight line, Fire)
Freeze - Ice spirit from the sword charges enemies (5 panel straight line, Ice)
Tide - Calls forth a water spirit to drown opponents (5 panel straight line, Water)
Blitz - Lightning spirit from the sky smites enemies (5 panel straight line, Lightning)
Fault - Earth spirit cracks open earth below enemies (5 panel straight line, Earth)
Holy (same as in game)
Dark Holy (same as in game)
Hurricane (same as in game)
Shock (Range:8 damage = max hp, physical)
Shock! (Range:8 damage = min hp, physical)
Giga Flare (same as in game)
Ruin (Physical Attack that damages HP & MP)
Focus (On Self: Atk+2, Spd+2, Brave+5)
Energize (same as chakra, only it heals HP and MP equal to 50% of your max)
Cleanse (AoE, Removes Poison, Petrify, Death Sentence, Blood Suck)

Reaction:
Counter
Blade Grasp
Abandon

Support:
Attack Up
Magic Attack Up

Movement:
Move+2
Jump+2

Posted by: Magetaine 23rd July 2007 10:00
Okay ummm how about (i don't know if this name is taken, my apolgies if so)
Master Alchemist
Description: A alchemist who can change the materials of anything with just touch of his hands
Equips- Staffs,Rods and Swords tongue.gif
A-Abilty

Carbon Wipeout
A skill that changes the carbon in the body of anything (or there armor), severly reducing their defence.

Explosive Human
Changes a bone of an enemy charcter into a explosive, dealing fire dmg to him and anyone around him

Mini Tornado
Stops the air in a small area causing blind status

Earth Wave
Tranforms the Earth into a massive wave of earth dealing non-elemental damage to the closest enemy, if multiple enemys are close all are hit

Melt weapon
Same effect as Weapon Break

Ice Blast
Changes water vapour in the air to frezzing point and launching it at enemys

Earth Change
Changes the earth and weather to any type (useful with a Geomancer)

Carbon Build-Up
Changes carbon in you body increasing defence

Support Skills

Potion Skills
Makes Items twice as effictive

Alchemic Boost
The master alchemist can boost the effect of All his Abiltes

Reaction

Evaporate
When a element is coming towards him he dissolves with out taking damage

Counter
Self-Explantory

Enemy Flip
The Alchemis picks up his enemy and throws the 5 squares forward, you still take dmg but about 1/8 less

Move
Mole Hole
Changes the ground into a tunnel system, can move anywhere but you have to wait 1 turn to come out

DONE! thumbup.gif
any suggestions i will consider also when i can be bothered I will think of some MP and JP Costs


Posted by: Samurai Bob 27th July 2007 18:10
Well, here's another one.

Time Swordsman

Powerful warrior skilled in the ways of Time Magic. The Time Swordsman devastates his foes with his time manipulating sword techniques.

Prerequisite: Level 8 Squire, Level 4 Knight, Level 8 Time Mage

Weapons: Sword
Shields: No
Armour: Robe, Vest, Light Armor

Skillset: Chrono Swordskill

-----

Skill: Haste Sword
JP: 200
MP: 15
Range: Self, 4 spaces around
CT: 50

The Time Swordsman harnesses positive magical energy into his blade, then stabs it into the ground, casting Haste on himself and those around him with a high success rate.

Skill: Slow Sword
JP: 200
MP: 15
Range: 5 spaces ahead
CT: 50

The Time Swordsman harnesses negative magical energy into his blade, then slashes the ground in front of him, casting Slow on any units in the technique's range with a high success rate.

Skill: Stop Sword
JP: 300
MP: 25
Range: 1
CT: 30

A sword slash that does regular damage but casts Stop on the target.

Skill: Swift Sword
JP: 215
MP: 12
Range: 1
CT: Now

Does regular damage, but makes the Swordman's next turn come faster.

Skill: Delay Sword
JP: 215
MP: 12
Range: 1
CT: Now

Does regular damage, but slightly delays the target's turn.

Skill: Meteo Mash
JP: 600
MP: 50
Range: 1
CT: Now

The Swordsman channels cosmic energy into his blade, and strikes with the power of a meteor. Massive damage.

Skill: Star Sword
JP: 320
MP: 25
Range: 1-4
CT: 50

The Swordsman unleashes a blast of cosmic energy from his blade at the target. Hits the selected panel, along with all four panels around it.

Skill: Moonlight
JP: 500
MP: 0
Range: Self
CT: 80

Power is channeled from the moon to heal some of the Swordsman's MP.

Skill: Speed Steal
JP: 700
MP: 18
Range: 1
CT: 30

Stabs the target, dealing damage, and uses the blade as a link between the Time Swordsman and the target. The blade absorbs the enemy's Speed stat, lowering it by 1-3 points, and transfers the lost points to the Swordsman, making him faster. The effect is neutralized at the end of battle.

Skill: Chrono Cross
JP: 500
MP: 10
Range: 1
CT: Now

The Time Swordsman slashes the target four times. Damage is based on the difference between the Swordsman's and the target's speed.

Skill: Time Distortion
JP: 950
MP: 65
Range: 1-3
CT: 140

Creates a rift in time around the target, dealing high damage and greatly delaying their next turn.

Skill: Spacial Rend
JP: 950
MP: 85
Range: 1-3
CT: Now

Creates a rift in the time-space continium, dealing massive damage to the target.


-----

Reaction Abilities

Tick Tock
JP: 1000

Every time the Time Swordsman takes damage, their CT goes up by 5.

-----

Support Abilities

Wasted Time
JP: 1250

Each turn, the Time Swordsman's CT goes up by an additional 1 point.

-----

Movement Abilities

None

-----

Stat Growth

SPD= Speed

HP: 95%
MP: 110%
ATK: 125%
MGC: 110%
SPD: 175%



Too overpowered? What do you guys think?

Posted by: colinmacdonk 1st August 2007 16:14
Jester -A clown that uses jokes to harm enemies.

Reation Command :Jack-In-The-Box(harms enemy that attacked).

Attack Abilities

Noise Maker :Causes Silence to all enemies.

Cream Pie :Causes Blindness to enemies.

Pop!!! :Uses weapon to hurt enemy.



Weapons :Fake Gun,Staff,and Fists

Prerequists :Theif LvL 5,Squire LvL 8,Geomancer LvL 8

~~~~~~~ :yes: Colin :yes: ~~~~~~~

Posted by: FabulousFreebird 1st August 2007 18:33
I love your Jester character, colinmacdonk. It's nice to see this old thread continually receive more new replies.

Posted by: Suunok 1st August 2007 22:49
I haven't read every single page of this thread, but what I have read has been a lot of awesome classes that I really wish I had a method of implimenting, even if they only work in an emulator.

Come to think of it, does anyone know if this is possible?

Posted by: Gafgarion the great 3rd August 2007 16:44
Arch Mage: Archer with magic fused in the Bow and Arrows.
Command:Magic Bow.
Weapons:Bow,Crossbow.
Prerequists:Lv:6 Archer, LV:4 wizard, Lv:2 Knight.
Abilities
Fire-Bow:Shoots a flaming arrow at the target. 200JP, 23mp.

Fira-Bow:Shoots a flaming arrow at the target. (stronger then fire-bow )350JP, 30mp.

Ice-Bow:Shoots a freezing arrow at the target. 200JP, 23mp.

Icera-Bow:Shoots a freezing arrow at the target. (stronger then ice-bow) 350JP, 30mp.

Thunder-Bow:Shoots an electifying arrow at the target. 200JP, 23mp.

Thundera-Bow:Shoots an electifying arrow at the target. (stronger then thunder-bow) 350JP, 30mp.

Arrow of Darkness:Shoots an arrow engulfed with darkness at the target. Causes-Blind, and Silence. 600JP, 40mp.

Arrow of Hatred:Shoots an arrow filled with anger at the target. Lowers targets physical strength by 2. 700JP.

Hamedo-Arrow:Shoots an arrow at the target before being hit.(trigger ability) 1050JP.

Jump+4: Raises jump by 4.(move-ability) 625JP.

Posted by: Suunok 16th August 2007 05:08
It's probably been done, but...

Shield Dancer
A stalwart warrior who has chosen to forgo traditional weapons in favor of a pair of shields.

Equip: Shields, Clothes, Hats, and the traditional accessories.

Special Feature: May equip two shields simultaneously.

Command Set:
Shield Dance

Actions

Guard - 100 JP
The Shield Dancer assumes a defensive position and prepares to be attacked. All facings are considered Front for the purpose of evasion. Lasts until the Shield Dancer's next turn.

Guard Impact - 500 JP
Has the same effect as guard, however it adds a counterattack whenever an enemy attack is successfully evaded. The counterattack is calculated as a barehanded attack with Martial Arts.

Absorb Energy - 500 JP
The Shield Dancer neglects all physical defense to create a mystical field that transforms all offensive magical energy into healing energy. Until the Shield Dancer's next turn, all magic attacks that hit him heal instead of damage, and Shield Evade is reduced to zero.

Shield Bash - 200 JP
A sudden, brutal attack with a shield that leaves the target stunned. Damages as per a bag hit, Adds: CT 0.

Shield Toss - 200 JP
A short range attack that consists of throwing one of the Shield Dancer's shields at a target, then catching it as it bounces back. Does roughly 1.5 times the damage of a barehanded attack with Martial Arts.

Reaction Abilities

Deflect Attack - 100 JP
Enemies who are foolish enough to attack the Shield Dancer are thrown off balance by his smooth deflection. Adds: CT 0 on successful evasion.

Support Abilities

Equip Shield - 250 JP

Dual Shield - 600 JP
Allows the equipping of a shield in both hands.

Movement Abilities

Short Step - 500 JP
Increases CT at the end of the turn by 5 for each unused movement panel.

Posted by: TheDragoon 23rd August 2007 01:49
How's this? It needs work, I know.

Spirit Dragoon
Special warriors who are actually ingrained with the spirits of various dragons themselves.

Weapons: Spear, Sword, Knight Sword
Equipment: Hats, Helmets, Clothes

Action Abilities:
Long Range Jump - 250 JP
Jump anywhere on the field. Requires a spear to use.

Double Jump - 200 JP
When jumping, strikes the foe twice at half power

Lancet - 140 JP
Drains HP and MP equal to 1/2 of total damage done

Dragon Trance - 600 JP
Raises Attack, Defense and Speed of the user for rest of battle

Dragon Spirit - 550 JP
Sends the fury of a spirit rushing to nail a line of foes

Dyna-Dragon Blast - 600 JP
Blasts a foe with the raw power of dragons. May instantly kill the foe

Reaction Abilities-
Guardian Spirit - 250
When hit by any attack that forces him into critical status, he automatically gains boosts in Attack, Defense and Speed

Support Abilities-
Equip Lance - 170
Equip a spear regardless of job

Strengths:
High Attack, Speed, HP
Spears have a 2 Panel attack range
Abilities are balanced and useful

Weaknesses:
Low Defense, Magic, MP
Abilities are really expensive
Magic Abilites require too much charge time
No movement abilties

Any Comments?

Posted by: laszlow 31st August 2007 00:08
This is my third attempt at a fictional Tactics class for thread. The other two are http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=3676&st=150&#entry107277 and http://www.cavesofnarshe.com/forums/ipb/index.php?showtopic=3676&st=210&#entry134876

Class: Spirit Medium

Description: A ninja priest with the ability to communicate with souls of the departed; uses thrown paper seals to execute powerful magic attacks.

Prerequisities: Master Oracle, Master Ninja

Can Equip: Clothes, Robes, Hats, Sticks

Magic Seal: Spirit Medium job command

Base Statistics: Ninja's HP+20%, Oracle's MP, Ninja's PA, Oracle's MA+1, Ninja's Speed -1, 4 Move, 3 Jump

Inherent Abilities: Counter-Life, Counter-Death

Magic Seal

Flame Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal explodes and sets the target aflame

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Fire-elemental, 100% hit rate, 70% Add: Don't Act

Wave Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal conjures a deluge of saltwater to drown the target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Water-elemental, 100% hit rate, 70% Add: Sleep

Storm Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal creates a powerful cyclone around the target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Wind-elemental, 100% hit rate, 70% Add: Confusion

Earth Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The ground violently quakes at the target's location

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Earth-elemental, 100% hit rate, 70% Add: Don't Move

Volt Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: A powerful lightning bolt strikes the seal's target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Lightning-elemental, 100% hit rate, 70% Add: Darkness, 70% Add: Silence

Frost Seal (600 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: the seal's target is encased in a thick layer of ice

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Ice-elemental, 100% hit rate, 70% Add: Slow

Holy Light (750 JP)
MP: 27
Speed: now
Range: 1

Description: cleanses and restores the soul of an ally lost to darkness

Mechanics: if target is dead, then 70% chance to restore life; 100% hit rate, removes Blood Suck, removes Undead, restores HP equal to MA*27*(cFaith/100)*(eFaith/100)

Exorcism (550 JP)
MP: 3
Speed: now
Range: same as Spirit Medium's physical attack

Description: sends a tortured soul to the afterlife with a sacred striking technique

Mechanics: 70% hit rate; 999 damage to undead units, 1 damage to living units

Reaction

Counter-Life(450 JP)

Description: Grants a second chance at life to a skilled Spirit Medium

Mechanics: If character dies with MP>99, then character loses 99 MP and returns to life with 99 HP

Support

Counter-Death (540 JP)

Description: Protects against many death-dealing attacks

Mechanics: immunity to Blood Suck, Undead, and Petrify status; any attacks that Add: Dead (i.e. instant death spells) are ineffective

Movement (I use pretty much the same Movement skills everywhere)

Crouching Tiger (2500 JP)

Combines Move+2 and Jump+2

Hidden Dragon (2500 JP)

Combines Move+1 and Fly

Posted by: Suunok 7th September 2007 02:10
Here's my take on a "Gambler" class. Just so you know, each one of the abilities in this class can actually be Gamesharked into existence. If there's enough interest, I can make it happen.

Gambler
"Take a chance and roll the dice; the big win is never out of reach."

May Replace: Mediator
Equips: As Mediator

Command Set: Magic

[Actions]
Damage Flare - 200 JP
Element: Fire; Range: 4; Effect: 2 (As basic spells); Vertical Effect: 3; Speed: 25
Strikes randomly within the target area.
Invoking Lady Luck, the Gambler calls down a random bolt of flame.

Level+ Roll - 1000 JP
Range: 4; Effect: 2; Vertical Effect: 3; Speed: 25; Allies Only; Inflicts Stop or Dead or Petrify on caster. One random ally within the area of effect gains a level.
At great risk to himself, the Gambler seeks to bolster the abilities of an ally.

Level Loss - 400 JP
Range: 4; Effect: 2; Vertical Effect: 3; Speed: 25. If it hits, target loses a level.
When asked to rob someone of their experience, demons are often all to glad to obey...

Roulette - 500 JP
Strikes one random target on the battlefield. Add: Dead (100% chance unless immune). May hit allies or enemies.
The Gambler calls in a favor from Death himself, though the Incarnation may have other plans...

Soul of Morbol - 100 JP
Range: All Enemies; Effect: One target; Add: Petrify, Darkness, Confusion, Berserk, Frog, Poison, Slow, Sleep (25% chance each)
Calling upon a little known god of Morbols, the Gambler attempts to inflict a magical malady on his enemies.

Ajora's Blessing - 100 JP
Range: All Allies; Effect: One target; Add: One of Haste, Shell, Protect, Regen, Reraise (100% chance of a random one).
Showing true faith in the power of Saint Ajora, the Gambler gives a blessing to a friend.

[Reactions]
Gilgame Heart - 200 JP
Trigger: HP Damage. The character receives Gil equal to the amount of damage taken.
True Gamblers can't resist a bet - even if it involves them getting smacked around.

[Support]
Martial Arts - 200 JP
Barehanded attacks are as effective as those of a Monk.
A little experience brawling goes a long way.

[Movement]
None, though Move - Find Item is recommended.

Opinions? Interest in seeing this in game? Let me know, please! happy.gif

Posted by: Auragaea 16th September 2007 16:37
The Floral Fallal, Machina Maw, and Full Throttle count as 3 people when creating a party. Each of the main part’s support always stays to the panel to the main part’ left side and right side, so in order to move or wait, all 3 must be on a panel with a height difference of 3.

user posted image

Class: Floral Fallal – The ultimate magical job.
Prerequisites: MASTER Priest, MASTER Wizard, MASTER Calculator
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+60%, Summoner MP+70%, Summoner SP -1, Ninja PA, Wizard MA +2, 6 Move, 5 Jump

Commands
Attack: Follows Staff formula

Libra [10 JP]: Highlights the target’s compatible units in Blue and incompatible units in Red

Great Whirl [2000 JP][Can only be learned after learning all other Fallalery, Right Pistilplay, and Left Pistilplay abilities][Usable only in Floral Fallal]:
o Magical attack that strikes all enemies 10 times at random

Fallalery:
Heat Whirl [350 JP][Now]
o A chain of fire spells on an area.

Ice Whirl [350 JP][Now]
o A chain of ice spells on an area.

Electric Whirl [350 JP][Now]
o A chain of thunder spells on an area.

Aqua Whirl [350 JP][Now]
o A chain of water spells on an area.

Barrier [700 JP][MP: 36][SP: 16]
o Completely protects the party from 1 magical attack.

Shield [700 JP][MP: 36][SP: 16]
o Completely protects the party from 1 physical attack.

Flare Whirl [1000 JP][MP: 64][SP: 10]
o A chain of flare spells on an area.

All-Life [1500 JP][MP: 70][Now]
o Revives all allies to 1 HP.

Class: Right Pistil – The Floral Fallal’s right supporter.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+50%, Summoner MP+80%, Priest PA, Wizard MA +1

Commands
Right Stigma: Ranged attack using Crossbow formula and range.

Right Pistilplay:
White Pollen [300 JP][SP: 17]
o Casts Regen on all allies.

White Honey [400 JP][SP: 20]
o Heals all allies.

Hard Leaves [600 JP][SP: 12]
o Casts Shell on all allies.

Tough Nuts [600 JP][SP: 12]
o Casts Protect on all allies.

Mirror Petals [600 JP][SP: 12]
o Casts Reflect on all allies.

Floral Rush [780 JP][SP: 10]
o Casts Haste on all allies.

Floral Bomb [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their PA.

Fallal Bomb [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their Brave.

Floral Magisol [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their MA.

Fallal Magisol [800 JP][MP: 26][SP: 15]
o Damages all enemies and increases their Faith.

Class: Left Pistil – The Floral Fallal’s left supporter.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+50%, Summoner MP+80%, Priest PA, Wizard MA +1

Commands
Left Stigma: Ranged attack using Crossbow formula and range.

Left Pistilplay:
Dream Pollen [900 JP][SP: 17]
o Damages all enemies and lulls them to sleep.

Mad Seeds [770 JP][SP: 24]
o Damages all enemies and makes the Berserk.

Sticky Honey [830 JP][SP: 12]
o Damages all enemies and slows them down.

Halfdeath Petals [1200 JP][SP: 10]
o Halves the HP of all enemies.

Poison Leaves [600 JP][SP: 25]
o Damages all enemies and poisons them.

Death Petals [900 JP][SP: 15]
o Instantly kills an enemy.

Silent White [290 JP][SP: 20]
o Damages all enemies and inflicts Silence and Darkness on them.

Congealed Honey [800 JP][SP: 15]
o Damages all enemies and stops them.

Panic Floralysis [640 JP][SP: 17]
o Damages all enemies and confuses them.

Ash Floralysis [2000 JP][SP: 15]
o Damages all enemies and inflicts Petrifiction on them.

Support Abilities
Double HP [1500 JP]
o Doubles Max HP


user posted image

Class: Machina Maw – The ultimate status infliction job.
Prerequisites: MASTER Oracle, MASTER Geomancer, MASTER Bard/Dancer
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+80%, Summoner MP+40%, Summoner SP -1, Knight PA, Priest MA, 6 Move, 5 Jump

Commands
Attack: Follows Stick formula

Revival [670 JP]: Revive one ally.

Vajra [2000 JP][Can only be learned after learning all other Machinations, Smash, and Crush abilities][Usable only in Machina Maw]:
o Physical attack that damages all enemies.

Machinations:
Death Missile [950 JP][MP: 12][Now]
o Instant kill an enemy.

Bio Missile [350 JP][MP: 12][Now]
o Damages an enemy and may inflict Poison.

Break Missile [750 JP][MP: 12][Now]
o Damages an enemy and may inflict Petrification.

Berserk Missile [530 JP][MP: 12][Now]
o Damages an enemy and may inflict Berserk.

Stop Missile [610 JP][MP: 12][Now]
o Damages an enemy and may inflict Stop.

Confuse Missile [300 JP][MP: 12][Now]
o Damages an enemy and may inflict Confusion.

Shockwave [600 JP][MP: 36][SP: 20]
o Damages all enemies.

Shockstorm [1000 JP][MP: 36][SP: 15]
o Damages all enemies and may reset CT.

Class: Smasher – The Machina Maw’s right hand.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+60%, Time Mage MP, Samurai PA, Geomancer MA

Commands
Homing Ray: Ranged attack using Crossbow formula and Bow range.

HP Repair [100 JP]: Heals the Machina Maw’s, Crusher’s, or its own HP.

MP Repair [100 JP]: Heals the Machina Maw’s, Crusher’s, or its own MP.

Smash:
Howitzer [200 JP][MP: 12][Now]
o Damages 1 enemy.

Sleep Shell [620 JP][MP: 12][Now]
o Damages an enemy and may inflict Sleep.

Slow Shell [360 JP][MP: 12][Now]
o Damages an enemy and may inflict Slow.

Anti-Power Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its PA.

Anti-Armor Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its Brave.

Scan [10 JP][Now]
o Highlights the target’s compatible units in Blue and incompatible units in Red

Shelter [550 JP][SP: 30]
o Casts Shell on all allies.

Protector [550 JP][SP: 30]
o Casts Protect on all allies.

Class: Crusher – The Machina Maw’s left hand.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+60%, Time Mage MP, Samurai PA, Geomancer MA

Commands
Homing Ray: Ranged attack using Crossbow formula and Bow range.

HP Repair [100 JP]: Heals the Machina Maw’s, Smasher’s, or its own HP.

MP Repair [100 JP]: Heals the Machina Maw’s, Smasher’s, or its own MP.

Crush:
Howitzer [200 JP][MP: 12][Now]
o Damages 1 enemy.

Blind Shell [200 JP][MP: 12][Now]
o Damages an enemy and may inflict Darkness.

Silence Shell [380 JP][MP: 12][Now]
o Damages an enemy and may inflict Silence.

Anti-Magic Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its MA.

Anti-Mental Shell [800 JP][MP: 12][Now]
o Damages an enemy and increases its Faith.

Booster [780 JP][SP: 10]
o Casts Haste on all allies.

Offense [400 JP][SP: 20]
o Increases one ally’s PA.

Defense [400 JP][SP: 20]
o Increases one ally’s Brave.

Support Abilities
Double HP [1500 JP]
o Doubles Max HP


user posted image

Class: Full Throttle – The ultimate physical job.
Prerequisites: MASTER Knight, MASTER Lancer, MASTER Ninja
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+70%, Chocobo MP, Summoner SP -1, Mime PA, Chemist MA, 6 Move, 5 Jump

Commands
Attack: Follows Knight Sword formula

Fright [690 JP]: Damages one enemy, confuses them, and resets their CT.

Sword Dance [2000 JP][Can only be learned after learning all other Throttle, Dextral Arts, and Sinistral Arts abilities][Usable only in Full Throttle]:
o Physical attack that damages all enemies.

Throttle:
Aestus [140 JP][Now]
o Fire damage on one enemy.

Winterkill [140 JP][Now]
o Ice damage on one enemy.

Levin [140 JP][Now]
o Lightning damage on one enemy.

Whelman [140 JP][Now]
o Water damage on one enemy.

Wisenen [250 JP][Now]
o Decreases HP by ¼.

Fiers [300 JP][MP: 10][Now]
o Inflicts critical damage on one enemy.

Deeth [900 JP][SP: 20]
o Instant kill an enemy.

Assoil [455 JP][Now]
o Holy damage on one enemy. Instantly kills undead.

Class: Dextral Wing – The Full Throttle’s right wing.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+50%, Wizard MP, Geomancer PA, Oracle MA

Commands
Stamina [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own HP.

Mettle [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own MP.

Reboot [200 JP]: Revives an ally.

Dextral Arts:
Venom Wing [350 JP][MP: 12][Now]
o Damages an enemy and may inflict Poison.

Blind Wing [200 JP][MP: 12][Now]
o Damages an enemy and may inflict Darkness.

Mute Wing [380 JP][MP: 12][Now]
o Damages an enemy and may inflict Silence.

Rock Wing [750 JP][MP: 12][Now]
o Damages an enemy and may inflict Petrification.

Lazy Wing [620 JP][MP: 12][Now]
o Damages an enemy and may inflict Sleep.

Violent Wing [530 JP][MP: 12][Now]
o Damages an enemy and may inflict Berserk.

Still Wing [610 JP][MP: 12][Now]
o Damages an enemy and may inflict Stop.

Crazy Wing [300 JP][MP: 12][Now]
o Damages an enemy and may inflict Confusion.

Class: Sinistral Wing – The Full Throttle’s left wing.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+50%, Wizard MP, Geomancer PA, Oracle MA

Commands
Stamina [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own HP.

Mettle [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own MP.

Reboot [200 JP]: Revives an ally.

Sinistral Arts:
Steel Feather [710 JP][MP: 20][SP: 18]
o Increases party’s PA.

Diamond Feather [710 JP][MP: 20][SP: 18]
o Increases party’s Brave.

White Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their PA.

Buckle Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their Brave.

Cloudy Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their MA.

Pointed Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and increases their Faith.

Pumice Feather [780][SP: 10]
o Casts Haste on the entire party.

Ma’at’s Feather [10 JP][Now]
o Highlights the target’s compatible units in Blue and incompatible units in Red

Support Abilities
Double HP [1500 JP]
o Doubles Max HP

Posted by: FabulousFreebird 17th September 2007 02:02
It's cool how you included artwork with your classes. Nice touch!

Posted by: Auragaea 18th September 2007 22:59
Thanks! smile.gif I really like the Machina Maw the best.

Posted by: blackwolf_fang 30th September 2007 06:25
I thought this was the INVENT a class forums. Not Steal-a-Class from Squaresoft's Final Fantasy X-2 (Floral Fallal, Machina Maw, and Full Throtle).



~ blackwolf_fang ~

Posted by: Lockes AlterEgo 17th October 2007 14:46
Seraphim Knights

Angelic blade:

Angel Sin Harvest: User has to have two swords to use. Summons angelic powers to deliver massive damage. Damaged increased with lower faith. length: Feild Status : Chicken (200jp)

Morning Star Attack: Stirkes enemy several times with sword inflicting massive amounts of damage. Length : Three squares status: Poision, Blind, Confusion (50 jp)

Hades Gate: Sends evil to the nether world with a KO attack. Length: 1 square Status: Death (150jp)

Four horsemen: Summons the four horse men to the feild to lay waste to there enemies. Powerful holy magic. Length : Feild (300 jp)

Curaga: Powerful cureitive magic, helps restore allies to full. Length 15 squares status Heal (25 jp)

Ark Angel : Invokes the power of michale to deliver a powerful finishing blow. Lenght 10 squares (40 jp)

Movement
Walk water : Allows user to walk on water (50 jp)
Float : User is floating above the ground (200 jp)
Teleport : Teleports a user to different area. (200jp)

Support
Blade grasp: Catches a sword before it has a chance to hit. (25jp
Ribbon: Gaurds against all status attacks. (400 jp)
Equip sword : Allows user to equip a sword (10 jp)

Equipment
Weapons:

Swords
Spears
Daggers
Maces

Armor:
Any armor knights or samauris can use

Helm:
Any helm that a knight or a squire can use.

Posted by: Hamedo 17th October 2007 14:53
Quote (blackwolf_fang @ 30th September 2007 01:25)
I thought this was the INVENT a class forums. Not Steal-a-Class from Squaresoft's Final Fantasy X-2 (Floral Fallal, Machina Maw, and Full Throtle).



~ blackwolf_fang ~

Perhaps you should read more of the thread, to get into the spirit of it and see what people are trying to do in here.

We've taken characters from our own imagination, star wars, movies, books, history, ect, and adapted them to the FFT class system. Essentially, we're taking square pegs and jamming them into circular holes. You may not like everyone's adaptation, but snarky comments are not needed.

Welcome to the Caves, by the way, seeing as how that was your first post here.

Posted by: Gabe 18th October 2007 19:39
Why the hell does full throttle have hands bigger than his head?

Posted by: Sirus 19th October 2007 01:48
Sirus
Angel Knight-One who has set a path to the heavens and been granted the powers that of a Knight and Angel.

Brave: 90
Faith: 50

Divine Blade-Angel Knight Command. Allows user to uses divine power to cut his enemies.
Ascend-Angel Knight Command. Uses heavenly powers to protect and attack.
Blade Grasp
Two Hands
Move+3

Shiro Tenshi(Custom Class Weapon, Type: Katana)-A heavenly sword that chooses who can wield it. Its lore depicts that it was forge by the angels themselves.
White Headband(Normal custom headgear)
Maximillion
Genji Gauntlet


Divine Blade Skills

Shiro Tenshi (JP-200)
Spirit in the katana unleashes a divine power that attacks all those who dare harm its chosen wielder. 5 panel attack radius. Shiro Tenshi does not break.

Sacred Blade (JP-150)
Envokes the blade with a sacred power and then attacks the opposition. 30% chance of causing Blind. Attacks the four panels around user.

Aura Sword (JP-500)
Aura surrounds the blade and strikes. 10% chance of causing confusion. Attacks a target up to 3 panels ahead.

Punishment (JP-700)
Sword strikes into the ground and sends a shockwave straight forward. Attacks 7 panels ahead.

Grand Cross (JP-300)
Sacrifce a quarter of your HP to deal holy damage to those around you. Attacks 2 panels in all directions.

Heavenly Execution (JP-600)
Slash at your opponents vital spots with a a holy strike. 15% chance of causing instand death.

Blade Grasp (JP-700) Reaction
Allows the character to evade attacks from weapons and some abilities. Bow, Crossbow and Gun attacks can also be evaded, despite what the in-game description says. The higher the character's Brave points, the higher the evasion percentage.

Force Back (JP-250) Reaction
Push an enemy back 3 panels after being attacked. 35% chance.

Two Hands (JP-900) Support
Allows the character to hold his or her weapon with both hands, increasing its attack power.

Move+3 Increases character's movement range by three panels.

Ascend Skills

Angel Aura (JP-400)
Surround oneself with an angels aura. Heals user.

Heavenly Protection (JP-300)
The heavens grant the user their protection. Casts Protect, Shell, and Auto-Life.

Heaven's Grace (JP-280)
User receives the grace of the heavens. Casts Regen and Haste.

Judgement (JP-1000)
The ultimate Ascend skill. Deals massive holy damage to the enemy.

Serenity (JP-600) Support
User takes 10% less physical and magic damage.

Posted by: Auragaea 19th October 2007 13:25
user posted image

The pic is a character from my story, so pay attention to the clothing rather than how he looks.

Savior- Holy defenders that concentrate on protecting allies.
+ Prerequisites – Lvl. 3 Knight, Lvl. 3 Priest, Lvl. 3 Time Mage
+ Equips: Shield (weapon), Hats, Clothes, Robes, Accessories
+ Base Stats: Knight’s HP -20%, Priest MP+ 10%, Knight PA -1, Time Mage MA +1, Priest Speed, Move 4, Jump 4

+ Job Command -
Salvation -

Resist – Casts a protective spell on a panel that decreases damage dealt by physical and magical attacks by 35%.
JP: 400
MP: 27
Speed: 25
Range: 5
Effect: 1 Panel
*Note: Can only be cast on 3 panels overall. Any subsequent castings will disintegrate the oldest Resist.

Quicken – Casts a protective spell on a panel that increases Speed and Evasion by 25%.
JP: 550
MP: 42
Speed: 20
Range: 5
Effect: 1 Panel
*Note: Can only be cast on 3 panels overall. Any subsequent castings will disintegrate the oldest Quicken.

Elongate – Extends the time support spells last on.
JP: 370
MP: 36
Speed: 25
Range: 5
Effect: 1 Panel/1 Target

Protection Steal – Steals all positive status effects from the target.
JP: 350
MP: 44
Speed: Now
Range: 1
Effect: 1 Target

+ Reaction Abilities –
Cover – Takes physical damage for any allies standing next to Savior.
JP: 460

Guardian – Takes magical damage for any allies standing next to Savior.
JP: 510

+ Support Abilities –
Salvation Promised – Resist’s and Quicken’s effects are increased by 15% if the Savior has Cover or Guardian equipped and is standing next to an ally.
JP: 590

+ Movement Abilities –
Holy Steps – Clears all traps and dangerous field effects when the Savior moves across them.
JP: 320

Posted by: Kikuichimonji 21st November 2007 08:12
Ninja+ *Note : "+" means more (duh)*

Skill type name : Ninjutsu

Skills : Phsyical/Magical

Stealth Strike : "Disappear" then attack with 100%
Shadow Strike : Attack with dark aura
Death Needle : Uses a needle to throw at the enemy that inflicts instant death
Hana(Flower) : Heals Unit and all other units around unit
Final Strike : Uses 100% of units power , Results in units HP going to 1

Skills : Reaction

Summon Sakura Leaves : When the enemy attempts to attack , The unit summons thousands of sakura leaves to take the attack for the unit

Conceal : Disappear before enemy attacks , resulting in a miss

Skills : Support

Duel Swords : Same , Allows you to use 2 swords

Skills : Movement

Wide Range : Adds on 4x more movement range on your unit.

Posted by: Auragaea 26th November 2007 23:42
user posted image

Scholar- Military tacticians that use magical books known as “Grimoires” to incorporate skill with magic.
+ Prerequisites – Lvl.5 White Mage, Lvl.5 Black Mage, Lvl.5 Time Mage, Lvl.5 Mystic
+ Equips – Books, Staves, Knives, Hats, Robes, Accessories
+ Base Stats – Black Mage’s HP+10%, White Mage’s MP-15%, White Mage’s PA, Summoner’s MA -1, Black Mage’s Speed, Move 3, Jump 3

+ Action Abilities – Tacticks


Light Arts – Decreases White Magicks’ and Time Magicks’ MP cost and charge time by 10% and allows Stratagem to be used, but increases Black Magicks’ and Mystic Arts’ MP cost and charge time by 10%.
JP: 0000
Speed: Now
Effect: User

Dark Arts – Decreases Black Magicks’ and Mystic Arts’ MP cost and charge time by 10% and allows Stratagem to be used, but increases White Magicks’ and Time Magicks’ MP cost and charge time by 10%.
JP: 0000
Speed: Now
Effect: User

Clear Sky – Changes the weather to a clear sky. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Thunderstorm – Changes the weather to a thunderstorm. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Rain – Changes the weather to rain. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Snowstorm – Changes the weather to a snowstorm. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Pyrohelix – Gradually decreases the target’s HP. Greatly affected by Clear Skies (+20% damage) and Rain (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Cryohelix – Gradually decreases the target’s HP. Greatly affected by Snowstorms (+20% damage) and Clear Skies (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Ionohelix – Gradually decreases the target’s HP. Greatly affected by Thunderstorms (+20% damage) and Snowstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Hydrohelix – Gradually decreases the target’s HP. Greatly affected by Rain (+20% damage) and Clear Skies (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Anemohelix – Gradually decreases the target’s HP. Greatly affected by Thunderstorms (+20% damage) and Rain (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Geohelix – Gradually decreases the target’s HP. Greatly affected by Rain (+20% damage) and Thunderstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Noctohelix – Gradually decreases the target’s HP. Greatly affected by Snowstorms (+20% damage) and Thunderstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Luminohelix – Gradually decreases the target’s HP. Greatly affected by Clear Skies (+20% damage) and Snowstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Stratagem – Allows Grimoires to be used to grant varying effects to different magic schools.
JP: 0000
Speed: Now
Effect: User
*Stratagem can only be used once Light Arts or Dark Arts have been used.
*Using Stratagem will open up a menu showing the list of different usable Grimoires.

Light Arts Stratagems:
Penury
– Decreases White and Time Magicks’ MP cost by 50%.
JP: 200
Speed: Now
Effect: User

Celerity – Decreases the charge time for White and Time Magicks by 50%.
JP: 450
Speed: Now
Effect: User

Accession – Extends the effect of all White and Time Magicks to target all party members or enemies, but triples MP cost and charge time.
JP: 600
Speed: Now
Effect: User

Rapture – Greatly increases the potency of White and Time Magicks.
JP: 800
Speed: Now
Effect: User

Dark Arts Stratagems:
Parsimony
– Decreases Black Magicks’ and Mystic Arts’ MP cost by 50%.
JP: 200
Speed: Now
Effect: User

Alacrity – Decreases the charge time for Black Magicks and Mystic Arts by 50%.
JP: 450
Speed: Now
Effect: User

Manifestation – Extends the effect of all Black Magicks and Mystic Arts to target all party members or enemies, but triples MP cost and charge time.
JP: 600
Speed: Now
Effect: User

Ebullience – Greatly increases the potency of Black Magicks and Mystic Arts.
JP: 800
Speed: Now
Effect: User

The Scholar gets access to the following spells: Cure, Cura, Raise, Regen, Protect, Shell, Fire, Fira, Thunder, Thundara, Blizzard, Blizzara, Haste, Slow, Float, Gravity, Umbra, Quiescence, Fervor, and Delirium.

+ Reaction Abilities
None

+ Support Abilities
None

+ Movement Abilities
Modus Veritas – Increases the damage of the Helix spells by 30%.
JP: 720

Posted by: Shun 20th December 2007 20:23
I fear I haven't, nor am I really willing, to sit down and read 10 pages of classes right now[though I have looked at a select few and am liking what I see], so I apologize if something similar has been done.

Job Title: Jailor
Job Description: Unsavory individuals who are put in charge of prisoners. These masters are more than willing to inflict torture or even death upon innocent and guilty alike.
Physical Description: Larger than the average person these individuals use a very large and long ball and chain weapon that appears to be a mix of a Manriki Gusari and a standard flail. A large and heavy spiked ball resides on one end of a unbelievably long chain and on the other is a small oblong weight[which can be used as a handle].
Prerequisites: Level 4 Squire, Level 3 Thief, Level 2 Monk
Equips: Clothes, Hats, Knives, Flails, Accessories
Growth: HPC-8, MPC-17, SpC-95, PAC-38, MAC-80
Multipliers: HPM-90, MPM-50, SpM-110, PAM-135, MAM-50
Move: 5
Jump: 2
C.Ev: 20%
Innate: Chain-and-Ball

Skillset: Torture
-----------------------------
Flagellation- Whip your opponent raw without the benefit of having their wounds cleansed.
JP: 100
Speed: Now
Range:1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * PA * 9] damage and [CBr/100 * TBr/100 * (PA + 150)] chance of inflicting poison.

Lead Sprinkler- Sprinkle your foes with molten lead. Your foes may be slowed by their injuries.
JP: 150
Speed: Now
Range: 3
AoE: 2v2
Effect - Deals [CBr/100 * TBr/100 * PA * 12] damage to all in the area. [CBr/100 * TBr/100 * (PA + 140)] chance of slowing.

Thumbscrew -Crush the targets fingers with a painful vice that may render them unable to use their hands.
JP: 200
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 125)] chance hitting. Upon hitting it has a 75% chance of inflicting don't act. Deals [CBr/100 * TBr/100 * PA * 14] damage.

Tongue Tearer- Tear the tongue from the targets mouth.
JP: 300
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 150)] chance of hitting. If it hits it inflicts silence. Deals [CBr/100 * TBr/100 * PA * 17] damage.

Knee Splitter- Painfully destroy the knees of your foe.
JP: 400
Speed: Now
Range:1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 125)] chance hitting. If it hits 75% chance that it inflicts Don't Move else wise it inflicts stop. Deals [CBr/100 * TBr/100 * PA * 20] damage.

The Head Crusher- Painfully and skillfully crush the head of your foe.
JP: 600
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 120)] chance of hitting. If it hits it inflicts confusion. Deals [CBr/100 * TBr/100 * PA * 26] damage.

Heavy Handed- Strike your foe with bone rattling force.
JP: 800
Speed: Now
Range: 1
AoE: 1v0
Effect- Deals [PA * WP * 1.5] damage and has a 33% chance of doing a critical. Attack only has [CBr/100 * TBr/100 * (PA + 110)] accuracy.

..::: Reaction Abilities :::..
----------------------------------------
None

..::: Support Abilities :::..
---------------------------------------
Brutal- Your a brute who lashes out wildly at foes.
JP: 400
Effect - Ups critical hit rate to 25% but you are unable to avoid any counter attacks.

Chain-and-Ball - Master of the chain and ball style weapons.
JP: 1200
Effect - De-randomizes flail style weapons and gives innate two hands[can-not equip shields or two weapons] when a flail weapon is equipped. Also if you couldn't equip flails before this skill enables you to equip them as well as its normal boosts.

..::: Support Abilities :::..
--------------------------------------
Enraged - You are very impatient and quickly get angry when things don't go smoothly.
JP: 500
Effect - Every time you move you have a 20% chance of increasing PA by 1.


For those not used to the M's and C's. He has slightly better hp growth than a monk but has the thief's HP multiplier. This would give him more hp than a thief but not by much. His speed growth is slightly higher than a monks but less than a thief's. This would land him between the speed of a monk and the speed of a thief[monks have the same modifier as thief's in speed]. His physical attack is what brings him up. With a higher multiplier than the monk and slightly higher growth than a knight/lancer this would put him as the strongest PA class[though the mime has better growth it has a lower multiplier].

He isn't really balanced. After all any physical character would want to level as this class due to the completely broken growth... but hey that is real strength. After all other than his physical multiplier he doesn't exactly have stellar stats.

Posted by: Kane 8th May 2009 04:27
Riskbreaker (Ashley Riot)

"Reinforcements? I am the reinforcements."
"I will cut you, next we meet. Leave the city before sundown if you value your life."

Stats: (Identical to Ramza's Squire)
HPM: 125 | MPM: 105 | SpM: 107 | PAM: 111 | MAM: 102 | Move: 4 | C.Ev: 10%
HPC: 11 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 48 | Jump: 3 | TYPE: Special

Weapons: Daggers, Swords, Knight Swords, Axes, Maces, Staffs, Spears, Crossbows
Shields: Any
Head: Any (excluding Ribbon types)
Armor: Any
Accessory: Any (excluding perfumes)


--------------
Break Arts
--------------


-----------------------------------------
Vile Scar JP: 300
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley strikes out, inflicting damage and poisoning the target.
HP Damage and Adds: Poison

-----------------------------------------
Killer Mantis JP: 300
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley executes a blinding rush and saps MP from foe.
Moderate HP damage and small MP damage

-----------------------------------------
Wyrm Scorn JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 1; Effect: 1; Risk +1]

Ashley splits his blade to attack from all directions.
Regular attack which resolves itself as though Ashley had struck from behind (i.e. ignore CE%)

-----------------------------------------
Papillon Reel JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley calls heavenly light down.
Holy-elemental HP Damage

-----------------------------------------
Iron Ripper JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 1; Effect: 1; Risk +1]

Ashley executes a powerful blow that damages both armor and foe.
HP damage and Destroys: Armor

-----------------------------------------
Advent Sign JP: 500
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: '+' area; Risk +2]

Rippling holy energy shreads foes.
Holy-elemental HP Damage

-----------------------------------------
Accursed Umbra JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +2]

Ashley curses foe with a damaging strike.
Dark-elemental HP Damage and Adds: Slow, Undead, Confusion

-----------------------------------------
Emetic Bomb JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 2; Effect: 1; Risk +2]

Ashley unleashes a series of blows.
Ashley ATTACKS and may possibly ATTACK additional times, the first at 60%, the second at 40%, and a third at 25%

-----------------------------------------
Retribution JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 3/Vertical 3; Effect: '+' area; Risk +2]

Ashley Turns the power of Dark against itself.
Massive HP damage against anyone equipped with or currently capable of using a Dark-elemental skill (like Dark Holy)


-------------------
Reaction
-------------------


-----------------------------------------
Heavy Shot JP: 300
-----------------------------------------

Counters with a critical hit, but also increases Risk by 1

------------------
Support
------------------


-----------------------------------------
Ward JP: 300
-----------------------------------------

Prevents Don't Move, Don't Act, and Stop

-----------------------------------------
Temper JP: 400
-----------------------------------------

Increases the effects of the Risk Meter (Hit % goes down further and chance to score a critical hit goes up. Also increases the damage Ashley takes.)

-----------------------------------------
Blood Price JP: 400
-----------------------------------------

Allows expenditure of HP instead of increasing Risk [I'm not sure whether this would be to cheap, or whether it makes having a Risk meter at all worthless. I might possibly consider altering this to allow HP expenditure when Risk has reached 10, which is a very real possibility in all but the shortest of battles.]


---------------------
Movement
---------------------

none

---------------
About Risk
---------------
As in Vagrant Story, Ashley's Risk meter changes certain aspects of his combat ability, namely:


1. Ashley's Hit% decreases by 3 (or 5 with Temper equipped) for each point of Risk Ashley has. [I was thinking of capping the Risk meter at 10 for simplicity's sake. Also, note that not even concentration would offset this effect; if Ashley had 10 Risk and attacked a 'bare' wizard from behind, Ashley would still only have a 50% chance to hit]

2. Ashley takes more damage the higher his Risk climbs. For each point of Risk, Ashley takes an additional 5% (or 7% with Temper equipped) of damage (from physical attacks that is).

3. Ashley's chance to score a critical hit increases. For each point of Risk, Ashley's chance to score a critical hit increases by 2% (or 3% with Temper equipped).

[I'm thinking Risk should drop by one during each round if Ashley hasn't used one of his Break Arts.]

Posted by: Kane 24th May 2009 21:10
Gambler

Skillset—Odds

Coin Toss (800 JP)—Throws Gil at the opponent.
[Range = 4. Damage = (Gil Thrown) * (2/3) with a maximum amount thrown of 999 Gil.]

Snake Eyes (400 JP)—Gambler rolls a pair of dice: if each die comes up 1, then all enemies’ HP become 1.

Roulette (1000 JP)—One random character, enemy or ally, dies.

Shuffle (900 JP)—All characters’ positions are randomly swapped. [Only occupied squares are eligible targets for new positions. Switch positions rather than everyone being transported to random squares; that way, you may be able to escape the area of a charging attack, or place another even weaker individual in the attack's wake.]

Mulligan (500 JP)—Remove any status effects currently held by target, replacing them with an equal number of random status effects [50/50 shot at receiving ‘good’ status effects, unless Gambler has House Edge equipped; in which case, ‘good’ statuses are received 70% of the time.]

Bribe (500 JP)—Give the enemy money in the hopes they will leave the battle. [Each monster type would have a different ‘acceptance price’ assigned to them, going above said price sometimes results in the Gambler being given a gift in addition to the enemy’s departure.]

Ante Up (500 JP)—The Gambler and anyone surrounding him in a ‘+’ formation takes as small amount of un-blockable damage. [I’m thinking Damage = Character_Lvl]

Payout (600 JP)—Damage equal to all damage inflicted by Ante Up is doled out to a random character [Resets each time Ante Up is used; therefore, the maximum damage possible is 495 (though, this damage is immutable and un-blockable)]

Slots (400 JP)—Slot machine appears and each set of reels results in a different outcome:

Three 7s: All enemies die, immunity ignored. (Joker Doom)
Two 7s and a Bar: All allies die, immunity ignored. (Joker Doom)
Three Chocobos: Fat Chocobo falls from the sky (non-elemental damage to all enemies).
Three Dragons: Random breath weapons hit all enemies.
Three Airships: Airship attacks, dealing non-elemental magic damage to all enemies.
Three Bars: All enemies hit with random negative status effects.
Three Ladies: All allies gain random positive status effects.
Any Other: All allies are restored a small amount of HP and are cured of some statuses.

Reaction

Ace up the Sleeve (700 JP): 1st attack on Gambler always fails (Once per battle, but applies to any sort of attack).

Gambler Defense (300 JP): Acts similarly to Defense Up, but could set damage to “normal,” “2/3,” or “1/3.”

Support

Lady Luck (400 JP): Increases Critical Hit Rate (From 5 -> 25 or something like that)

House Edge (400 JP): Increases odds of getting beneficial outcomes with Odds.

Gillionaire (250 JP): Double money received from battles.

Movement

Move Gil Up (200 JP): Gain money as you move. [Character_Lvl Gil for each square of movement.]

Posted by: Kablizzy 25th June 2009 19:50
I got a very strange feeling today - I went back through all of my old http://www.heroesofivalice.net stuff, and found our old Master Class drafts. Enjoy.

Dragoon

- Must have every Lancer ability.
- Must be at least Level 20.
- Must have felled LESS THAN 3 dragons of any type.
- Must have successfully tamed a whelp (baby dragon), adult dragon, or tiamat (master dragon) of any elemental type.
- Must have (in current inventory) at least one one-handed spear and one two-handed spear.
- Must have Dragon Scale item.

Quote:
Dragoon
HP + 19
MP + 2
Brave + 5
Move + 0
Jump + 2
Evade + 10%
PA + 2
MA + 0
Speed + 2
Growth Rates: HP+15, MP+4, PA+1(every 4 levels), MA+1(every 7 levels)


Once a Lancer becomes skilled in the ways of the Dragoon, he undergoes a spiritual metamorphosis, melding his mind with that of the Dragon Spirit itself. As such, the Dragoon can communicate readily with Dragons, and can tame them, mounting them in combat as one would mount a chocobo.

Leader Bonus: Rider Units gain +2 Attack, +2 Defense, +1 Range on Attack
Equipable items: Daggers, Spears, Shields, Armor, Robes, Helmets

------------------
Dragon Essence
------------------

Fire Shear
The Dragoon adopts the mindset of the dragon and breathes fire.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Fire
Inflicts [MA * 10] damage

Ice Shear
The Dragoon adopts the mindset of the dragon and breathes ice.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Ice
Inflicts [MA * 10] damage

Bolt Shear
The Dragoon adopts the mindset of the dragon and breathes lightning.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Thunder
Inflicts [MA * 10] damage

Infuse
The Dragoon focuses his mental energy into strengthening his next attack. [PA + 25%, MA - 50%] Once per turn in a skirmish. Gone after first attack.
JP: 450
Range: Auto

Double Jump
Using his ability to jump, the Dragoon can jump twice upon his opponent in one fluid motion.
JP: 575
Range: 5 v 8
Effect: 1
Add: Death Sentance
First Jump - [PA+Speed] * (WP/3)
Second Jump - 50% damage
Jump Speed = 50/Speed

Leap
Instead of simply moving across the ground, the Dragoon uses his jumping ability to launch himself to any point within (Move + Jump) Hexes, regardless of height.
JP: 1000

--------------------
Reaction Abilities:
--------------------

Counter Jump
The Dragoon counters a physical attack with a vicious jump attack.
Trigger: Physical attack
Cost: 1260
Triggers [Brave]% of the time

------------------
Support Ability:
------------------

Mystical Fortitude
The Dragoon takes on the tough skin of the Dragon, causing attacks to mysteriously fall to the wayside.
JP: 800
EV + 25%
M-EV + 25%
-50% damage from piercing attacks

Lance Mastery
The Dragoon's affinity with the spear is so refined, he has developed the ability to wield a two-handed spear in a single hand.
JP: 475
Addition: +10% Damage, +10% accuracy

Enduring Spirit of the Dragon
The Dragoon has become entwined with the spirit of the dragon, and takes on the spiritual bonuses of the dragon.
JP: 700
Add: Regen

Steel Bravery
The Dragoon gains +1 Brave each turn, and any abilities that would lower brave instead add to it.
JP: 750

----------------
Move Abilities:
----------------

Ignore Height
Allows the character to jump to any height, regardless of jumping ability.
JP: 500

Posted by: Kablizzy 25th June 2009 19:52
Hero

- Must have every Squire ability.
- Must be at least Level 25.
- Must have total 500 bond with at least 25 NPCs.
- Must have "heroic", self-sacrificing qualities (through RP)
- Must have some defining feat that would make others define him/her as "heroic"

Quote:
Hero
HP + 40
MP + 15
Brave + 10
Faith + 5
Move + 2
Jump + 1
Evade + 12%
M. Evade + 5%
PA + 3
MA + 2
Speed + 2
Growth Rates: HP+20, MP+10, PA+1(every 3 levels), MA+1(every 5 levels) (NOTE: The +/- 7 HP/MP variable growth rate still applies)


The Hero is all about two things: Swordmanship and self-sacrifice. Only by showing their resolve in the face of impossible odds, their seemingly careless attitude toward their own lives in place of others and by showing acts of valiance can a humble Squire become a mighty Hero.

------------------
Bravery
------------------

Concentrate
By concentrating upon his strike, the warrior raises his accuracy attack chance by 30%, and Critical Hit chance by 10%.
JP: 350
Range: Self
Works [Brave/2]% of the time

Valiant Strike
The Hero focuses his energy and strikes with all of his might.
JP: 500
MP: 45
Damage = [(Brave * PA) / 9]

Undaunted
Even when faced with overwhelming odds, the Hero is unfazed, and filled with a renewed sense of dedication and purpose.
JP: 600
Range: Auto
Effect: 1
Add: +5 Brave for each enemy in excess of the number of allies.

Aero Blade
The Hero takes a giant leap in the air and slashes down with enough force to create an earth-ripping gust of wind.
MP: 20
JP: 425
Range: 5v1
Effect: Straight line
Element: Wind
Inflicts [(PA+MA)*7] damage

Pyro Blade
Igniting his weapon with the power of his soul, the Hero swings it in a circle, igniting all around him in a powerful blaze.
MP: 20
JP: 425
Range: Self, v1
Effect: 2
Element: Fire
Creates a wall of fire around the Hero
Inflicts [(PA+MA)*7] damage to all targets who touch the wall

Aqua Blade
Infusing his blade with the power of water, the Hero swings it forward, creating an ultra high-powered jet stream of water to burst out at his foes.
MP: 20
JP: 425
Range: 5v1
Effect: Straight line
Element: Water
Inflicts [(PA+MA)*7] damage

Sword of the Soul
The Hero is so in-tune with his weapon, he can take a part of his very soul and infuse it with his weapon, increasing its power for a time and making it impossible to take the weapon from his hands.
JP: 350
MP: 35
HP: 5%
Adds 3 WP and makes weapon un-disarmable and undestructable for 1d5 rounds.

Shield of the Soul
The Hero focuses his soul to stretch out and engulf his allies, shielding them in a protective light.
JP: 400
MP: 25
HP: 10%
Range: Self, v1
Effect: 2
Reduces physical damage by 50% and magical damage by 25% for 1d5 rounds. The Hero cannot move during this time.

Spear of the Soul
Focusing the power of his soul into a ball of energy, the Hero shapes it into a spear and then throws it at his target.
JP: 700
MP: 30
HP: 5%
Range: 4v4
Effect: 1
Element: Holy
Inflicts [(MA*3) + (Brave)] damage

Lifeline
The Hero connects his soul with someone else's and donates his lifeforce to them.
JP: 300
MP: Must be specified how much the Hero is willing to donate (at least 10%)
HP: Must be specified how much the Hero is willing to donate (at least 15%)
Range: 3v3
Effect: 1

Anima Effect
Digging into the energies of his very soul, the caster creates a swirling vortex of energy around himself that aids allies and impedes foes, sacrificing himself for the good of the remainder of his party.
MP: 100%
HP: 100%
Range: 8v8 (note: does not affect caster)
Add (Allies): Haste, Regen, Protect, Shell, Reraise, Transparent, Strengthen: All
Add (Enemies): Slow, Blind, Poison, Don't Move (50%), Don't Act (25%), Berserk (25%), Sleep (50%), Confuse (25%), Silence, Charm (5%)
JP: 1500
Inflicts [MA * 6] damage (to enemies), heals [MA * 6] HP (to allies)
Note: HP and MP must be at MAX, and the hero KO's himself automatically.

--------------------
Reaction Abilities:
--------------------

Deflect
The Hero deftly turns any attack aside, so long as the attack is direct.
JP: 770
(75% Evade if attack comes from the front)
Activates [Brave]% of the time

--------------------
Support Abilities:
--------------------

Swordsmanship
The Hero has refined his swordsmanship abilities to the point where they are unmatched.
JP: 600
(+50% accuracy, +25% Damage)

Equip All
The Hero is so versatile and skilled in the ways of combat and weaponry, that he has access to all weaponry options.
JP: 1200

Posted by: Kablizzy 25th June 2009 19:53
Chronomancer

- Must have every Time Mage ability.
- Must be at least Level 20.
- Must have successfully Hasted, Stopped, Slowed and Don't Act/Moved targets a combination of 75 times.
- Must have Silver Hour Glass item.
- Must have Time Emblem item.
- Must have Eternal Clock item.
- Must study under Old Man Time for 6 months.

Quote:
Chronomancer
HP + 9
MP + 16
Move + 2
Jump + 0
Evade + 5%
PA + 1
MA + 3
Speed + 4
Growth Rates: HP+10, MP+17, PA+1(every 7 levels), MA+1(every 4 levels)


After many years of study, a Time Mage can begin to feel the ebb and flow of time around them and manipulate it at their very whim.

All Chronomancer gain a +30 CT bonus to spells being cast.

Leader Bonus: Magi Units gain +3 Defense, +1 Movement
Equipable items: Daggers, Staves, Rods, Robes, Hats

------------------
Chronomancy
------------------

Slow 3
The Chronomancer weaves thick Time Magic, bringing his foes to a crawl.
JP: 800
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Add: Slow
JP: 800

Slow-All
Focusing on the strings of time that bind his enemies, the Chronomancer Slows all his foes, no matter their location.
MP: 50
CT: 50
Range: Unlimited
Effect: All enemies
Add: Slow
Success%: [CFa/100 * TFa/100 * (MA + 180)]
JP: 1150

Haste 3
The Chronomancer weaves thick Time Magic, commanding his allies to move more quickly.
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Adds: Haste
JP: 900

Haste-All
Focusing on the strings of time that bind his group, the Chronomancer Hastes all his allies, no matter their location.
MP: 50
CT: 50
Range: Unlimited
Effect: Party
JP: 1150
Success%: [CFa/100 * TFa/100 * (MA + 180)]

X-Zone
The Chronomancer calls upon the fabric of time to whisk his opponents away to another dimension.
JP: 1400
MP: 93
CT: 55
Range: 3, Vertical 0
Effect: 1
Removes target from battle for five rounds [(MA * 10)/7]% of the time for sentient beings, and [(MA * 10)/3]% of the time for objects. When target returns, it is returned to a random location (GM note: you must roll a random X and a random Y coordinate and return them to that spot. If the hex is shared with another unit, then reroll one of the values)

Quarter
The Chronomancer forces the very existence of spacetime to crush his foes.
JP: 900
MP: 52
Range: 3, Vertical 1
Effect: 1
(75% Of Opponent's Max HP) Damage

Fullstop
The Chronomancer bends the threads of time around his foes, forcing them to stop their motions.
JP: 1250
MP: 64
Range: 3, Vertical 3
Effect: 1
Add: Stop (50%)
Duration 2-5 Turns

Telechain
The Chronomancer can reach accross the strings of time to bring an ally from far away to his side in the blink of an eye.
MP: 30
CT: 20
Range: 5v5
Effect: 1
JP: 600

--------------------
Reaction Abilities:
--------------------

Counter Chronomancy
The Chronomancer reacts to a blow by slowing the fabric of time to afflict his foes.
Trigger: HP Damage
Cost: 960
Add: Slow (100%), Stop (10%), Don't Move (25%), Don't Act (10%)
Activates [Faith]% of the time

Counter Teleport
Upon being struck, The Chronomancer teleports to a random hex within his move radius.
JP: 440

------------------
Support Ability:
------------------

Doubletime
The Time Wizard has become so in tune with time, that he is constantly moving quicker than normal.
Cost: 1540
Always: Haste, Cumulative with other haste spells.

----------------
Move Abilities:
----------------

Teleport 2
The Time Wizard's mastery of time and space is so succinct, he can bend his will to move to any place in sight.
JP: 1500

Posted by: Kablizzy 25th June 2009 19:54
Assassin

- Must have every Ninja ability.
- Must be at least Level 25.
- Must have KOed or killed over 30 enemies.
- Must have AT LEAST 5 one-hit kills.
- Must have had thrown at least 10 throwing items.
- Must have successfully spied for a Kingdom at least 5 times.
- Must have "Spy" skill.

Quote:
Assassin
HP + 14
MP + 9
Move + 2
Jump + 1
Evade + 15%
PA + 2
MA + 1
Speed + 4
Growth Rates: HP+13, MP+8, PA+1(every 5 levels), MA+1(every 5 levels)


Assassins are killers at heart, and can do it with practiced ease and accuracy.

Equipment: Daggers, Ninja Swords, Katana, Flail, Hat, Robes, Clothing

------------------
Assassin Tech
------------------

Stop Bracelet
The Assassin strikes out against his target with all his might, striking his opponent faster than the eye can follow.
JP: 2000
Range: 1 v 0
Effect: 1
Add: Stop, Death Sentence (50%)
(Level/10) + (MA * 2)%

Shadow Stitch
The Assassin strikes out suddenly at his target, quickly inflicting multiple slashes against his target.
JP: 1000
Range: 1 v 0
Effect: 1
Add: Stop
(Level/4) + (MA * 2)%

Throat Slash
The Assassin takes a shot at his opponent's throat, causing massive damage, and rendering them unable to speak.
JP: 750
Add: Silence
100% if attacking from behind. Otherwise, Level + (PA * 2)%

Backstab
The Assassin manipulates the ether about him, fading into nothingness, and appearing behind his target, stabbing them viciously. (The only bonus from this is the ability to attack from the back, no matter where the Assassin may be.)
JP: 1100
MP: 25
Range: Assassin's Move Rate

Shadow Stab
The Assassin forces the essence of darkness into his weapon, causing it to take on a shadowy, dark property.
JP: 550
Range: 1 v 2
Effect: 1
Element: Darkness
Add: Darkness

Blitz
The Assassin charges the air with electricity, unleashing the power of lightning upon his opponents.
JP: 450
MP: 16
Element: Lightning
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Flame
The Assassin concentrates upon the fires raging inside, and strikes out at his opponents with an inferno of fire.
JP: 450
MP: 16
Element: Fire
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Flood
The Assassin concentrates upon the seas, bringing a wave of liquid-y fury.
JP: 450
MP: 16
Element: Water
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Image
The Assassin fades into the ether, making him nigh-invisible to everyone, and more difficult to strike.
JP: 850
MP: 17
Add: Transparent
C-EV + 15%, M-EV + 15%
Duration: 1d4 turns

Pin
The Assassin weaves the magic of darkness, coiling tightly-organized strands of shadow about the enemy, holding them fast.
JP: 600
MP: 30
Range: 3 v 2
Effect: 1
Add: Don't Move (75%), Don't Act (25%)

Void Cloak
Trigger: Physical Attack
JP: 900
The Assassin unleashes a void within his cloak, causing anything within to be lost.
-20% HP
Dodges attack
Chance for opponent's weapon to be lost: 8%

--------------------
Reaction Abilities:
--------------------

Shadow Dance
The assassin deftly jumps aside, stabbing quickly in response.
JP: 400
C-EV + 25%
Counterattack at 30% damage.

------------------
Support Ability:
------------------

Knife Mastery
The Assassin's affinity with knives is so refined, he has developed the ability to wield a knife in a each hand, while being just as deadly with both.
JP: 675
+25% Damage, +15% accuracy in each hand.

Precise Killing
The assassin has been trained so well in the ways of killing, that their blows rarely miss or hit anything but vital points.
JP: 800
+25% accuracy, +15% chance of critical blow

----------------
Move Abilities:
----------------

Shadow Step
The Assassin uses the darkness to his advantage, jumping from shadow to shadow across the battlefield. If the Assassin disappears from everyone's view, he can re-appear behind any object within a (Remaining Move * 2) radius. The spot where the Assassin reappears must also be out of direct view.
JP: 1000

Posted by: Kablizzy 25th June 2009 19:55
Templars

- Must have all Rune Knight abilities.
- Must be at least level 25.
- Must have been KOed at least once.
- Must have collected all 8 of the Elemental Rune Stones (Fire, Ice, Water, Thunder, Air, Earth, Holy, Darkness).

Quote:
Templar
HP + 20
MP + 20
Move + 1
Jump + 0
Evade + 10%
M. Evade + 10%
PA + 2
MA + 2
Speed + 2
Growth Rates: HP+12, MP+12, PA+1(every 4 levels), MA+1(every 5 levels)


Templars are defenders, guardians, if you will. They will fight to the death for a cause, and will never back down from a fight.

Equipment: Any, save for Spears, Katanas, Rods, Guns, and Longbows.

-------
Runic Knowledge
-------

Rune of Snubbing
The Templar enchants his weapon with a forceful rune and attacks.
JP: 110
Normal damage
Add: Knockback

Rune of Flight
The Templar enchants his weapon with a feathery rune and attacks.
JP: 1110
Weapon gains a range equal to Templar's PA/3.
Damage: 75%

Rune of Quaking
The Templar enchants his weapon with an ancient, powerful Earth Rune and strikes the Earth, damaging all around it.
JP: 860
Element: Earth
Range: Auto
Effect: 1v3
Add: Quake
Chance to raise/lower ground within radius: 25%

Rune of Striking
The Templar embues his weapon with a sharp, powerful rune.
JP: 500
+35% Accuracy

Rune of Draining
The Templar embues his weapon with a dark, hungry rune, then strikes, draining the life and magical force from his target.
Range: 1V2
Effect: Drain (MA * 10) HP and (MA * 5) MP
JP: 650

Rune of Weakening
The Templar embues his weapon with a mysterious rune, then strikes, lowering the target's PA and MA by 30% for three rounds (note: effects cannot stack).
Range: 1V2
JP: 1000
-25% Accuracy

Rune of Devitalization
The Templar focuses energy into a rune, striking, draining HP from his enemies.
Range: 1v2
Effect: 1
JP: 440
Add: Drain HP (50% of inflicted damage)

Rune of Devoidness
The Templar Focuses energy into a rune, nullifying any counterattacks his enemy may have.
Range: 1v2
Effect: 1
JP: 650
Block: Counter Effects

--------------------
Reaction Abilities:
--------------------

Rune of Explosion
The Templar Enchants his Armor with an explosive rune, conflagrating all about him on impact.
JP: 1650
Damage = ([Templar Max HP] - [Templar Current HP] * MA * 15) / 500
Range: Auto
Effect: 2
Trigger: Physical attack [Brave]% of the time--and only if HP is at 30% or less.

------------------
Support Ability:
------------------

Rune of Blockading
The Templar Enchants his shield by inscribing a holy rune.
620 JP
+15% Evasion

Rune of Endurance
The Templar Enchants his Armor by inscribing a sacred rune.
740 JP
+20% Max HP

Rune of Mysticism
The Templar Enchants his Armor by inscribing it with a mystical rune.
320 JP
+15% Max MP

Rune of Spectralism
The Templar Enchants his Armor and weapon by inscribing them with a multitude of elemental runes.
JP: 1700
To Weapon:
Element: Fire, Ice, Bolt, Water, Air, Earth, Holy, Dark
To Armor:
Reduce: Fire, Ice, Bolt, Water, Air, Earth, Holy, Dark

----------------
Move Abilities:
----------------

Rune of Swiftness
The Templar Enchants his boots with a rune to allow him to move faster.
JP: 400
Move +1

Rune of Jumping
The Templar Enchants his boots with a rune to allow him to jump higher.
JP: 300
Jump + 1

Rune of Flotation
The Templar Enchants his boots with a rune to allow him to float in midair.
JP: 350
Add: Float

Posted by: Kablizzy 25th June 2009 19:58
Champion
- Must have every Knight ability.
- Must be at least Level 20.
- Must have taken and dealt a combined total of 7,500 HP damage.
- Must have successfully blocked/parried/dodged 25 attacks.
- Must have successfully disarmed at least 5 times.
- Must have Knight Crest item.


Quote:
Champion
HP + 30
MP + 5
Move + 1
Jump + 0
Evade + 10%
PA + 3
MA + 0
Speed + 1
Growth Rates: HP+17, MP+3, PA+1(every 4 levels), MA+1(every 8 levels)


Champions are masters of defense. They have trained for untold amounts of time to harden their body and their mind in order to become a human walking tank that can take untold amounts of damage while dealing just as much in return.

Equipable items: Swords, Knight Swords, Shields, Armor, Helmets, Robes

------------------
Noble Code
------------------

Dancing Blades
The Champion executes a maneuver that slashes the enemy in three precise cuts, doing 1.5x damage.
Range: 1
Effect: 1v1
JP: 200

Cross Slash
The Champion sends a mighty blow horizontally that crushes defenses. 1.2x dmg, no defend.
Range: 1
Effect: 1v1
JP: 300

X Slash
The Champion slashes in an X pattern that can pierce magic. Dispels any status effect.
Range: 2
Effect: 1v2
JP: 500

Air Cutter
The Champion makes a regular attack, but has an increased chance of deflecting incoming arrows until his next turn.
+50% evasion against arrow attacks on all sides
Range: 1
Effect: 1v1
JP: 700

Double-Strike
The Champion has a chance of making a second attack at half strength.
JP: 900
Note: Two attacks, the first, a normal attack. The second, an attack at 50% strength. Both have a chance to miss, and

Tackle
The Champion slams into his enemy, knocking it to the ground and making it incapable of acting in it’s next turn.
Range: 2
Effect: 1v0
JP: 850

Break
The Champion focuses his attack on the weak spots of his enemy. If attempted parry, the enemy sword will break. If attempted block, the enemy shield will break. Otherwise the enemy armor or helm will break depending on random roll.
On a 1d4 roll, will break a weapon (1), shield/offhand weapon (2), helmet (3) or armor (4) with a [PA*2]% success rate. Cannot break Unique equipment.
Range: 1
Effect: 1v0
JP: 1200

Full Disarm
The Champion attempts to disarm his foe's weapon and shield/offhand weapon in a display of swordsmanship and martial arts.
Range: 1
Effect: 1v0
Disarms weapons/shield in both hands at a [PA*2.5]% chance (note: a roll must be made for each item).
JP: 1250

--------------------
Reaction Abilities:
--------------------

Intercept
The Champion intercepts an attack and evades it, while slamming his fist or shield into them, forcing them back and possibly stunning them.
JP: 700
Activation: Incomming physical attack
Activates [Brave]% of the time
Add: Knockback, Stun (50%)
Counter is at 35% damage

------------------
Support Ability:
------------------

Impregnable Defense
A Champion is a complete master of defense. Therefore, over his time, he has learned out how to stop incoming attacks and/or completely absorb their shock. This also carries over to magical spells too.
Upon activation, the Lord takes -90% damage from physical attacks, -30% damage from magical attacks
Note: The Lord cannot move or attack while in this state, but he has his normal evasion stats.
JP: 900

Toughness
The Champion is used to having his body constantly punished, and therefore has a much higher pain tolerance than the average person.
+25% HP, -10% physical damage, -5% magical damage
JP: 1250

----------------
Move Abilities:
----------------

Forced Marching Orders
The Champion is adept at being able to command troops and have them speed up their pace.
Range: Auto
Effect: 2
Move+1, Jump+2
JP: 900

Posted by: Kablizzy 25th June 2009 20:00
Hatamoto (Name in-progress)
- Must have every Samurai ability.
- Must be at least Level 25.
- Must have Drawn Out a combined total of 100 times.
- Must have killed at least 10 enemies with normal attacks.
- Must have a Bokken in inventory.
- Must have attacked less than 5 foes from either the side or behind.

Quote:
Hatamoto
HP + 15
MP + 12
Move + 1
Jump + 1
Evade + 5%
M. Evade + 5%
PA + 2
MA + 2
Speed + 0
Growth Rates: HP+15, MP+9, PA+1(every 4 levels), MA+1(every 5 levels)


Equipable items: Daggers, Katanas, Armor, Helmets

------------------
Soul Blade:
------------------

(GM note: a seperate roll must be made for each status effect)

Saotome
Summoning the soul of a defeated warrior because of his lethargy in combat, the sould of Saotome inflicts those around him with his own pain and sadness.
JP: 600
MP: 15
CT: Now
Range: 5, V3
Effect: Auto
Add: Stop (30%), Slow (100%)
Inflicts [MA*10] damage

Tenkai
Calls upon the spirit of the Medicant Tenkai to greatly heal allies.
JP: 900
MP: 25
CT: Now
Range: 3, V3
Effect: Auto
Restores [(MA*20) + (Brave/3)] HP

Moritamo
The spirit of the cowardly General Moritamo is released, inflicting those with his cowardace.
JP: 1000
MP: 25
CT: Now
Range: 3, v3
Effect: Auto
Add: Chicken (20%), Slow (50%)
Inflicts [MA*15] damage

Banpaiaoketsu
Unleashing the hellish souls of bygone vampires trapped forver in limbo, the souls stretch out and inflict those living with their pain.
JP: 1500
MP: 40
CT: Now
Range: 3v3
Effect: Auto
Add: Blood Suck (45%), Petrification (30%)
Inflicts [MA*10] damage

Douyoubureido
Tricky spirits from the neatherworld appear and sing a lullyby that robs the living of their mindforce as they are forced to listen.
JP: 925
MP: 28
CT: Now
Range: 5, V3
Effect: 2
Add: Sleep (75%), Blind (50%)
Inflicts [MA*12] MP damage

Ryouseipurinsu
The long lost soul of a frog prince appears and lets those around him feel the pain his his heart at not being able to marry a beautiful maiden.
JP: 1250
MP: 27
CT: Now
Range: 2, V2
Effect: 1
Add: Frog (35%), Charm (50%)
Inflicts [MA*13] damage

Genwakuchuppara
The soul of Garz the Great is released, infusing those around him with the blinding rage that lead him to many victories...and eventually his death.
JP: 1300
MP: 30
CT: Now
Range: 2, v2
Effect: 2
Add: Blind (90%), Berserk (40%)
Inflicts [MA*17] damage

--------------------
Reaction Abilities:
--------------------

Gekidokufukusuu
JP: 1150
Add: Poison (100%), Confusion (25%)
Trigger: HP Damage, [Brave/1.5]% of the time

------------------
Support Ability:
------------------

Ken Shouten
Focusing energies around his sword to dangerous levels, the Hatamoto can use a Draw Out or Soul Blade attack at 150% power. However, the Hatamoto's blade has a chance to break. Should the Hatamoto be carrying another katana, he will be allowed to equip it in its stead if his weapon is broken, without the need for an Equip Change skill.
Breaks equipped katana 25% of the time.
Note: Unique katanas that are broken may be repaired for 10,000 gil.
JP: 1100

----------------
Move Abilities:
----------------

Kun’iki
The Hatamoto can transverse any terrain that may impede them.
JP: 900

Posted by: Kablizzy 25th June 2009 20:01
Sharpshooter

- Must have every Archer ability.
- Must be at least Level 20.
- Must have KO'ed or killed at least 30 enemies with a Longbow and 20 with a Crossbow.
- Must have (in current inventory) at least one Longbow, one Crossbow and one Gun.
- Must have hit at least 60% of your targets.
- Must have Sniper's Cross item.

Quote:
Sharpshooter
HP +20
MP +9
Move +1
Jump +1
Evade +10%
PA +2
MA +0
Speed +1
Growth Rates: HP+10, MP+4, PA+1(every 5 levels), MA+1(every 7 levels)
Leader Bonus: Archer Units gain +5 Attack, +3 Defense


Equipable items: Longbows, Crossbows, Guns, Clothing, Robes, Hats

Once an Archer has sharpened his skills to the point where he can hit a target from extralong distances with deadly accuracy, he is known as a Sharpshooter. These men and women are feared for their prowess with any ranged weapon known to man as well as their precision shooting.

------------------
Sharpshoot
------------------

Hail of Arrows/Bullets
The Sharpshooter fires his bow/gun in the air multiple times, creating a rain of missiles upon his targets.
Range: Weapon equipped
Effect: 2
Inflicts 1.10x more damage than normal. Can hit allies. Accuracy reduced by 10%--no chance of a critical.
JP: 975

Critical Shot
The Sharpshooter aims for his target's vitals for a devestatingly powerful attack.
MP: 30
Range: Weapon equipped
Effect: 1
Inflicts 2x damage, 25% chance of knockback.
JP: 1200

Spin Shot
The Sharpshooter spins in a circle while firing his weapon in all directions.
Range: Weapon equipped.
Effect: 1
Note: hits every target within the weapon's radius, including allies.
JP: 600

Snipe Shot
The Sharpshooter takes his time in making sure that his shot hits its mark, inabling him to be more accurate from a longer distance.
Range: Weapon equipped, +2.
Effect: 1
Note: Sharpshooter acts last.
JP: 300

Immobolization Shot
In a display of trained reflexes and speed, the Sharpshooter attempts to shoot out the legs and arms of his target.
Range: Weapon equipped, -1.
Effect: 1
Add: Don't Move (70%), Don't Act (20%)
JP: 800

Eye Shot
The Sharpshooter attempts to hit his target's eye with a special energy bullet/arrow, blinding him.
Range: Weapon equipped.
Effect: 1
Add: Blind (35%)
Inflicts 1.10x more damage than normal
JP: 500

Annurisim Shot
The Sharpshooter takes aim for his target's head with a special energy projectile designed to throw its target into a berserker rage.
Range: Weapon equipped.
Effect: 1
Add: Berserk (40%)
Inflicts 1.10x more damage than normal
JP: 500

Head Shot
The Sharpshooter attempts to hit his target in the head, killing them instantly.
Range: Weapon equipped.
Effect: 1
Adds: Death (50%)
Note: Status effect is added only after a normal accuracy roll has been made.
JP: 1350

Energy Shot
The Sharpshooter aims at his target with a special bullet/arrow made of pure energy that can shoot through multiple bodies.
MP: 20
Range: 5v3 (Line)
Effect: Targets in line
Add: Slow (10%), Stop (1%)
Inflicts [MA*10] damage

--------------------
Reaction Abilities:
--------------------

Counter Shot
The Sharpshooter counters a physical attack with a point-blank shot from his gun.
Trigger: Physical attack
Cost: 1000
Triggers [Brave]% of the time, inflicting 1.25x more damage than normal. Must have a gun equipped.

Counter Arrow
The Sharpshooter counters a physical attack with a point-blank shot from his bow.
Trigger: Physical attack
Cost: 1000
Triggers [Brave]% of the time, inflicting 1.25x more damage than normal. Must have a Longbow or Crossbow equipped.

------------------
Support Ability:
------------------

Bullet Sense
The Sharpshooter has such refined senses and reflexes that he is able to dodge quickly enough to possibly avoid bullets.
Allows the Sharpshooter to have a normal evasion chance against bullets from any direction with a 5% bonus.
JP: 1100

Arrow Sense
The Sharpshooter has such refined senses and reflexes that he is able to dodge quickly enough to possibly avoid arrows and bolts.
Allows the Sharpshooter to have a normal evasion chance against arrows and bolts from any side with a 5% chance of evasion.
JP: 900

Posted by: Kablizzy 25th June 2009 20:02
Vagabond

- Must have every Ranger ability.
- Must be at least level 20.
- Must have sucessfully attacked at least 10 different types of monster.
- Must have KOed or killed at least 25 monsters.
- Must have fought at least 20 rounds of skirmish in harsh terrain (swamp, volcano, ice fields, etc) or during harsh weather (incredible heat, snowstorm, hurricane, etc).
- Must have visited Sweegy Woods, Araguay Woods, Volcano, Dolbodar Swamp, Bed Desert, Zeklaus Desert, Zigolis Swamp and Yuguo Woods at least once.

Quote:
Vagabond
HP +20
MP +4
Move +2
Jump +1
Evade +10%
M. Evade +0%
PA +2
MA +0
Speed +1
Leader Bonus: In Forest Terrain, Unit gains +5 Attack, +3 Defense, +2 Movement
Growth Rates: HP+13, MP+5, PA+1(every 5 levels), MA+1(every 6 levels)

Other Bonuses: The Vagabond has innate "Any Weather". Also, can automatically disarm traps if/when he has the Ranger skill "Spot Trap" equipped.

Usable Equipment: Daggers, Swords, Axes, Flails, Crossbows, Longbows, Clothes, Robes, Hats.

Having spent an abnormal amount of time in the wilds, a Ranger loses almost any sense of belonging to the human community. Instead, he/she becomes a wanderer, completely able to survive on his/her own in the wilderness--a Vagabond.

---------------
Survival Training
---------------

Ambush
The Vagabond hides in a covered spot and attacks the first enemy to come by by surprise.
The first enemy that gets near the Vagabond when he/she is hidden in ambush will make the Vagabond get out and attack him/her with an automatic critical hit and 25% chance of Confusion. The enemy, however, has 50% chances of spotting the ambush (10% if Blind or Berserked or Confused), transforming the Vagabond's attack in a normal attack. Ambushes can only be laid in Forests, tall grass or behind an obstacle. No enemy must be able to see the hex where the Vagabond hides for the Vagabond to enter in ambush sucessfully. Moving out of place negates the Ambush. The Ambush is sprung when the target comes within 3 hexes for Bow weapons and 1 hex for all other Vagabond (melee) weapons. This skill stops the movement of the enemy target when it is activated.
Range: 1 (melee), 3 (Bow), Vertical: 2
Effect: 1
JP: 900

Flurry
The Vagabond makes 2 to 5 very quick strikes.
All attacks are at -15% accuracy and deal 50% of the normal damage. The number of attacks made is rolled.
Range: Range of Weapon, Vertical: 2
Effect: 1
JP: 775

Precision Strike
The Vagabond aims at the vital organs of an enemy and strikes.
Attack at [/b]-10%[/b] accuracy. +50% chance of critical hit. In case of critical hit, 20% chance of the enemy's HP falling immediately in terminal level (if the enemy is not already terminal).
Range: Range of Weapon, Vertical: 2
Effect: 1
JP: 1000

Pheromone
The Vagabond uses the special powder made of the grinded up organs of various monsters that, when combined, serve as powerful and somehow all-purpose aphrodisiac. The Pheromone can be used thrice per skirmish and gains an additional +1 range for every two addition heights it is tossed from.
Range: 2, Vertical: Auto
Effect: 1
Add: Charm (100%)
JP: 1200

Thrival
The Vagabond is not only used to harsh climates, but he/she flourishes in them, gaining back 5% MAX HP every turn. (This does not stack with Regen, but it does somewhat negate Poison by 5%. It shuts off if Burning, Petrify, Stop, Frog, and/or KO/Dead statuses are inflicted on the Vagabond. It then turns back on automatically if/when statuses are removed).
Range: Auto
Effect: Self
JP: 900

Stalk
The Vagabond easily track any person he battles if he/she loses sight of them, to the point that he/she made their prey feel on uneasy as if they know they being followed while aiding his/her own allies in directing indirect attacks. Does not work on those inflicted with the Float status unless such people have gone through forested areas. Also, does not work if the Vagabond can see his/her prey (which must be specified in tactics when this skill is activated).
Range: Auto
Effect: 1
Add: -25% Sp (20%), +5 Chance to Critical Failure (20%), Confusion (10%), Lose Next Turn (10%) [Note: Neither -25% Sp nor +5 Chance to Critical Failure stack with themselves for they are allows active as long as this skill is maintained.]
JP: 800

Fight
In a skirmsh, the Vagabond gains +10 HP for every enemy that outnumbers his/her party OR gains +1 PA for every two enemies that outnumbers his/her party.
Range: Auto
Effect: Self
JP: 700

Flight
If in a defending scenario, the Vagabond can always choose to retreat any time that he/she wants to. Flight only applies to the Vagabond and cannot be used the Vagabond is currently inflicted with Petrify, Don't Move, Stop, Sleep, Berserk, Confusion, Blood Drain, or KO/Dead. However, it CAN be used even if the Vagabond has been afflicted with Don't Act.
Range: Auto
Effect: Self
JP: 500

---------------
Reaction Abilities
---------------

Entangle
When attacked, the Vagabond tries to use his cloaks to block the assault and disarm the weapon of the enemy.
Trigger: Physical attacks.
Vagabond's P-EV +25% when dodging the triggering attack.
The attacker suffers a 15% chance of getting his weapon disarmed if he used a melee attack (including Whips and Lances).
JP: 700

Swift Moves
The Vagabond is so quick on his feet that his opponent is unable to keep up with what is happening, giving the time for the Vagabond to counter with an accurate attack.
Trigger: Direct Attacks.
Vagabond's EV +20%
Counter attack with +5% accuracy.
JP: 1050

---------------
Support Abilities
---------------

Swiftness
+10% Accuracy to all physical attacks,
+10% EV for Vagabond.
JP: 825

Tenacity
When the Vagabond is attacked, his next physical attack will deal 25% more damage. (Including counter attacks). [This does stack with itself.]
JP: 625

---------------
Movement Abilities
---------------

Sneak
The Vagabond cannot be seen when he moves through forests, deep water and swamp, or tall grass.
JP: 625

Fire's proposed stuff wrote:
Moss Bomb
The Vagabond throws a little ball of moss, lichen and mushroom spores that quickly cover an entire area as a carpet. When someone is hit by those incredibly fast-growing plants, he/she generally doesn't have the time to get away before being covered by the thick vegetation. This bomb can also be put on a bolt or arrow. Once per skirmish.
Range: 4 + (PA/5), Vertical 2 + (PA/10) OR Bow/Crossbow Range.
Effect: 2
Add: Don't Move (40%), Don't Act (40%), Blind (35%), Silence (25%).
JP: 850

Courage (Too similar to Fight?)
If the Vagabond fights alone against his enemies, he automatically gains +10 Brave, +2 PA and +50 Max HP.
JP: 1000

Musk (Extremely similar to Pheromone)
Using a mix of the musk of certain animals, the Vagabond can create a substance that calms and charms most beasts. Only works on monsters (The Undead, Demons, Mechanical creatures and other non-living beasts excluded). Once per skirmish.
Range: Auto, Vertical 1
Effect: 2
Add: Sleep (35%), Charm (25%), Invite (5%).
JP: 700

Herbalism (Maybe too similar to Thrival. Not that bad now that I think of it though. I also strangely feel like I alreasy saw a class with a skill named that way. Hummm...)
Using his extended knowledge of plants and natural remedies, the Vagabond can use the plants surrounding him to heal himself or his allies. Only works if the Vagabond is in forests, grass or swamps.
Range: 1, Vertical 1
Effect: 1
Remove: Poison, Blind, Don't Move, Don't Act, Berserk, Confusion, Petrification, Charm, Frog, Sleep, Death Sentence, Slow, Stop, Silence (70%).
JP: 700

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