CoN 25th Anniversary: 1997-2022
Invent-A-Class!

Posted: 11th July 2005 14:38

*
Returner
Posts: 5

Joined: 10/7/2005


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.)

This post has been edited by Newcomer on 11th July 2005 14:40

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"I'm just a kid." Shinra, FFX-2
Post #89570
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Posted: 13th July 2005 15:47

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Chocobo Knight
Posts: 84

Joined: 15/6/2004

Awards:
Member of more than ten years. Member of more than five years. 
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.

This post has been edited by Janus Zanretsuken on 13th July 2005 15:48

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Post #89948
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Posted: 23rd July 2005 01:55

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Treasure Hunter
Posts: 65

Joined: 12/7/2005

Awards:
Member of more than ten years. Member of more than five years. 
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.


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"You say life is sacred, makes you feel noble. Well, then let me ask you this. If everything that ever lived is dead, and everything that's living is gonna die, where does the sacred part come in?"

- George Carlin
Post #91014
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Posted: 3rd August 2005 20:53

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Treasure Hunter
Posts: 60

Joined: 3/8/2005

Awards:
Member of more than ten years. Member of more than five years. 
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.

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Blah Blah Blah Blah! Newgrounds! ROCK!
Post #92635
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Posted: 7th December 2005 22:30

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Holy Swordsman
Posts: 2,118

Joined: 18/7/2004

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. User has rated 300 fanarts in the CoN galleries. Participated at the forums for the CoN's 15th birthday! 
User has rated 150 fanarts in the CoN galleries. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
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
Post #104659
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Posted: 9th December 2005 01:05

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
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

This post has been edited by Hamedo on 9th December 2005 13:22

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Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #104786
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Posted: 24th December 2005 11:58

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Returner
Posts: 9

Joined: 23/12/2005


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
Post #105675
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Posted: 20th January 2006 02:56

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Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
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.

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It's gonna be a glorious day
I feel my luck can change
Post #107036
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Posted: 22nd January 2006 06:34

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Disciplinary Committee Member
Posts: 564

Joined: 2/7/2004

Awards:
Member of more than ten years. Member of more than five years. Winner of the 2005 100k post contest. 
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

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Sayonara
Post #107106
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Posted: 29th January 2006 04:57

*
Cactuar
Posts: 236

Joined: 11/12/2004

Awards:
Member of more than ten years. Member of more than five years. 
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

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Can't we get a better mission than this.I HATE CATS!!!!

Quote from Naruto
Post #107238
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Posted: 30th January 2006 13:56

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Cetra
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^Worst entry ever.^

Moderator Edit
If it's true, then this particular entry comes second. Please don't spam, people hate that. - Mr Thou


This post has been edited by Mr Thou on 30th January 2006 16:32

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Post #107262
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Posted: 30th January 2006 20:49

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Dude on a Walrus
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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


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Post #107277
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Posted: 31st January 2006 14:01

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
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Second place in CoN Fantasy Football, 2008. 
I like that, Laszlow. I don't think I've seen someone do a Sabin-esque character in here yet. thumbup.gif

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Join the Army, see the world, meet interesting people - and kill them.

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Post #107308
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Posted: 1st February 2006 16:09

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Cactuar
Posts: 236

Joined: 11/12/2004

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u know what hamedo,i don't know why u said it .I was just joking and trying to have fun mad.gif

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Can't we get a better mission than this.I HATE CATS!!!!

Quote from Naruto
Post #107393
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Posted: 1st February 2006 20:18

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
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Second place in CoN Fantasy Football, 2008. 
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








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Join the Army, see the world, meet interesting people - and kill them.

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Post #107396
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Posted: 5th February 2006 22:48

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Black Mage
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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)

This post has been edited by CT5Holy on 13th February 2006 01:51

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<FrPhoenix[Around]> "Burgleburgleburgle"

Post #107572
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Posted: 9th March 2006 07:29

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Holy Swordsman
Posts: 2,118

Joined: 18/7/2004

Awards:
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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
Post #110276
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Posted: 9th March 2006 08:58

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Engineer
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Joined: 23/6/2005

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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.

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Oh sure, I don't have to get kicked in the junk to activate it, but I like it anyway. -- Thief commenting on the difference between Throw and Blue Magic.
Post #110280
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Posted: 16th March 2006 03:21

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Returner
Posts: 9

Joined: 2/3/2006


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.




Post #110922
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Posted: 30th March 2006 19:27

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Red Wing Pilot
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Joined: 30/3/2006

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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.

This post has been edited by Nytecrawla on 30th March 2006 19:29

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This is a webcomic and gaming blog where I rant about nonsense. Enjoy.

I was a soldier, now I just play one in video games.
Post #112573
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Posted: 12th April 2006 20:06

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Black Mage
Posts: 156

Joined: 3/2/2006

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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.

--------------------
Quote
<FrPhoenix[Around]> "Burgleburgleburgle"

Post #113866
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Posted: 12th April 2006 20:44

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Dude on a Walrus
Posts: 3,944

Joined: 16/10/2003

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. Major involvement in the Final Fantasy VI section of CoN. Major involvement in the Final Fantasy V section of CoN. 
Member of more than five years. Third place in CoNCAA, 2005. First place in CoN Fantasy Football, 2005. Has more than fifty news submissions to CoN. 
See More (Total 9)
^^ 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.

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Post #113869
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Posted: 12th April 2006 20:56

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Black Mage
Posts: 156

Joined: 3/2/2006

Awards:
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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

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Quote
<FrPhoenix[Around]> "Burgleburgleburgle"

Post #113870
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Posted: 13th April 2006 01:16

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Dude on a Walrus
Posts: 3,944

Joined: 16/10/2003

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. Major involvement in the Final Fantasy VI section of CoN. Major involvement in the Final Fantasy V section of CoN. 
Member of more than five years. Third place in CoNCAA, 2005. First place in CoN Fantasy Football, 2005. Has more than fifty news submissions to CoN. 
See More (Total 9)
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.

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Post #113883
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Posted: 13th April 2006 05:43

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Holy Swordsman
Posts: 2,118

Joined: 18/7/2004

Awards:
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User has rated 150 fanarts in the CoN galleries. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
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

This post has been edited by Kane on 13th April 2006 05:45
Post #113896
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Posted: 13th April 2006 15:23

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
I always love seeing this thread get revived. Good ideas still coming in, everyone.

--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #113905
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Posted: 17th April 2006 16:02

*
Treasure Hunter
Posts: 67

Joined: 17/4/2006

Awards:
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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]


--------------------
"But he's the sort of man who can't know anyone intimately, least of all a woman. He doesn't know what a woman is. He wants you for a possesion, something to look at, like a painting or an ivory box. He doesn't want you to be real, or to think or to live. He doesn't love you..."

Alejandro Artiles
AKA The Death Knight
Post #114132
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Posted: 24th April 2006 23:29

*
Holy Swordsman
Posts: 2,118

Joined: 18/7/2004

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. User has rated 300 fanarts in the CoN galleries. Participated at the forums for the CoN's 15th birthday! 
User has rated 150 fanarts in the CoN galleries. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
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
Post #114566
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Posted: 4th May 2006 16:13

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Black Mage
Posts: 156

Joined: 3/2/2006

Awards:
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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

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Quote
<FrPhoenix[Around]> "Burgleburgleburgle"

Post #115398
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Posted: 7th June 2006 09:37

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Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
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


This post has been edited by Kablizzy on 7th June 2006 09:41

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