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Posted: 29th September 2006 17:19

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Dude on a Walrus
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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.

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Post #131666
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Posted: 30th September 2006 05:06

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Treasure Hunter
Posts: 66

Joined: 12/7/2006

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I see your point, laszlow. Do you have any suggestions to make my Blademaster seem more realistic?

--------------------
One to be born from a dragon
hoisting the light and the dark
arises high up in the sky
to the still land.
Veiling the moon with the light of eternity
it brings another promise to mother earth
with a bounty and mercy. -Mysidian Legend, FFIV


The love of a woman is a warrior's ultimate weapon!
Post #131703
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Posted: 30th September 2006 11:45

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Dude on a Walrus
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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.

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Post #131714
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Posted: 30th September 2006 17:57

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Chocobo Knight
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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

This post has been edited by Eric on 30th September 2006 17:58

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My Final Fantasy Tactics: The War Of The Lions Avatar

The Brave Knight
Name: Eirikir Lashius (Ramza)
Role: Knight
Age: 23
AA1: Arts of War
AA2: Guts
R: Counter
S: Concentration
M: Move +3
W: Durandal
O: Reverie Shield
H: Grand Helm
B: Grand Armor
A: Brigand's Gloves
Post #131726
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Posted: 10th October 2006 04:01

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Treasure Hunter
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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!

This post has been edited by MagitekDragon317 on 10th October 2006 04:06

--------------------
One to be born from a dragon
hoisting the light and the dark
arises high up in the sky
to the still land.
Veiling the moon with the light of eternity
it brings another promise to mother earth
with a bounty and mercy. -Mysidian Legend, FFIV


The love of a woman is a warrior's ultimate weapon!
Post #132158
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Posted: 10th October 2006 21:43

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Black Mage
Posts: 172

Joined: 8/10/2004

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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.

--------------------
And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license.
Post #132206
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Posted: 9th November 2006 18:03

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Chocobo Knight
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Joined: 7/11/2006

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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)

--------------------
This is my story...

I will never be a memory
Post #134820
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Posted: 9th November 2006 23:55

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Magitek Soldier
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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.
Post #134853
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Posted: 10th November 2006 04:01

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Dude on a Walrus
Posts: 3,944

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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. 
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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

This post has been edited by laszlow on 10th November 2006 04:12

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Post #134876
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Posted: 10th November 2006 04:48

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Magitek Soldier
Posts: 342

Joined: 3/11/2006

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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.

This post has been edited by Suunok on 10th November 2006 04:50
Post #134885
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Posted: 11th November 2006 22:26

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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)
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.

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Post #135033
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Posted: 12th November 2006 06:56

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Disciplinary Committee Member
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Joined: 2/7/2004

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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

This post has been edited by Zodiac on 11th December 2006 06:31

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Sayonara
Post #135066
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Posted: 13th November 2006 19:29

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Onion Knight
Posts: 35

Joined: 19/10/2006


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

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who needs pornography when you can just read about it instead?
Post #135239
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Posted: 14th November 2006 05:11

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Black Mage
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lol. if you had played, you would know that cloud is already in the game, just without the KoTR.

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Post #135319
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Posted: 14th November 2006 16:07

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Chocobo Knight
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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.

This post has been edited by Basch on 14th November 2006 16:30

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This is my story...

I will never be a memory
Post #135347
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Posted: 14th November 2006 18:08

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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".

This post has been edited by laszlow on 14th November 2006 18:09

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Posted: 15th November 2006 15:53

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Cetra
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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

This post has been edited by Hamedo on 15th November 2006 18:08

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Post #135483
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Posted: 15th November 2006 19:05

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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.

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Post #135516
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Posted: 15th November 2006 19:53

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Cetra
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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.

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

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Post #135521
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Posted: 15th November 2006 20:28

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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. 
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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.

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Post #135528
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Posted: 15th November 2006 20:51

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Magitek Soldier
Posts: 342

Joined: 3/11/2006

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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.

This post has been edited by Suunok on 15th November 2006 20:54
Post #135530
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Posted: 25th November 2006 01:01

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Black Mage
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Bomb Mage. Their weapons would be magical fire orbs, and they would have supercharged fire elemental magic.

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Posted: 25th November 2006 16:44

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Cactuar
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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.

This post has been edited by Aether Master on 26th November 2006 15:12

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"You underestimate the strength of a Jedi's mind, Brejik. A mistake you won't live to regret, " -Bastila Shan(Star Wars: Knights of the Old Republic)
Post #136610
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Posted: 25th November 2006 20:16

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Cetra
Posts: 2,336

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Awards:
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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.

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Post #136648
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Posted: 25th November 2006 23:46

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Magitek Soldier
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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?

This post has been edited by Suunok on 25th November 2006 23:49
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Posted: 26th November 2006 15:13

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Cactuar
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There, that should be able to possibly balance the class. happy.gif

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"You underestimate the strength of a Jedi's mind, Brejik. A mistake you won't live to regret, " -Bastila Shan(Star Wars: Knights of the Old Republic)
Post #136717
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Posted: 28th November 2006 03:07

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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.


This post has been edited by Ogre-Knight on 28th November 2006 04:09

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Post #136919
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Posted: 3rd December 2006 16:39

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Cactuar
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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

This post has been edited by RoughknightVII on 3rd December 2006 16:49

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Posted: 17th December 2006 11:10

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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

This post has been edited by AtmaDragoon on 17th December 2006 11:24

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Bright light, shine down on bloody impurity! Hol...Pearl??
Post #138575
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Posted: 19th December 2006 07:37

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Returner
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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 ^^

This post has been edited by -Fordred- Aran on 19th December 2006 09:08

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-What is a man if not a
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~Plato

-Imagine a war with no hatred,
now wouldn't that be a sight-
~Phillius -Fordred- Aran Ma.D
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