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

Posted: 25th June 2009 20:03

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Druid
- Must have every Geomancer ability.
- Must be at least level 25.
- Must have killed less than 100 monsters.
- Must have spent a total of six months stationed in either Sweegy, Zigolis, Araguay, Volcano, Mandalia, Bed and/or Zirekile. If character moves, then the months needed reset.
- Must have used Geomancy over 50 times.

Quote:
Druid
HP +15
MP +13
Move +1
Jump +0
Evade +5%
PA +2
MA +2
Speed +1
Leader Bonus: Unit gains +2 Attack, +5% Magic Evade Bonus
Growth Rates: HP+11, MP+9, PA+1(every 5 levels), MA+1(every 5 levels)


Druids are one with the world. They can communicate with nature itself, and have a penchant for controlling the way of the land as well as the weather. Unlike the Vagabond, who learns to survive with nature, the Druid BECOMES nature itself.

Equipment: Daggers, Swords, Flails, Axes, Shields, Hats, Robes

---------------
Earthspeak
---------------

Animate Land
The Druid's affinity with nature is so great, the very earth heeds his command.
JP: 970
Range: 3 v 3
Effect: 1

Quote:
Light Wood
Brave/Faith: (50-60)/(40-50)
Level: (Druid's level / 3)
HP: (Druid's level * 16)
MP: (Druid's level * 6)
PA: (Druid's level / 5)
MA: (Druid's level / 5)
Speed: 9
Move: 4
Jump: 2
Evasion: 30%
M. Evasion: 40%


Quote:
Water Elemental
Brave/Faith: (40-55)/(50-70)
Level: (Druid's level / 3)
HP: (Druid's level * 19)
MP: (Druid's level * 10)
PA: (Druid's level / 5)
MA: (Druid's level / 3)
Speed: 7
Move: 4
Jump: 3
Evasion: 40%
M. Evasion: 40%


Quote:
Swamp Thing
Brave/Faith: (55-60)/(0-50)
Level: (Druid's level / 3)
HP: (Druid's level * 21)
MP: (Druid's level * 4)
PA: ((Druid's level / 2))
MA: ((Druid's level / 11))
Speed: 5
Move: 3
Jump: 2
Evasion: 25%
M. Evasion: 5%
[/b]

Quote:
Rock Golem
Brave/Faith: (55-65)/(35-50)
Level: (Druid's level / 3)
HP: (Druid's level * 32)
MP: (Druid's level * 2)
PA: ((Druid's level / 2))
MA: ((Druid's level / 5))
Speed: 4
Move: 2
Jump: 2
Evasion: 10%
M. Evasion: 0%


Razorleaf Storm
The Druid calls down a rain of razor-sharp leaves to cut and slice all around him.
JP: 1300
Range: Self
Effect: 3 v 3
# Of Leaves: Level/2
Chance to Hit: (Brave)%
Damage Per leaf: MA
Add: .3% Injury for each hit.
(Note: can only be used in forested areas)

Thunderbolt
The Druid's elemental affinity calls a thunderbolt from seemingly nowhere, damaging his opponents.
JP: 800
Element: Thunder
Range: 4v4
Effect: 1
Chance to Hit: ([Brave]*1.5)%
Damage: MA*12

Ice Storm
The Druid can call up a raging storm of ice even while in the midst of a raging volcano.
JP: 900
Element: Ice
Range: 4v4
Effect: 3
Chance to Hit: ([Brave]*1.5)%
Damage: MA*7

Detritus Barrage
The Druid calls up a storm of rocks from the ground to rise and strike his foes.
JP: 1000
Element: Earth
Range: 4v4
Effect: 1
Chance to Hit: ([Brave]*1.5)%
Damage: MA*10
Note: can only be used while on solid ground. Damage is halved when on tiled surfaces.

Wind Slicer
The Druid calls up a blade of slicing wind, capable of rending armor to shreads.
JP: 1050
Range: 3v3
Effect: 1
Chance to hit: (Brave)%
Damage: MA*7
Note: a critical hit damages random equipment (1=weapon, 2=shield/offhand weapon, 3=armor, 4=accessory 1, 5=accessory2) armor by 50%. Can be repaired at shop for 25% of item's cost

Fireburst
The Druid breathes a searing wave of fire at his enemies, scalding them to the bone.
JP: 700
Range: 3v3
Effect: 1
Chance to hit: (Brave)%
Damage: MA*8
Note: Must be on lava, or rock lava surface

----------------
Counter Skills:
----------------

None

-----------------
Support Skills:
-----------------

One with Gaea
Wherever the Druid walks, the land melds and reaches out to touch him, as though the very earth were priveleged just to be in the druid's presence.
JP: 1140

The following elements are added to the Druid's stats if he begins the turn on the following type of land. If the ground type gives an elemental attack, it adds to the druid's physical attack.

[quote]Ground Type: Road
Add: +5 Brave

Ground Type: Water
Add: Water Elemental

Ground Type: Grassland
Add: +1 Move

Ground Type: Stone
Add: +20% C-EV

Ground Type: Rubble
Add: Earth elemental

Ground Type: Heavy Trees
Add: +5 Faith

Ground Type: Light Trees
+20% M-EV

Ground Type: Swamp
Add: Death Sentence

Ground Type: Sand
Add: Wind elemental
Add: Darkness

Ground Type: Snow
Add: Ice elemental

Ground Type: Building Roof
Add: +1 Jump

Ground type: Lava
Add: Fire elemental

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178597
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Posted: 25th June 2009 20:04

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Diplomat
- Must have every Mediator ability.
- Must be at least level 25
- Must have used Talk skill over 100 times.
- Must have Olive Branch item.
- Must have negotiated at least one treaty/trade agreement between two kingdoms.

Quote:
Diplomat
HP +10
MP +15
Move +1
Jump +1
Evade +10%
M. Evade +5%
PA +1
MA +1
Speed +1
Leader Bonus: Unit gains +2 Attack, +5% Magic Evade Bonus
Growth Rates: HP+10, MP+13, PA+1(every 5 levels), MA+1(every 4 levels)


Equipment: Daggers, Rods, Guns, Clothes, Robes, Hats

The Diplomat, a master of all court proceedings, knows when something's up.

----------
Politics
----------

Rally
The Diplomat's fiery rhetoric drives his allies to greater glory (+8 Brave to all allies in range, +2 permanent once per target per skirmish).
JP: 900
Range: 3, Vertical 3
Effect: 3 (Allies Only)

Denounce
The Diplomat's anger cows his enemies and frightens them (-20 Brave to all enemies in range, -2 permanent once per target per skirmish).
JP: 750
Range: 3, Vertical 3
Effect: 2 (Enemies Only)

Witness
The Diplomat claims to have experienced the power of God firsthand (+8 Faith to all allies in range, +2 permanent once per target per skirmish).
JP: 900
Range: 3, Vertical 3
Effect: 3 (Allies Only)

Denial
The Diplomat has never heard of this 'God' fellow. (-20 Faith to all enemies in range, -2 permanent once per target per skirmish).
JP: 750
Range: 3, Vertical 3
Effect: 2 (Enemies Only)

Hide
When things go wrong, it's best to lay low. When in danger, the Diplomat can use a bit of clandestine magic to subtly convince everyone that is not there.
JP: 800
MP: 24
CT: Instant
Range: Auto
Effect: Self
Add: Transparent

Backstab
Never trust a politician, for they value themselves above all else. When behind the target, the Diplomat can use a fierce attack that creates damages the spine of an opponent, causes severe bleeding, and sometimes kills the opponent out right. The Diplomat must have a dagger equipped.
JP: 1050
Range: 1
Effect: 1
Add: Death Sentence (30%), Don’t Move (20%), Don’t Act (10%), Dead (5%)

Misrepresent
By plying his craft, the Diplomat makes himself and his allies appear more fearsome than they actually are. (The affected enemy has -15% accuracy when targeting allies & -15% evade when defending against allies)
JP: 1100
Range: 3, Vertical 1
Effect: 2 (Enemies Only)

Settlement
In exchange for Gil, the Diplomat causes the target to injure himself. For every 8 Gil expended, the enemy loses 1 HP. The enemy keeps the expended Gil as part of the Settlement.
JP: 1100
Range: 4, Vertical 3
Effect: 1

----------
Counter Skills
----------

Counter Hide
The Hide skill is used as a counterattack. (MP is spent as normal).
Trigger: HP damage
Activates (Faith%) of the time.
JP: 1100

Sanctions
The Diplomat slaps sanctions on his would-be attackers, reducing their PA and Speed by 1 each. Trigger: Non-projectile Physical attack.
JP: 1200

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

Smooth Talker
The Diplomat knows exactly how to push peoples' buttons. +20% chance to succeed for Talk Skill and Politics.
JP: 1500

Great Communicator
The Diplomat can talk to almost anyone. This includes monsters, demons, undead, the sleeping, and the petrified, and the unconscious. The Diplomat still can neither overcome the death of others nor the effects of being Silenced. (Talk Skill and Politics may be used on anyone on the battlefield, regardless of species or status effect.)
JP: 1200

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

Dignified Walk
By sacrificing 1 Movement point, the Diplomat regains 2 HP and 2 MP per panel moved over.
JP: 1100

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178598
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Posted: 25th June 2009 20:07

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

-Must be level 20
-Must have mastered all Chemist abilities
-Must have at least 100 total healing items in inventory
-Must have Philosopher's Stone item

[quote]Alchemist
HP +15
MP +20
Move +2
Jump +1
Evade +5%
M. Evade +10%
PA +2
MA +1
Speed +1
Leader Bonus: None
Growth Rates: HP+10, MP+15, PA+1(every 5 levels), MA+1(every 4 levels)[/quote]

Equipment: Daggers, Guns, Hats, Clothing, Robes

The Alchemist is the master of everything involving Chemistry. There is no medicine, no potion, no chemical concoction that he does not know how to create. The Alchemist has such a grasp on these difficult teachings that his work is seen almost as something mystical in itself.

----------
Alchemy
-----------

Preventive Medicine
An Alchemist can learn to prepare a drug in such a way that it will stay inert in the patient's body until such time as its needed, allowing for inoculations. When the target of an item applied with Preventive Medicine is hit by something that would be helped by the item (such as an antidote-inoculated target being hit by the poison status, or a potion-inoculatee being damaged), the item triggers right there. Due the limitations of medicine, though, only one substance can be suspended in a patient's bloodstream this way.
JP: 600
MP: 20
Range: 1v6
Effect: 1

Therapy
Alchemists learn medicine as much as they learn chemistry, so treating the wounded soon becomes second nature. As such, Alchemists can administer therapeutic techniques that restore impaired facilities back to normal through blends of salves and skilled hands. The Alchemist can restore any 1 lowered stat (like a weakened PA, etc.) on at target to normal with this ability.
JP: 700
MP: 10
Range: 3v6
Effect: 1

Transmutation
Mastering the art of elemental transmutation is the hallmark of the Alchemist, even if some of their other abilities are far more impressive. Given a crafting substance, the Alchemist can transmute it to any other substance as a (insert length here) PT action, provided he has enough Gil to cover the cost of the reagents. The gil expenditure is equal to half the difference in cost between the two materials. Only one substance may be converted and only into one thing, but any amount of it can be processed.
JP: 500

Alkahest
Mixing certain reagents together, the Alchemist develops a solvent so powerful, it can dissolve anything. While useful in manipulating chemicals, the alkahest fluid is also great in combat. So, the alchemist splatters the substance all over their enemy (or throws a vial of it at them with Throw Item), causing severe, horrible pain, and also causing significant damage to their armor.
JP: 1000
Range: As Item
Effect: As Item
Note: has a 5% chance to break equipment on a 1d6 roll: 1=weapon, 2=offhand weapon/shield, 3=helmet, 4=armor, 5=accessory1, 6=accessory2. Unique equipment cannot be broken.

W-Item
Through mastery of potion-handling, the Alchemist can administer medicines twice as rapidly as normal. This has no usage limit, unlike Expanded Rucksack.
JP: 1200

Mix
The following 4 abilities allow Alchemists to mix various curative items to create new and dramatic effects. Mixes operate similarly to items, and while they aren't affected by Research and Ultrapowered Formula, they can be thrown with Throw Item.
JP: 1450
MP: See below

Mix Potions
The Alchemist has learnt to mix the Potion series of medicines together.
MP: 10

Mix Ethers
The Alchemist has mastered mixing the magic-restoring Ether series of medicines.
MP: 35

Mix Restoratives
Now, the alchemist can mix the status-curing medicines: Phoenix Downs, Maiden's Kisses, Holy Water, Echo Droughts, Remedies, Antidotes, and Eyedrops.
MP: 15

Mix Elixirs
With this, the greatest of all mixing skills, the Alchemist can now add the mighty Elixirs and Mega Elixirs into his mixtures.

MP: 100

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

Auto-Treat
Will use the appropriate item when hit in battle. For example, statuses are cured with the correct item, and potion usage is scaled to match the injury.
JP: 950
Activates on a ([Brave])% chance

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

Inoculation
The Alchemist, a master of medicines, would never go without an inoculation against illness. Alchemists equipped with Inoculation are immune to stat-dropping attacks (like PA-lowering, etc.).
JP: 600

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

None

------------
Mix Table
------------

Code
-|A |B |C |D |E |F |G |H |I |J |K |L |M |N |O |P |Q |R |
A|A |1 |1 |10|36|14|14|67|34|68|62|2 |40|43|26|32|3 |4 |
B|1 |B |2 |13|36|37|24|9 |9 |68|62|2 |40|43|26|32|3 |4 |
C|1 |2 |C |60|70|67|9 |J |58|68|62|22|40|43|26|32|3 |4 |
D|10|13|60|D |70|34|9 |39|K |64|65|22|40|43|26|32|3 |4 |
E|36|36|70|70|E |71|71|25|25|38|41|5 |40|43|26|32|3 |4 |
F|14|37|67|34|71|F |50|50|66|69|63|59|42|44|33|27|7 |8 |
G|14|24|9 |9 |71|50|G |35|17|69|63|59|42|44|33|27|7 |8 |
H|67|9 |J |39|25|50|35|H |61|69|63|59|42|44|33|27|7 |8 |
I|34|9 |58|K |25|66|17|61|I |52|51|59|42|44|33|27|7 |8 |
J|68|68|68|64|38|69|69|69|52|J |6 |39|55|49|53|19|56|47|
K|62|62|62|65|41|63|63|63|51|6 |K |21|45|46|54|20|57|48|
L|2 |2 |22|22|5 |59|59|59|59|39|21|L |9 |10|37|23|11|12|
M|40|40|40|40|40|42|42|42|42|55|45|9 |M |13|34|31|14|15|
N|43|43|43|43|43|44|44|44|44|49|46|10|13|N |24|25|16|17|
O|26|26|26|26|26|33|33|33|33|53|54|37|34|24|O |30|35|36|
P|32|32|32|32|32|27|27|27|27|19|20|23|31|25|30|P |29|28|
Q|3 |3 |3 |3 |3 |7 |7 |7 |7 |56|57|11|14|16|35|29|Q |18|
R|4 |4 |4 |4 |4 |8 |8 |8 |8 |47|48|12|15|17|36|28|18|R |


A - Potion
B - Hi Potion
C - X-Potion
D - Mega Potion
E - Max-Potion
F - Ether
G - Hi Ether
H - X-Ether
I - Mega Ether
J - Elixir
K - Mega Elixir
L - Phoenix Down
M - Maiden's Kiss
N - Holy Water
O - Echo Drought
P - Remedy
Q - Antidote
R - Eyedrop

#1
Water of Life
Add: Regen

#2
Resurrection
Cancel Dead, Heals to 50% HP

#3
Neutralize
Recover HP equal to that of potion level used, and Cancel Poison

#4
Cure Blind
Recover HP equal to that of potion level used, and Cancel Darkness

#5
Reincarnation
Cancel Dead, Heals to maximum HP

#6
Mass Elixir
Same as Mega Elixir in terms of curing.
Effect: 2

#7
Resist Poison
Add: Immune to Poison

#8
Resist Fire
Adds a resistance to the fire element.

#9
Kiss Of Life
Cancel Dead, Heal 50% HP and 50% MP

#10
Life Shield
Add: Immune to Death and Death Sentence

#11
Resist Ice
Adds a resistance to the ice element

#12
Resist Thunder
Adds a resistance to the lightning element
Dev Notes:

#13
Kiss of Blessing
Add: Berserk, Haste, (Same EV boost as Blink)

#14
Levitate
Add: Float

#15
Revealing Kiss
Reveals all hidden/invisible enemies to target

#16
Samson Power
Raise Level by 5 for equation purposes

#17
Elemental Power
Increase magic damage by 50%

#18
Restorative
Cure all status for a few turns only

#19
Panacea
Heal all status ailments

#20
Ultima-Elixir
Cure all status, HP/MP to maximum

#21
Full Reincarnation
Cancel Dead and HP/MP maximum

#22
Great Resurrection
Brings ally back to life at 50% HP, with Regen status.

#23
Resist Flaws
Add: Immune to all negative statuses
Dev Notes: Give this a lower duration than the other "Resist" Mix abilities, please.

#24
Holy Rush
Boosts faith by X, Brave by Y

#25
Divine Barrier
Add: Protect2, Shell2, Reflect

#26
Unmute
Recover HP equal to that of potion level used, and Cancel Silence

#27
Resist Elements
Adds resistance to all elements
Dev Notes: Give this a lower duration than the other "Resist" Mix abilities, please.

#28
Magnifier
Cures Blind and increases accuracy by X

#29
Big Medicine
Cures Poison and adds Regen

#30
Spirit Vox
Cures Silence and increases MA by X

#31
Lucky Kiss
Add: 3 random beneficial statuses

#32
Purify
Recover HP equal to that of potion level used, and cure status as Remedy

#33
Resist Earth
Adds resistance to Earth element

#34
Elemental Kiss
Grants Strengthen(Random Element) to target's weapon, in addition to any elements it already has.

#35
Soul Spread
Expands the range and effect of target's next spell by 1 each

#36
Delayed Release
Increases the duration of all statuses on the target by 1 turn

#37
Life Surge
Increases power of target's next healing spell by 50%

#38
Stimulant
Add: Haste, Move +1, Jump +1

#39
Regenesis
Add: Regen, MP-Regen, Reraise
Dev Notes: MP-Regen is like Regen, but for MP! Yay!

#40
Reform
Recover HP equal to that of potion level used, and Cancel Frog

#41
Hyper Stimulant
Resets CT Gauge of target
Dev Notes: Y'know, like Quick.

#42
Resist Air
Grants Resistance to the Wind element

#43
Blessed Potion
Recover HP equal to that of potion level used, and Add Regen. Deals 150% normal HP damage against the undead.

#44
Holy Ether
Recover MP equal to that of ether level used, and Add MP-Regen. Reverses MP restoration and MP-Regen effects if used against Undead.

#45
Watcher's Kiss
Gives target a barrier that absorbs damage instead of their own HP, with its strength set at 25% of the target's maximum HP.
Dev Note: This barrier will take damage as if it were an HP score, until it drops to 0, at which point it disappears. The barrier cannot be healed, and instead any and all healing goes to the character's HP, as normal. If an attack were to have left-over damage after killing off the barrier, it's all soaked into the barrier instead of damaging the character.

#46
Slayer's Choice
Makes all of target's attacks consider undead as Weak against them, no matter what said undead's actual resistances are.

#47
Focuser
Increases Critical Rate by X

#48
Fader
Add: Transparent

#49
Divine Draught
Add: Absorb Holy, Immune Dark

#50
Water of Magic
Add: MP-Regen

#51
Tower of Power
Makes target's magic empowered, allowing it to break down resistances completely and utterly. All enemy elemental resistance/immunity/absorbance is ignored by the target.

#52
Whirl of Power
Heightens the target's magic so that it will, once per use of this mix, treat the enemy as if it were weak against the spell, no matter its normal elemental weaknesses/resistances.

#53
Soul Fixative
Locks target's Brave/Faith scores where they are for the rest of the skirmish.

#54
Lovely Echo
Gives the target a small chance to inflict Invite as a side-effect of their next move.
Dev Notes: By small, I mean vanishingly small. SERIOUSLY.

#55
Mystic Kiss
Raises Target's maximum MP by 10% for the duration of the skirmish.

#56
Pure Miasma
Casts a miasma around the target that gradually heals people, like Regen, over the area of effect. It also cures any Poison victims in its radius.
Effect: 2
Dev Notes: This acts as a status on the person, and effect is actually how far it works while it's on the person.

#57
Fitness Drink
Increases PA by X, Speed by Y, and Evade by Z

#58
Mage's Ward
Temporarily halves magic damage against target.

#59
Life Seed
Add: Reraise

#60
Turbo Lifewater
Adds a status like regen, but at double the effect.

#61
Turbo Magewater
Adds a status like mp-regen, but at double the effect

#62
Fortifier
Mega Elixir healing, with Protect2-equivalent status

#63
Resistor
Mega Elixer healing, with Shell2-equivalent status

#64
Mighty Strength
Increase PA by X

#65
Titan Force
Temporarily doubles physical damage
Dev Notes: Short duration here, eh?

#66
Spellboost
Increase durations of statuses inflicted by target's next spell by 1

#67
Lucky Ward
Resists 1 random element and becomes immune to 1 random status

#68
Reflexive
Increases Reaction Ability triggering chance by 10%

#69
Mindracer
Reduces spell CT to 75% its normal value.
Dev Notes: I'd like some feedback on how this'd stack with the Time Mage's Short Charge Support Ability.

#70
Metabolizer
Lowers duration of all new and old negative statuses by 1
Dev Notes: Fun fact - this also applies to Death Sentence's countdown. >;)

#71
Aura Medicine
Increases M-EV by X[/quote]

((OOC: Personal kudos to those who came up with the Mixing tables. Great job.))

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178599
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Posted: 25th June 2009 20:09

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

Requirements:
- Must have all Black Magic skills.
- Must be Level 20 or higher.
- Must have cast 200 or more spells.
- Must have KO'd or Killed 20 different beings with aforementioned spells.
- Must have a Staff of One Item in his/her possession.
- Must have Frogged 10 or more people (himself/herself included).

Quote:
Black Wizzard
HP +10
MP +35
Move +0
Jump +1
Evade +5%
M. Evade +10%
PA +0
MA +3
Speed +1
Magi units gain +5 Attack, +2 Defense, +1 Speed
Growth Rates: HP+7, MP+22, PA+1(every 7 levels), MA+1(every 4 levels)


Equipment: Daggers, Rods, Staves, Robes, Hats

Additional Notes:
- Those eight elemental spells should only be able to be used every other turn IMO.
- The Black Wizard can break Rods to unleash their magical power.

Black Wizards are masters of the dark arts. After years of study and tutelage under the Masters of the Black Code, a set of skills attuned to the dark magics.

------------
Black Code
-------------

Weaken Element
The Black Wizard twists tendrils of black energy to strip away an enemies' defenses. Weaken Element's effect lasts for the rest of the skirmish, or at least until a new Weaken Element is used on the same target. Weaken Element cannot be used to add an elemental weakness to someone if they're equipment Halves, Nulls, or Absorbs said element.
MP: 30
CT: 40
Add: Weak: Element
Range: 4, Vertical: 2
Effect: 1
JP: 750

Nanoflare
The Black Wizard manifests miniscule Flares that can by-pass any magic defenses currently erected around the target.
JP: 900
MP: 39
CT: 105
Range: 3, Vertical: 1
Effect: 1
Damage: [CFa/100 * TFa/100 * MA * 50]
Note: Ignores Shell, Reflect and White Field

Gigaflare
The Black Wizard generates a larger version of the Black Magic spell Flare, generating enough heat to sometimes cause those who survive the onslaught to faint outright.
JP: 1450
MP: 65
CT: 80
Add: Death (10%)
Range: 4, Vertical: 2
Effect: 2
Damage: [CFa/100 * TFa/100 * MA * 90]

Nuke
The Black Wizard creates a large burst of concussive that flatten the ground and destroy obstacles. It also can crush the bones of and deafen the ears of those affected.
JP: 1000
MP: 84
CT: 100
Add: Silence (10%), Don't Move (10%), Don't Act (10%)
Range: 4, Vertical: 3
Effect: 3
Damage: [CFa/99 * TFa/99 * MA * 65]
Note: This lowers the height of the ground that it's used on by 1H. This doesn't affect the height of water or lava or swamp panels.

Atomus
The Black Wizard mimics the power of the Ultima Demon and obliterates all foes with a eruption of pure magic. Those caught in the blast suffer a quarter of the HP damage taken to their MP as well. The eruption can be quite blinding....
JP: 2250
MP: 120
CT: 120
Element: Dark
Add: Blind (30%)
Range: 4, Vertical: 3
Effect: 3
Damage: [CFa/100 * TFa/100 * MA * 150] (note: with MA = 20, CFA =70 and TFA = 50, I've gotten 1,050 damage. Is that going a little bit overboard?)

Afflict
The Black Wizard envelops a foe in dark, circular miasma, making the enemy more vulnerable to attack, especially of the fire elemental.
JP: 750
MP: 36
CT: 50
Add: Oil, Blind, Poison
Range: 5, Vertical: 2
Effect: 1

Tempest
The Black Wizard channels the lightning elemental and looses its power into the sky, where it becomes a temporary yet violent storm to strike all enemies. The tempest has a chance of defeaning those struck.
JP: 1200
MP: 60
CT: 80
Element: Lightning
Add: Silence (15%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 35]
Note: Can only be used once every other turn

Corona
The Black Wizard channels the fire elemental and looses its power into the sky, where it becomes an quickly fading small sun that bathes all enemies in its blazing heat. The corona has a chance of dooming those in its heat to a slow death.
JP: 1200
MP: 60
CT: 80
Element: Fire
Add: Death Sentence (5%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 35]
Note: Can only be used once every other turn

Killer Frost
The Black Wizard channels the ice elemental and looses its power into the sky, where it becomes flash-freezing quick winter that chills all enemies. The blizzard has a chance of freezing that arms of foes.
JP: 1200
MP: 60
CT: 80
Element: Ice
Add: Don't Act (10%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 35]
Note: Can only be used once every other turn

Acid Rain
The Black Wizard channels the water elemental and looses its power into the sky, where it becomes an acidic downpour. The acid rain has a chance of breaking any equipment it hits.
JP: 1200
MP: 60
CT: 80
Element: Water
Add: Break (1%) (Note: Neither works against Unique equipment nor Water-proof [Halving, Nulling, or Absorbing] equipment)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 25]
Note: Can only be used once every other turn

Deadly Squall
The Black Wizard channels the wind elemental and looses its power into the sky, where it becomes a horrid gale. The squall has a good chance of knocking anyone hit by it backwards.
JP: 1200
MP: 60
CT: 80
Element: Wind
Add: Knockback (20%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 35]
Note: Can only be used once every other turn

Tremor
The Black Wizard channels the earth elemental and looses its power into the ground, where it becomes earth-rending vibrations. The earthquake has a good chance of causing people to become temporarily stuck in the ground.
JP: 1200
MP: 60
CT: 80
Add: Don't Move (20%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 35]
Note: Can only be used once every other turn

Starflash
The Black Wizard channels the holy elemental and looses its power into the sky, where it becomes a blinding light. The starlight has a good chance blinding anyone dumb enough to look into it directly.
JP: 1500
MP: 60
CT: 80
Add: Blind (20%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 50]
Note: Can only be used once every other turn

Moonshadow
The Black Wizard channels the dark elemental and looses its power into the sky, where it becomes dark sun, casting all in shadow. The moonlight has an odd ability to stop all caught in its shade.
JP: 1500
MP: 60
CT: 80
Add: Stop (5%)
Range: Auto
Effect: All Enemies
Damage: [CFA/100 * TFA/100 * MA * 50]
Note: Can only be used once every other turn

Miasma
The Black Wizard creates thick mist of sickly purplish-green gas to cover a large area. All entering the area have their accuracy reduced and their bodies poisoned. An especially unlucky few may go through more radicial bodily changes....
JP: 1400
MP: 90
CT: 120
Add: -50% Accuracy (for those targeting through the miasma as well), Poison, Petrify (10%), Frog (10%) [both are only rolled upon entering and re-entering the Miasma]
Duration: 4 turns (Note: Can be dispelled earlier with a strong wind-elemental attack [that targets the epicenter panel of the Miasma].)
Range: 3, Vertical: 2
Effect: 3
Note: May only be used once per skirmish.

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

Elemental Absorb
The Black Wizard, through mastery of the magic elementals, can absorb spells of an elemental once they are used to attack him/her. There can only be type of elemental absorbed at a time. So if a new elemental attack occurs, the Black Wizard will then absorb that type of elemental until a similar change occurs.
JP: 1300
Trigger: Elemental attacks
Add: Absorb [Element]
Activates (Faith%) of the time

Counter Focus
The Black Wizard takes the misfortune of an attack and uses his/her time of pain to instead focus on the magical powers ebbing and flowing throughout the battlefield.
JP: 1450
Trigger: HP Damage
Add: MA +1 for the rest of the skirmish
Activates (Faith%) of the time.

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

Doublecast
The Black Wizard, in the tireless pursuit of offensive magics, has developed the ability to overlap the incantations of two spells with only a minimal to reduction to each spell. The spells used always use the length of the longest incanation.... (Note: all spells cast with Double Cast are 70% effective. The CT for both spells is the higher CT * 1.1 [rounded up].)
JP: 2100

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

Move-UP Magic Attack
The Black Wizard, for every turn that he/she doesn't cast a spell, gains a temporary +1 MA after he/she moves. This additional MA is expended as soon as the Black Wizard casts a spell or moves again.
JP: 1000

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178600
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Posted: 25th June 2009 20:09

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Enchanter
-Must have mastered every Illusionist ability.
-Must be at least level 20.
-Must have used Illusionist magic a total of 100 times.
-Must have Mist Orb item in inventory.

[LIONHEART NOTE: To do the growth rates for the Enchanter, we NEED growth rates for the Illusionist. Like, ASAP.]

With the mastery of illusions and deception, an Illusionist can become an Enchanter, one who can control perception with ease and power. The ways of an Enchanter's trickery has gone so far, that they can begin to look into the minds of others with empathic powers, an ability that is put to great use as they can pull images directly from one's thoughts to even better fool them.

Equipment: Daggers, Rods, Staves, Robes, Hats

-------------------------
Enchantment Magic
-------------------------

Lock 3
Generating amazingly efficient lights and patterns, the Enchanter guides his allies in their efforts to attack their foes. This grants the Illusionist and his allies a 50% bonus to succeed in using an attack or ability against those enemies.
JP: 950
MP: 36
CT: 32
Range: 3, Vertical 3
Effect: 2
Duration: 3 Rounds

Lock-All
The Enchanter focuses heavily on the positions and movements of all enemies present, and draws locking patterns around them all. This grants the Illusionist and his allies a 15% bonus to succeed in using an attack or ability against all enemies on the battlefield.
JP: 1200
MP: 50
CT: 50
Range: Unlimited
Effect: All Enemies
Duration: 3 Rounds
Success%: [CFa/100 * TFa/100 * (MA + 160)]

Blink 3
Refracting and redirecting light to massive levels, the Enchanter adds a huge distortion to his allies' images.
JP: 800
MP: 36
CT: 40
Add: +35% Evade (3 Rounds of duration; not cumulative with any Blink spell.)
Range: 3, Vertical 3
Effect: 2

Blink-All
Casting a wave of optical distortion across his party, the Enchanter acts to obscure the images of all his allies.
JP: 1000
MP: 50
CT: 50
Add: +25% Evade (Not cumulative any Blink spells)
Range: Unlimited
Effect: All Allies
Duration: 3 Rounds
Success%: [CFa/100 * TFa/100 * (MA + 180)]

Empathic Jolt
Using his empathic powers, an Enchanter can reach into the minds of his enemies, and plant a sudden burst of stimulation into their thoughts. If successful, this causes them to be stunned and miss their next action.
JP: 650
MP: 34
CT: Instant
Add: Lose Next Turn (35%)
Range: 5v5 (in direction that Enchanter is facing)
Effect: All Enemies

Phantom Land
The Enchanter can make the very land seem to change its nature, creating the image and sensations of a terrain other than what is truly there. This effectively changes the terrain type of the battlefield, albeit with some limitations. Terrain features like rubble, forests, and roads are only strewn about, and water cannot be manifested more than a shallow depth.
JP: 800
MP: 42
CT: 54
Notes:
1. Heights cannot be changed at all. Period.
2. Obstacles also cannot be removed, although they might change type to fit the flavor of the terrain the Enchanter wants (Say, a castle wall might turn into a cave wall if the Enchanter wanted to turn the inside of a castle into a cave's rocky floor.)
3. Bodies of water and/or lava stay as such, and they also cannot be created by the Enchanter. The one exception is if the Enchanter wants to turn the entire area into water or lava. Moreover, depth 2 water cannot be used as a global terrain type, as otherwise that'd hit most of the battlefield with Don't Act, be it friend or foe, which would make the battle from there very boring.
4. The terrain type is chosen, and all tiles that aren't considered unchangeable become that terrain type. The exception is if any kind of woods or rubble are chosen - then, the woods and rubble are scattered in a sensible pattern, as a field full of either would dramatically screw things up. Also, roads don't cover the whole map, but a few roads are instead trailed through the map.
5. Even though this is technically an illusion, it changes the terrain for all essential purposes - Geomancers use the ability appropriate to the new terrain, and any special effects (like move reductions or damage) the terrain provides are accounted for.

Empathic Seduction
Reaching deep into the minds of his enemies, the Enchanter latches onto their perceptions and desires, finding out what buttons to press to inure himself to them. Once learning these psychological triggers, the Enchanter can attempt to convince his enemies to join his side, or at least highly appreciate him.
JP: 1000
MP: 50
CT: 62
Range: 3, Vertical 3
Effect: 1
Add: Charm (50%), Invite (30%)

Image Purge
The Enchanter can focus on his knowledge of illusions and imagery, and turn it against the illusions of others, generating a field of distortion that collapses illusionary images. This destroys a great many illusionary statuses and effects.
JP: 500
MP: 45
CT: 30
Range: 4, Vertical 3
Effect: 2
Cancel: Lock Spells, Obscuring Haze, and Chaotic Cloud for Allies; Blink Spells, Displacement/Mirror Displacement (Reveals Displacing Illusionist's true location, or destroys the mirror image if it's hit), Mirrored Army, Transparent, Soul Split, Sheep's Clothing, and Doppelganger for enemies.
Success%: [CFa/100 * TFa/100 * (MA + 120)]

[LIONHEART NOTE: Why was the cost for the spell so high? I don't think it should be like that.]

Telepathy
The Enchanter manifests his empathic powers, and delves into the thoughts of one of his enemies, figuring out what they're about to do. Taking this knowledge, the Enchanter can anticipate and dodge that enemy's next move without fail.
JP: 1050
MP: 50
CT: Instant
Range: 4, Vertical 3
Effect: 1
Dev Notes: For clarification, this targets one person, and if successful, will make the person's next action always miss the Enchanter, assuming said action even affects the Enchanter. If the target's next action has nothing to do with targeting the Enchanter, the telepathy bonus is lost, used up by the lost action.
Success%: [CFa/100 * TFa/100 * (MA + 110)]

Sheep's Clothing
Reaching into the minds of their enemies, and Enchanter can wrap themselves or an ally in an illusion that plays on his foes' comforts, appearing to be something that would never harm them. This causes all enemies to ignore the target, and instead target someone else.
JP: 1250
MP: 60
CT: 75
Range: 3, Vertical 3
Effect: 1
Duration: 3 Rounds
Success%: [CFa/100 * TFa/100 * (MA + 80)]

Nameless Horror
Chanting loudly in an unknown tongue, the Enchanter appears to summon some kind of unspeakable horror, although he is merely conjuring the image of it. Either way, merely seeing such a being is enough to drive people mad, shatter their willpower (and thus their magical ability), and possibly even knock them out on the spot.
JP: 1200
MP: 68
CT: 82
Range: 5v5 (within the direction the Enchanter is facing)
Effect: All Enemies
Add: Confuse (40%), -25% MA (40%), KO (5%) [MA reduction once per person per skirmish]

Doppelganger
The Enchanter, in the most powerful work of Enchantment Magic possible, takes the image and will of one of his foes, and lays them upon himself, imitating the target perfectly in an aspects of appearance and even demeanor, using an empathic link to imitate the actions of his foe as well. This allows the Enchanter to mimic his enemy's actions, using them as his own. When writing tactics, the targets for beneficial and offensive abilities being mimiced must be noted.
JP: 1800
MP: 74
CT: 125
Range: Auto (Range: 5v5 (within the direction the Enchanter is facing) to copy)
Effect: Self (Effect: 1 to copy)
Duration: 3-5 Rounds
Notes: Here's how this works - Once Doppelganger is cast on someone, the Enchanter basically does the last move that the guy he's copying did, using the target priorities noted in the tactics.

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

Redirect
Sensing an impending attack with his empathic awareness, the Enchanter attempts to form a counter-illusion against his foe, deluding them into targeting their allies instead. This causes the attacker to strike one of his own allies at random, and the Enchanter makes sure that such a target is in range of the attack, as well.
JP: 750
Trigger: Ranged Attacks
Success%: [Faith%]

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

Empathy
Through his development and refinement of empathic abilities, the Enchanter can learn to better understand the minds of his targets, making them more susceptible to his wiles. As a result, the Enchanter can make his spells' special effects more potent and accurate.
JP: 1000
Adds 5% to the CoS of each individual status on a spell that inflicts statuses. Also adds 10 to the (MA + X) part of the CoS equation on spells with such an equation.

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

Mirror Displacement
The Enchanter has found a way to improve upon his intermediate-grade Displacement technique, by throwing in an addition element of distraction in the form of an illusionary double. They both displace as with the Illusionist's Displacement ability, but the duplicate moves in a random direction other than the Enchanter.
JP: 900
Notes: The duplicate follows the same pattern of motion as the Enchanter does, except that they do it in a random direction, ending up in slightly reflected version of the Enchanter's actual position, although the duplicate cannot go in the same direction as the Enchanter. If the duplicate is affected in any way whatsoever by an A-ability or attack/item action, it disappears. Also, the duplicate obviously cannot end movement on an impassible hex.

[quote="Enchanter Incantions"]Lock 3: "Fixate on all patterns of evasion! Lock 3!"
Lock-All: "Let none escape these seeking eyes! "Lock-All!"
Blink 3: "Bend appearances and escape retribution! Blink 3!"
Blink-All: "Fade all things into a mist of distortion! Blink-All!"
Empathic Jolt: "Hear thoughts of distraction! Empathic Jolt!"
Phantom Land: "Bring unto the Earth a new face! Phantom Land!"
Empathic Seduction: "You want me, you need me... Empathic Seduction!"
Image Purge: "Crush all lies and reveal true sight! Image Purge!"
Telepathy: "Knowledge from foreign minds, gather unto me! Telepathy!"
Sheep's Clothing: "Wear the guise of the innocent! Sheep's Clothing!"
Nameless Horror: "That which cannot be named, come forth from the mountains of madness! Nameless Horror!"
Doppelganger: "Draw upon souls to forge a pure duplication! Doppelganger!"

[LIONHEART EDIT: I added in my version in place of Rynol's.]

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178601
Top
Posted: 25th June 2009 20:11

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
White Wizard
-Must have every White Mage ability.
-Must be at least Level 20.
-Must have successfully Protected, Shelled, and/or Walled targets a combination of 30 times.
-Must have successfully healed either the HP or the status of a combined 100 targets, whether through magic or Items.
-Must have successfully revived 5 or more people, whether through magic or Items.
-Must have visited every Church in Ivalice.

Quote:
White Wizard
HP +15
MP +25
Move +1
Jump +0
Evade +10%
M. Evade +5%
PA +1
MA +2
Speed +1
Leader Bonus: Magi Units gain +2 Attack, +5 Defense
Growth Rates: HP+10, MP+15, PA+1(every 6 levels), MA+1(every 4 levels)


Equipment: Daggers, Staves, Clothes, Robes, Hats

White Wizzards are the masters of healing magic. The powers of the White Wizzard are said to be so extraordinary, in fact, they are said to have the power to revive those who have been long since dead. While many dispute this claim, the White Wizzard is still held in high regard and can save the lives of dozens with little effort on their part.

-------------
Pure Magic
-------------

Pray
Focusing his magic through the power of prayer, the White Wizard brings minor healing to all those close in his heart. Pray can be used when Silenced.
JP: 500
MP: 12
CT: 10
Range: Auto
Effect: All allies
Restores: [((CFa * TFa)/7000) * MA * 20] HP

Bless
Reciting the blessings of St. Victor, the White Wizard again heals those close to his heart.
JP: 700
MP: 24
CT: 15
Range: Auto
Effect: All allies
Restore [((CFa * TFa)/7000) * MA * 40] HP

Resurrection
Beseaching to the one and only God above, the White Wizzard prays for Him to return the souls of his or her allies.
JP: 850
MP: 30
CT: 40
Range: Auto
Effect: All allies
Add: Revive (25% HP)
Success% = [CFa/100 * TFa/100 * (MA + 175)]

Baptize
The White Wizard baptizes his enemies using a small amount of manifested holy water in a merciful attempt to make them see the error of their ways. Unfortunately, reformation really works, but at least it pacifies and marginally harms the Supernatural.
JP: 1500
MP: 40
CT: 35
Element: Water, Holy
Range: 2, Vertical: 2
Effect: 1
Add: Innocent (35%), Invite (15%)
+5 Faith once per target per skirmish
Damage: [CFA/100 * TFA/90 * MA/1.5] to undead/evil/demon/lucavi enemies. Add in elemental weakness modifiers on top of that.

Shell 3
The White Wizard creates an magical shell of Pure Magic to protect his allies against magical attacks.
JP: 800
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Add: Shell 2 (+50% defense against all magic)

Shell-All
Focusing on the power of hope that bind his allies, the White Wizard Shells all his allies, no matter their location.
JP: 1150
MP: 50
CT: 50
Range: Auto
Effect: All Allies
Add: Shell
Success%: [CFa/100 * TFa/100 * (MA + 180)]

Protect 3
The White Wizard weaves a thick barrier of Pure Magic, commanding his allies to move more effectively against foes in close-quarters combat.
JP: 900
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Add: Protect 2 (+50% defense against physical damage)

Protect-All
Focusing on the power of hope that bind his group, the White Wizard Protects all his allies, no matter their location.
JP: 1150
MP: 50
CT: 50
Range: Unlimited
Effect: All Allies
Add: Protect
Success%: [CFa/100 * TFa/100 * (MA + 180)]

Wall 2
Concentrating on his positive emotions, the White Wizard uses Pure Magic to shield his allies from all direct offenses.
JP: 1300
MP: 64
CT: 70
Range: 3, Vertical 3
Effect: 2
Add: Protect 2 (50%), Shell 2 (50%)
Duration 2-5 Turns

Shield
The White Wizard can create elemental-specific barriers that absorb a specific type of element. Only one elemental Shield may be in play on a target once per skirmish. The type of element being Shielded against must be described in the tactics. The Shield lasts three turns, unless replaced with another Shield.
JP: 1000
MP: 52
CT: 60
Range: 3, Vertical: 1
Effect: 1

Pearl
The White Wizard manifests a holy orb of Pure Magic to attack infidels.
JP: 750
MP: 48
CT: 40
Element: Holy
Range: 5, Vertical: 1
Effect: 2
Damage: [CFa/100 * TFa/100 * MA * 25]

Shining Star
The White Wizard can manifest a sun-like orb that can be thrust into the sky. Once there, no heathen can escape its purifying light and all allies are bathed its light. It fades completely after five turns.
Once per skirmish.
JP: 1500
MP: 120
CT: 100
Range: Auto
Effect: All Enemies (Stop [25%]), All Allies (Cancel: Any Negative Status, Strengthen: Holy)

Luminaire
The White Wizard, mocking the power of the Dark Spell Ultima, can manifest a blinding, thunderous, and wrathful force of Pure Magic to smite his foes.
JP: 2250
MP: 120
CT: 120
Range: 4, Vertical: 3
Effect: 3
Add: Blind (35%)
Damage: [CFa/100 * TFa/100 * MA * 150] (note: with MA = 20, CFA =70 and TFA = 50, I've gotten 1,050 damage. Is that going a little bit overboard?)

----------------------
Reaction Abilities
----------------------
Shining Hope
The White Wizard, believing that God sanctions his crusade, wishes to live on.
Trigger: Any attack.
Activates [(Faith/3)%] of the time.
Add: Regen, Reraise (only twice per skirmish)
JP: 1350

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

Inspirational Hope
The White Wizard, through his strong beliefs in the works of God, inspires others to live on.
JP: 1500
All Allies of the White Wizard gain +10% Max HP.

Reinforced Soul
The White Wizard steels his body though the power of the immortal soul, taking less damage from any direct attack.
JP: 1400
-15% from all direct damage.

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178602
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Posted: 25th June 2009 20:12

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote ("Six Feet Under")
Master
Requirements:
-Must have every Monk ability
-Must be at least Level 25.
-Must have never equipped any form of weapon
-Must have used Chakra at least 25 times
-Must have personally defeated over 20 opponents

Quote
Master
HP +40
MP +5
Move +1
Jump +1
Evade +5%
PA +2
MA +0
Speed +1
Leader Bonus: None
Growth Rates: HP+14, MP+4, PA+1(every 4 levels), MA+1(every 7 levels)


The Master is a master of all physical unarmed combat. His skills with the martial arts are so spectacular in fact, that his hard punches and kicks, skillful grapples and furious combos are said to be nothing short of mystical.

Equipment: Clothing, Robes

[Lionheart Edit: I axed the "Taunt" skill. I just didn't like it. I also say that Masters SHOULD NOT BE ABLE TO WEAR HEADGEAR, PERIOD.]

--------------
Martial Arts
--------------

Basic Attacks:

Punch
The Master simply punches, remembering that sometimes the most basic of attacks are best.
JP: 70
Range: 1, Vertical: 1
Effect: 1

Kick
The Master simply kicks. Due to legs having a bit more power than arms, within a combo, a Kick inflicts 10% more damage.
JP: 100
Range: 1, Vertical: 1
Effect: 1

Grapple*
The Master grapples with an opponent, holding the enemy while looking for an opening for the benefit of the Master or others. The Master suffers from –5% Accuracy when this is used outside a combo.
JP: 150
Range: 1, Vertical: 1
Effect: 1
Add: Lose Next Turn (50%)
Note: If the opponent loses a turn, The Master has a 25% chance of losing a turn as well.

Hop**
The Master, using his Chi, can make almost Lancer-like jumps, though the Master is able control to what degree of height.
JP: 130
Range: Self, Vertical: The Master’s Jump Stat*2
Effect: Self
Add: Float (100%) for one turn.
Cancel: Crouch

Crouch*
The Master kneels down, reducing the size of the enemy’s target and the usefulness of Float spells. The Master gains +30% EVA against missile attacks once per round for the rest of the round (including missile counter attacks). The Master cannot physically hit or be physically hit by those with the Float status when Crouch is used alone.
JP: 130
Range: Self, Vertical: Self
Effect: Self
Cancel: Hop, Float

Sway*
The Master sways defensively with such grace that after-images of himself are left behind, simultaneously waiting for and forcing an opening. The Master attains +25% EVA for the rest of the round, as well potentially confusing any enemy looking.
JP: 250
Range: Self
Effect: 3v5
Add: Confusion (15%)

Toss
The Master again grabs the enemy, but decides to not waste time in a hold, instead throwing the opponent away. The Master suffers –15% Accuracy when attempting this outside of a Grapple, though the attack inflicts 10% more damage than normal.
JP: 260
Range: 1, Vertical: 1
Effect: 1
Add: Knockback, Lost Next Turn (25%), Confusion (10%)

[Lionheart Note: I added it as a 100% chance for Knockback because I think that the throw should knock someone back if it "hits".]

Chi Gather*
The Master manipulates the non-magical yet supernatural energy known as Chi, using it to further Martial Arts. The Master gains +2 PA for one round and is then dispersed at the first physical attack. The Master also gains a permanent +2 Speed for the entirety of the skirmish. The Master is –15 CT for the next round, however, when this is used outside of a combo.
JP: 450
Range: Self, Vertical: Self
Effect: Self

* A Link attack that resets the damage of the attack after link back to the damage level of the attack the before the link while giving accuracy -5% from the level of accuracy that link occupies. For example, if a combo went Punch --> Hop --> Kick, then the Punch would do First Attack damage, the Hop would allow then allow the Kick to do First Attack damage, but with Second Attack accuracy –5%. Speaking of accuracy...

** …It will have to wait because I forgot to make note of Hop’s abilities to initiate combos on those normally out of reach. As long as the enemy is within the range of 1, the Master can Hop up the enemies level and begin an aerial combo.

Combos:

With a limit of seven normal attacks, the Master can attack almost until the opponent falls from a single combo. However, as the attacks go on, the Master’s opponent as has more opportunities to escape as the master becomes more and more weary. The Master thus suffers the following depending on the number of attacks within a combo. (Note: The –CTs that master suffers in a combo do not stack with the solitary –CT effect of basic attacks. Also, these –CTs are totals, not the amount that the Master suffers for each attack. Ergo, I might as well say that the Master basically suffers a –5 CT for every additional attack.)

The "Combo Order":

Quote




  1. First Attack: 95% Accuracy, 100% Damage, -5 CT

  2. Second Attack: 85% Accuracy, 80% Damage, -10 CT

  3. Third Attack: 75% Accuracy, 70% Damage, -15 CT

  4. Fourth Attack: 65% Accuracy, 55% Damage, -20 CT

  5. Fifth Attack: 55% Accuracy, 40% Damage, -25 CT

  6. Sixth Attack: 45% Accuracy, 25% Damage, -30 CT

  7. Seventh Attack: 35% Accuracy, 10% Damage, -35 CT



Combos end one of two ways.

1. When they miss. In which case, the Master still suffers –10 CT.

2. When they are “programmed to end”. This means that they go all attacks that were put in tactics go off or when they are ended to make way for...


Combo Enders:

Outside of attacks in Combos, there are also special ending attacks that the Master can use to end a fight. When these attacks have all special conditions, but these general special conditions apply for all Combo Enders:


They can only be used after a chain of two or more Basic Attacks.

They do not count as Attack in the Combo Order, and thus they do not suffer from the Accuracy, Damage, or CT penalties unless explicitly stated.

They can still be used even if there is the miss, but they suffer –10% accuracy and a -25% damage penalty in this instance and they can ONLY be used if the attack that misses is the last necessary attack in the combo. For instance, in the combo of Sway --> Punch, Backfist can still be used if Punch misses, but not if Sway misses.

Also, unless explicitly stated, the attack have a range of 1 and an effect of 1.


Chop (Follow up to: Punch --> Punch)
The Master does a deceptively simple and quick chop that can sometimes blind opponents.
JP: 300
Add: Blind (25%)
Inflicts 5% more damage than a normal attack

Air Throw (Follow up to: Grapple --> Hop)
The Master grabs the opponent and hurls the adversary into the air, sometimes confusing the enemy so horribly that the need a moment or two to regain their bearings.
JP: 350
Add: Confusion (30%), Lose Turn (15%)
Cancel: Float (5%)
Inflicts 7% more damage than a normal attack

Shining Kick (Follow up to: Chi Gather --> Kick)
The Master performs a flashy kick...literally.
JP: 370
Add: Blind (35%)
Inflicts 15% more damage than a normal attack, with a -5% accuracy penalty

Backfist (Follow up to: Sway --> Punch)
The Master performs another attack that disorients the opponent; sometimes the attack makes the enemies bite their tongue so hard they lose the ability to speak properly.
JP: 400
Add: Confusion (20%), Lose Next Turn (12%), Silence (10%)
Inflicts 7% more damage than a normal attack

Sliding (Follow up to: Crouch --> Kick OR Crouch --> Chi Gather --> Kick)
The Master slides along the ground, sometimes confusing the opponent by getting behind them with this attack.
JP: 450
Add: Confusion (15%)
Gets Behind Opponent if there’s a hex of equal height behind him/her.
Cannot hit those with Float status.
Inflicts 10% more damage than a normal attack

Rolling Cradle (Follow up to: Grapple --> Crouch)
The Master uses a powerful and violent hold that rolls both Master and opponent along the ground. Sometimes so much so that both of them can become confused...
JP: 475
Add: Confusion (45%), Lose Next Turn (10%)
If the opponent gets Confused, there is a 10% chance that Master will also get Confused.
Inflicts 15% more damage than a normal attack

Chi Fist (Follow up to: Chi Gather --> Punch)
The Master lunges forth with a harsh blow that knock back the enemy with the force of a close-up Wave Fist. Sometimes, this damages vital organs...
JP: 575
Range: 2, Vertical: 1
Effect: 1
Add: Death Sentence (5%), Knockback (50%)
Inflicts 10% more damage than a normal attack

Rotation Kick (Follow up to: Chi Gather --> Hop --> Kick)
The Master flips into the air, breaking his foot down onto the head of the enemy. This attack can also cause the opponent to bite down on their tongue with great force.
JP: 520
Add: Silence (25%)
Cancel: Float (50%)
Inflicts 17% more damage than a normal attack, with a -5% accuracy penalty

Crushing Beating (Follow up to: Chi Gather --> Punch --> Punch)
The Master performs a series of punches with using Chi to outwardly manifest explosive force. Explosions this close to the face can be blinding and very disorienting...
JP: 600
Add: Blind (50%), Lose Next Turn (20%), Knockback (20%), Confusion (10%)
Inflicts 15% more damage than a normal attack

Lionelian Suplex (Follow up to: Grapple --> Chi Gather --> Toss)
The Master grabs the opponent by their waist and under their legs, then bends backwards and smashes them on their head. If the blow is hard enough, the skull can be fractured, inducing a slow, painful death--or even instantaneous death if the impact is very hard.
JP: 750
Add: Confusion (10%), Lose Next Turn (45%), Death Sentence (10%), Death (1%)
Inflicts 25% more damage than a normal attack

Shoryuken (Follow up to: Chi Gather --> Crouch --> Punch --> Hop)
The Master uses the fabled technique Dragon Punch to destroy foes, especially those unfortunate enough to be attacking from above.
JP: 650
Add: Knockback (75%), Burning (1%)
Cancel: Float (60%)
Inflicts 20% more damage than a normal attack

Babel Crumble (Follow up to: Grapple --> Hop --> Chi Gather --> Toss)
The Master soars into the air to grab the opponent. The Master’s legs grab the opponent’s head mid-air before flipping them both into the ground--though the opponent is the one to land head-first.
JP: 775
Add: Death Sentence (5%), Confusion (20%)
Cancel: Float
Inflicts 20% more damage than a normal attack

Locomotion-G (Follow up to: Chi Gather --> Grapple --> Toss --> Grapple --> Toss)
The Master performs a four successive suplexes, compounding the pain and suffering of the enemy.
JP: 875
Add: Confusion (30%), Lose Next Turn (50%), Death Sentence (15%)
Inflicts 25% more damage than a normal attack

Giant Swing (Follow up to: Grapple --> Chi Gather --> Chi Gather --> Chi Gather --> Toss)
The Master grapples the opponent and they both whirl around rapidly before the Master tosses the opponent away like so much refuse.
JP: 980
Add: Knockbackx2 (100%), Confusion (60%)
Inflicts 30% more damage than a normal attack

Golden Palm (Follow up to: Chi Gather --> Chi Gather --> Punch --> Punch --> Punch)
The Master manifests his Chi in a brilliant golden aura around the Master’s palm that attacks the opponent’s soul...as well as its face.
JP: 1025
Add: Blind (75%), Death Sentence (25%), Silence (25%)
Reduces the opponent’s MA by 25% once per target per skirmish.
Inflicts 20% more damage than a normal attack

Triangle Kick (Follow up to: Chi Gather --> Hop --> Hop --> Hop --> Kick)
The Master jumps off the surrounding environment and chi "walls" to attack the opponent in an attack almost guaranteed to confuse their senses.
JP: 1160
Range: Move stat of the Master.
Add: Confusion (75%), Berserk (15%),
Gets behind Opponent.
Inflicts 30% more damage than a normal attack

Corkscrew (Follow up to: Chi Gather--> Crouch --> Kick --> Kick --> Chi Gather --> Kick)
The Master uses a burst of speed to encircle the enemy in energy while simultaneously kicking said opponent. The circle can ensnare the enemy.
JP: 1250
Range: Move of the Master
Add: Stop (35%), Confusion (35%) Lose Next Turn (35%)

Last Shot (Follow up to: Chi Gather --> Sway --> Chi Gather --> Sway --> Chi Gather --> Punch)
The Master uses yet another confounding technique, swaying until golden forms manifest and the rushing in with massive amount of Chi that is realized in a single punch. The resulting sphere of Chi can crush the opponent and crush many positive enchantments that may be cast on them.
JP: 1450
Add: Death Sentence (40%), Slow (15%), Don’t Act (5%), Don’t Move (10%)
Cancel: Shell (50%), Protect (50%), Reraise (25%), Haste (50%)
Inflicts 20% more damage than a normal attack

Shinkuu Hadouken (Follow up to: Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Punch)
The Master reveals the true form of the Wave Fist in a massive burst of Chi. The burst of chi is capable of shattering any magical shield.
JP: 1650
Range: 5v5
Effect: 1
Add: Death Sentence (25%), Knockbackx2 (95%)
Cancel: Protect (75%), Shell (75%), Reraise (30%), Haste (75%)
Inflicts 25% more damage than a normal attack

Sky Twister (Follow up to: Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Hop)
The Master jumps into the air, coming back down to earth in massive vortex of Chi. The enormous vortex can easily shred the enemy to ribbons.
JP: 1840
Range: 2
Effect: 2
Add: Confusion (50%), Death Sentence (45%), Don’t Move (10%), Don’t Act (10%)
Inflicts 15% more damage than a normal attack

Shin Shoryuken (Follow up to: Chi Gather --> Chi Gather --> Crouch --> Punch --> Chi Gather --> Punch --> Hop)
The Master perfects the legendary Dragon Punch, turning into an even more lethal weapon. A weapon can utterly destroy the body.
JP: 2050
Add: Death Sentence (60%), Lose Next Turn (50%), Knockback (95%), Burning (5%)
Cancel: Float (75%), Reraise (25%)
Inflicts 35% more damage than a normal attack

Denjin Hadouken (Follow up to: Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Chi Gather --> Punch)
The Master uses an alternate form of the Wave Fist to reek utter havoc on the body of the opponent.
JP: 2500
Range: 5, Vertical: 2
Effect: 1
Add: Lose Next Turn, Death Sentence (25%)
Cancel: Protect (95%), Shell (95%), Haste (95%)
Reduces the opponent’s PA, MA, and Sp by 20% for once per opponent per skirmish
Inflicts 50% more damage than a normal attack

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

Chi Counter
The Master can use his chi to block an attack, and then push back the attacker.
JP: 1300
Negates physical damage and Knockback the opponent (Brave%) of the time.

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

Sway Back
The Master’s ability to predict physical attacks is great and he can gracefully move out of the way of any physical attack.
JP: 1800
EVA +25%
Note: Allows use of formulae for side attacks used against the Master to be used for back attacks against the Master

Eschew
The Master, in his/her search for physical perfection and harmony, has decided that despite his belief in the supernatural, magic is an inferior aspect of that element. Therefore, he/she trains his/her body to resist any offensive magic.
JP: 1550
MEV +30%

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

Flip
JP: 800
The Master can easily flip behind his/her opponent if there is room behind them. He nearly needs room to jump (takes of jump of 3, plus or minus whatever the height of his opponent; he/she still takes “falling” damage: (Height of the Drop)*10. Every 5 height adds on an extra 50 damage.

[LIONHEART EDIT: I C/Pd my post from my topic to here.]


--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178603
Top
Posted: 25th June 2009 20:14

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote ("Six Feet Under")
Very well, Kablizzy.

This is the old version of Genius. (Not that I've come up with the new draft yet.)

Regardless of what changes occur between said drafts (because I think that I really dislike Genius's abilities, at least in terms of "Active" ones' uses), I'm keeping the class ability name of "Polymath" because I still say it works so well.

I also need to make requirements too, now that I look at this again....

Quote
Bonus: The Genius’s ability to speed-read allows more time for study. Thus, he/she studies twice as fast as non-Geniuses and attains twice as much JP from the PT action Study Class Abilities.

----------------
Polymath
----------------

Logical-Mathematical Intelligence
Being most familiar with the art of Math and calculation, the Genius finds it easiest to add other Calculators and Geniuses. Thus, one Calculator or one Genius gains PA +2, MA +4, Sp +2 per skirmish and a (+1% per 2 levels of the Genius) chance to succeed in his/her next ability.
JP: 600
Range: 4, Vertical: 2
Effect: 1

Verbal-Linguistic Intelligence
The Genius, with his mastery of vocabulary, grammar, and syntax, can help Mediators (and Diplomats) in their abilities. Thus, one Mediator or one Diplomat gains MA +5, Sp +3 per skirmish and a (+3% per 5 levels of the Genius) chance to succeed in his/her next ability.
JP: 700
Range: 4, Vertical: 2
Effect: 1

Visual-Spatial Intelligence
The Genius, with his keen eye for detail, can tell how best to aim and dodge at the same time. The target gets a (+4% per 5 levels of the Genius) to his/her accuracy and a (+1% per 5 levels of the Genius) to both his/her physical and magical evasion that gets used in the next attack and dodge respectively (regardless of whether or its physical or magical).
JP: 750
Range: 5, Vertical: 2
Effect: 1

Body-Kinesthetic Intelligence
The Genius, despite not being generally renowned for his athletic prowess, can tutor others how to better use their physical builds. The target gains a (+1 PA per 10 level of the Genius) that gets used up with the first attack. The target also gains PA +1 and Sp +2 per skirmish. Dancers gain an additional Sp +1 and +20% physical evasion per skirmish.
JP: 900
Range: 3, Vertical: 1
Effect: 1

Auditory-Musical Intelligence
The Genius has an ear for music. Though the Genius does analyze music, he still enjoys and celebrates it. Thus, he can help Bards in their composition of music, adding Sp +4 and +10% both physical and musical evasion per skirmish to one Bard or Lyrists. In addition, the target gets a (+2% per 5 levels of the Genius) of physical evasion and a (+1% per 5 levels of the Genius) of magical evasion that gets used in the next dodge (regardless of whether or not it hits; unlike Visual-Spatial, this type attack DOES matter. Ergo, physical attacks won’t use magical evasion and vice versa).
JP: 850
Range: 5, Vertical: 3
Effect: 1

Interpersonal Intelligence
Not as aloof as is stereotypically thought, the Genius can manipul…er converse with the best of them. In fact, he can talk down the most violent of villains and even convince them to join his cause.
Add: Invitation
Resets CT count.
JP: 1100
Range: 2, Vertical: 2
Effect: 1

Intrapersonal Intelligence
The Genius realizes that perhaps the greatest intelligence is to know one’s self. Thus the Genius spends a time focuses on his thoughts to better himself/herself, gaining a permanent PA +2, MA +2, Sp +2, and Brave +5 per skirmish. After that, the Genius gains PA +1 and MA +1 that stacks until his/her next attack.
JP: 1200
Range: Self
Effect: Self

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

Predictable
The Genius’s intellect allows for him/her to countermand the counterattacks of idi…er lesser intellects. Of course, for all his/her ability, this skill still requires some focus, so he somewhat distracted.
Counter: Reaction Abilities [Brave %] of the time.
Evasion of the Genius suffers a –10%.
JP: 1000

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

Think Tank
The Genius sees even a pummeling as a learning experience and thus manages to concentrate enough on his failures to learn from his mistakes. For every 10 HP of direct damage, the Genius gains 1 JP. For every 20 HP of direct damage, the Genius gains 1 EXP.
JP: 1400

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

Move-Get EXP 2
The Genius gains 2 EXP per panel traversed.
JP: 600
Range, Vertical
Effect: N/A

Move-Get JP 2
The Genius gains 4 JP per panel traversed.
JP: 1000
Range, Vertical
Effect: N/A


--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178604
Top
Posted: 25th June 2009 20:15

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote ("Six Feet Under")
The currently much debated Slayer shows it's latest form. What form will it take next?

Ironically, one that seems to have the most attention payed to and the most demand/need to be changed is the only that I came with requisites for (besides the ones that Lionheart already edited).

Quote

Slayer
A hunter of the supernatural and hater of the demonic Lucavi, the Slayer’s efforts to eradicate these hellish monsters from the world are tireless and, at times, have been passed down directly from generations before.

Requirements





  1. Must be Level 25 or higher.


  2. Must have defeated fifty supernatural (this includes anything or anyone afflicted with temporary Undead, Apandas, Archaic Demons, Ultima Demons, the Lucavi themselves, or anything else with permanent Undead status) creatures.


  3. Must have not been turned Undead more than ten times.


  4. Must have never been Turned at all.


  5. Must have never been Invited at all.


  6. Must have found or created a blessed (Holy [or are we using “Celestial” now?]) weapon or have a weapon blessed by a White Wizard (or a Cleric or whoever blesses weapons...if anyone can).





Growth, Bonuses, and Leader Bonus
Heck, I’m not even sure when I assign JP costs. So I have to leave it up Kablizzy unfortunately.

Equipment:
Items: Daggers, Swords, Crossbows, Longbows, Whips, Shields, Clothes, Armors, Robes

Immunities:
Immune: Invite, Undead, Blood Suck (it'd be a bit too ironic)

-----
Slay
-----

Blessed Water
The Slayer takes a blessed vial of water and tosses it at the nearest supernatural, burning them and potentially setting them ablaze.
Holy-elemental. (Non-Human Only)
Range: 3, Vertical: 2
Effect: 1
Add: Burning (25%*)
JP: 750
Damage = (Faith * 1.4)

Minor Cross
The Slayer makes the sign of the cross in the air at the target, inflicting many maladies on them. The maladies are even greater if the target is Supernatural and may even include combustion. (Non-Human Only)
Range: 4, Vertical: 2
Effect: 1
Add: Petrify (10%**), Blind (20%**), Confusion (10%**), Berserk (10%**), Frog (10%**), Poison (30%**), Slow (10%**), Sleep (15%**), Burning (10%*)
MP: 12
JP: 900

Major Cross
The Slayer makes a larger sign of the cross towards the sky, which manifests and scorches itself upon the battlefield.
Holy-elemental, Fire-elemental
Range: 4, Vertical: 2
Effect: 2
Add: Blind (35%**), Burning (10%**)
MP: 24
JP: 1000
Damage = MA * (Faith / 3)

Seal Evil
The Slayer has utilized the innate signature of evil and developed the ability to immobilize those possessed by it. Due to the overwhelming sense of evil in unnatural, this works is the bane of all monsters, Supernatural or otherwise. (Non-Human Only)
Range: 4, Vertical: 2
Effect: 1
Add: Don’t Move ([Sp+30]%**), Don't Act ([Sp+30]%**), Petrify (Sp%**) Stop (Sp%**)
MP: 30
JP: 1050

Salvation
The Slayer has developed the merciful ability to allow the agents of the supernatural to redeem themselves should they so choose. (Supernatural Only)
Range: 2, Vertical: 2
Effect: 1
Add: Invite (MA+35%*)
JP: 1100

Purification
The Slayer has developed the merciful ability to heal the magical
afflictions caused by the supernatural.
Range: 1, Vertical: 1
Effect: 1
Cancel: Blind (MA+70%), Poison (MA+70%), Oil (MA+65%), Frog (MA+60%), Slow (MA+60%), Silence (MA+55%), Undead (MA+50%), Petrify (MA+50%), Blood Suck (MA + 60%)
MP: 30
JP: 1300

Eradication
The Slayer is able to utterly destroy the most unnatural beasts with one strike of a weapon by attacking a specific point. The size of this point leaves little room for error. (Supernatural Only)
Range: Range of Weapon, Vertical: 1
Effect: 1
Add: Dead (WP+35%*)
JP: 1000

White Lightning
The Slayer is able to occasionally call upon a bright white bolt of lighting to quickly raze an area.
Holy-elemental, Lightning-Element
Range: 5, Vertical: 3
Effect: 3
Add: Burning (15%*)
MP: 40
JP: 1100
Damage = (MA + Faith) * 1.75

Righteous Cry
The Slayer lets out a mighty, righteous cry, which both instills fear in enemies and rallies allies.
HP: 10%
MP: 15%
Range: Auto
Effect: 3 v 3 (Add: Haste [20%], Protect [35%], +4 Brave, +4 Faith),
All Enemies 3 v 3 (Add: Don’t Move [40%], -4 Brave, -4 Faith)**
JP: 1400

Slaying Time
The Slayer manipulates time around the battlefield and furthers the decay of foes, especially if they are unnatural. (Non-Human Only)
Once per skirmish.
HP: 5%
MP: 10%
Range: Auto
Effect: All Enemies (Add: Poison [50%], Slow [40%], Stop [30%], -3 Sp)**
JP: 1250

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

Empty Reflection
The Slayer dodges the attack and holds a shield up to any source light, reflecting and magic amplifying it and aims the beam at the opponent. (Non-Human Only)
Must have shield equipped.
Holy-elemental.
Add: Blind (40%**), Burning (10%*)
JP: 1300

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

Supernatural
The Slayer refuses to have the human limitations and takes the mantra of "fight fire with fire" to heart, infusing himself with supernatural strength. The holy-alignment of this blessed strength makes its other anathema to the Slayer.
+1 PA, +1 SP
Add: Holy
Immune: Poison
Weakness: Dark
JP: 2100

Pentagram
The Demon Slayer inscribes a pentagram upon the self, which protects from the forces of darkness.
Absorb: Dark
JP: 1500

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

None

* Only applies if the target is Supernatural (Undead, Apanda, Archaic Demon, Ultima Demon, or otherwise Lucavi).
** Doubles if target is Supernatural (Undead, Apanda, Archaic Demon, Ultima Demon, or otherwise.)


Slayer
A hunter of the supernatural and hater of the demonic Lucavi, the Slayer's efforts to eradicate these hellish monsters from the world are tireless and, at times, have been passed down directly from generations before.

Requirements


1. Must be Level 25 or higher.
2. Must have defeated fifty supernatural (this includes anything or anyone afflicted with temporary Undead, Apandas, Archaic Demons, Ultima Demons, the Lucavi themselves, or anything else with permanent Undead status) creatures.
3. Must have not been turned Undead more than ten times.
4. Must have never been Turned at all.
5. Must have never been Invited at all.
6. Must have found or created a blessed (Holy [or are we using "Celestial" now?]) weapon or have a weapon blessed by a White Wizard (or a Cleric or whoever blesses weapons...if anyone can).




Growth, Bonuses, and Leader Bonus
Heck, I'm not even sure when I assign JP costs. So I have to leave it up Kablizzy unfortunately.

Equipment:
Items: Daggers, Swords, Crossbows, Longbows, Whips, Shields, Clothes, Armors, Robes

Immunities:
Immune: Invite, Undead, Blood Suck (it'd be a bit too ironic)

-----
Slay
-----

Supernatural Fist
The Slayer uses its incredible strength to punch a target, possibly knocking them back.
JP: 150

Bless
The Slayer gives a weapon temporary Holy properties by focusing their pure energies into it.
Add: Holy to targeted ally weapon
Lasts 5 turns
JP: ???

Lashing
The Slayer uses a whip to whip an opponent in its weakspot
Whip-only
Chance for critical hit. Does normal damage if not a critical success. Does critical damage to user if critically fails.
JP: 275

Dust Shot
The Slayer shoots a wooden bolt from its crossbow into a Vampires heart, killing it instantly.
Crossbow only
Add: Dead to Vampires
JP: 400

Pure Water
The Slayer takes a blessed vial of water and tosses it at the nearest supernatural, burning them and potentially setting them ablaze.
Holy-elemental. (Non-Human Only)
Range: 3, Vertical: 2
Effect: 1
Add: Burning (25%*)
JP: 750
Damage = (Faith * 1.4)

Minor Cross
The Slayer makes the sign of the cross at the target, inflicting many maladies on them. The maladies are even greater if the target is Supernatural and may even include combustion.
Range: 4, Vertical: 2
Effect: 1
Add: Blind (20%**), Confusion (10%**), Add: Burning (40%**), Dispel (10%**), Berserk (20%**), Don't Act (15%**), Don't Move (20%**), -10 CT (10%)
MP: 12
JP: 900

Holy Symbol
The Slayer makes the symbol of the cross and sends out harmful magical energies
Holy-elemental, Fire-elemental
Range: 4, Vertical: 2
Effect: 2
Add: Blind (35%**), Burning (10%**) MP: 24
JP: 1000
Damage = MA * (Faith / 3)**

Seal Evil
The Slayer has utilized the innate signature of evil and developed the ability to immobilize those possessed by it. Due to the overwhelming sense of evil in unnatural, this works is the bane of all monsters, Supernatural or otherwise. (Non-Human Only)
Range: 4, Vertical: 2
Effect: 1
Add: Don't Move ([Sp+30]%**), Don't Act ([Sp+30]%**), Petrify (Sp%**) Stop (Sp%**)
MP: 30
JP: 825

Purification
The Slayer has developed the ability to heal some magical
afflictions.
Range: 1, Vertical: 1
Effect: 1
Cancel: Blind (MA+70%), Poison (MA+70%), Frog (MA+60%), Slow (MA+60%), Silence (MA+55%), Petrify (MA+50%)
MP: 30
JP: 500

Vanquish
The Slayer is able to utterly destroy the most unnatural beasts with one strike of a weapon by attacking a specific point. The size of this point leaves little room for error. (Supernatural Only) Range: Range of Weapon, Vertical: 1 Effect: 1
Add: Dead (WP+35%*)
JP: 1000

White Lightning
The Slayer is able to occasionally call upon a bright white bolt of lighting to quickly raze an area.
Holy-elemental, Lightning-Element
Range: 5, Vertical: 3
Effect: 3
Add: Burning (15%*)
MP: 40
JP: 1100
Damage = (MA + Faith) * 1.75

Righteous Cry
The Slayer lets out a mighty, righteous cry, which both instills fear in enemies and rallies allies. HP: 10%
MP: 15%
Range: Auto
Effect: 3 v 3 (Add: Haste [20%], Protect [35%], +4 Brave, +4 Faith), All Enemies 3 v 3 (Add: Don't Move [40%], -4 Brave, -4 Faith)**
JP: 1000

Slaying Time
The Slayer unleashes its full strength to attack every enemy within its range of movement and sight, causing a good deal of damage to each. Mystical energy formed from this skill cause varying effects to those targeted.
Once per skirmish.
HP: 5%
MP: 10%
Range: Movement range (ebfore movement) and LoS (before movement)
Effect: All Enemies (Add: Slow [40%], Stop [30%], Add: Burning [35%], Add: Death Sentence [5%], -2 Sp)
JP: 1250

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

Holy Light
Unleashes a pure light that burns and causes harm to the attacker.
Holy Elemental
JP : 500

Quick Strike
Hits a supernatural foe before it can strike, disrupting its attack.
JP: 800

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

Supernatural
The Slayer fully utilizes its extraordinary gifts for fighting.
+1 PA, +1 SP
Add: Holy
Immune: Poison
Weakness: Dark
Same bare-fisted attack power as a Mpnk
JP: 2100

Pentagram
The Demon Slayer inscribes a pentagram upon the self, which protects from the forces of darkness.
Absorb: Dark
JP: 615

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

Double Jump
Doubles Jump for a small amount of MP.
JP: 300

* Only applies if the target is Supernatural (Undead, Apanda, Archaic Demon, Ultima Demon, or otherwise Lucavi).
** Doubles if target is Supernatural (Undead, Apanda, Archaic Demon, Ultima Demon, or otherwise.)

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178605
Top
Posted: 25th June 2009 20:19

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote ("Six Feet Under")
Yet another pirated version of Kablizzy's drafts.

Now in Blueberry.

Blue Wizard
-Must have mastered every Blue Mage ability
-Must be at least level 25
-Must have used Blue Magic a total of 125 times
-Must have killed over 35 monsters with Blue Magic abilities
-Must have used assistance Blue Magic on allies or self at least 25 times

Quote
Blue Wizard
HP +12
MP +20
Move +1
Jump +1
Evade +6%
PA +1
MA +3
Speed +1
Leader Bonus: Magi Units gain +2 Attack, +1 Defense, +1 Movement Growth Rates: HP+9, MP+11, PA+1(every 6 levels), MA+1(every 5 levels)


Equipment:Daggers, Whips, Flails, Swords, Staves, Shields, Clothes, Robes, Hats

Blue Mages who reach the pinnacle of their talents and abilities ascend to a level of oneness with the forces around them, so much so, that they cease to require having spells hit them to learn them, and rather, can learn new magic through other means. Indeed, Blue Wizards are so skillful in comparison to their lessers, they need not even see the spell or even the creature, in order to learn the spell.

-----
Lore
-----

Condemned
The Blue Wizard utilizes the ill powers of Flotiballs to condemn his enemies to death.
JP: 700
MP: 20
Range: 2v2
Effect: 1
Add: Death Sentence (50)%

Frog Song
The Blue Wizard sings a magical song, which seems to sound like ribbits for those are who are unfortunate enough to hear it.
JP: 800
MP: 25
Range: 3v3
Effect: Self
Add: Frog (40%), Sleep (25%)

Level 3 Muddle
The Blue Wizard, using an ever-keen eye, uses a spell to confuse all enemies who seem susceptible to it.
JP: 900
MP: 40
Range: Unlimited
Effect: All Enemies with a level divisible by 3.
Add: Confusion (50%)

Level 4 Flare
The Blue Wizard, invoking massive power, uses a one-shot spell to cast Flare on all enemies who seem unfortunately aligned with the current ley line of battle.
Usable once every five rounds of a skirmish.
JP: 1150
MP: 70
Range: Unlimited
Effect: All Enemies with a level divisible by 4.
Damage = [CFa/100 * TFa/100 * MA * 62]

Level 5 Doom
The Blue Wizard, again using a keen eye to see ley lines, dooms all that are attuned to it.
JP: 1200
MP: 50
Range: Unlimited
Effect: All Enemies with a level divisible by 5.
Add: Death Sentence (MA*3%)

Aquarake
The Blue Wizard, borrowing both the Pisco Demons’ affinity for water and ability of mental manipulation, unleashes a flurry of surprisingly dangerous bubbles.
JP: 770
MP: 48
Element: Wind, Water
Range: 3v2
Effect: 3
Damage = ([CFa + TFa]/100 * (MA *20)]

Ranged Blood Suck
The Blue Wizard, mimicking the gruesome ability of the Vampire, absorbs the life force of a nearby foe.
JP: 800
MP: 24
Range: 3v2
Effect: 1
Damage = [(PA*10)/2] (damage is then absorbed)
Add: Blood Suck (10%)

Shatter
The Blue Wizard, using a keen eye for the world, utterly destroys those with magical defenses and begins ill unto them. This attack can only affect those with positive statuses.
JP: 950
MP: 40
Range: 4v2
Effect: 1
Cancel: Reflect, Protect, Shell
Add: Blind (30%), Silence (30%), Slow (30%)

Rippler
The Blue Wizard mimics the status of any enemy he spies upon, including those granted by items. The Blue Wizard, however, does not get any item status as an "Always" status, but merely for its duration as an "Add" status (if said status has finite time).
JP: 800
MP: 40
Range: 5v5 (direction directly infront of Blue Wizard)
Effect: Self
Add: Target’s status(es).

Forcefield
The Blue Wizard manipulates some of the ley lines of the world to randomly protect against a single element aspect of nature. Only one Forcefield on a target at any given time.
JP: 900
MP: 36
Range: 3, Vertical: 2
Effect: 1
Add: Immunity to [Fire/Ice/Lightning/Water/Earth/Wind/Dark/Light]

Fiery Emission
The Blue Wizard, after much time of studying the breath of dragons, has discovered a way to perfect that breath that would make even dragons envious.
JP: 1000
MP: 40
Element: Fire
Range: 4v1
Effect: Straight Line
Add: Burning (5%)
Damage = [MA*11]

Beta
The Blue Wizard, likewise having studied the nature of Bombs, creates an intense field of fire easily capable of combusting anything inside of it.
JP: 1850
MP: 80
Element: Fire
Range: 4v3
Effect: 3
Damage = [CFa + (MA * 11)]
Add: Burning (25%)

200 Needles
The Blue Wizard, having attempted to study the mysterious Cactuar, partially manages to mimic its abilities.
JP: 700
MP: 35
Range: 4, Vertical: 2
Effect: 1
Damage = 200
Cancels: Protect, Shell

Revenge
The Blue Wizard mimics the vengeful powers of legendary and engimatic Byblos Demon, cousin to the poisonous Apanda Demon.
JP: 1250
MP: Damage/2
Range: Unlimited
Effect: Last attacker

Add: Deadly Poison* (5%)
Note: *The aforementioned Poison takes away 25% per turn rather than 10%.
Damage = (Caster's Max HP - Caster's Current HP)/1.5

Roulette
The Blue Wizard mimics the random, self-destructive nature of all things in a perhaps ill-conceived experiment.
JP: 650
MP: 24
Range: All
Effect: 1
Add: Any random negative status.

Sour Mouth
The Blue Wizard mimics the dread voice of demons and spews a litany of curses upon the target.
JP: 1000
MP: 50
Range: 4v2
Effect: 1
Add: Blind (25%), Poison (25%), Sleep (25%), Silence (25%)

Laser
The Blue Wizard mimics a supposed weapon of the lost technology of Goug. Due to the vagueness of the source, the accuracy leaves something to be desired.
JP: 1450
MP: 55
Range: 3v2
Effect: 1
-50% Accuracy
Damage = Half of target’s current HP.

Magic Breath
The Blue Wizard combines the breath of all dragons into one concentrated, devastating blast.
JP: 850
MP: 36
Element: Fire, Ice, Lightning
Range: 3v1
Effect: 1
Damage = [MA*17]

Dragon Force
The Blue Wizard, again mimicking dragons, this time mimics their longevity and power as it is bestowed upon an ally.
Once per target per skirmish.
JP: 1400
MP: 68
Range: 2v1
Effect: 1
+50% MA, +50% PA
Add: Regen

Grand Train
The Blue Wizard mimics utterly devastating power of the heavens to batter enemies and shatter both their defenses and wills. The spell has a (MA*2)% chance of disarming a shield, a MA% chance of a disarming helmet, and a (MA/2)% chance of disarming armor.
JP: 2000
MP: 120
Range: 3v10
Effect: Straight line
-25% MA (30%), -25% PA (30%), -25% Speed (30%) (once per target per skirmish)

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

Counter Rippler
The Blue Wizard, if inflicted with negative status, will switch statuses with the person who inflicted the status. The Blue Wizard cannot do this if the negative status in question prevents him from acting (Don’t Act, Stop, Petrify, and Dead; Silence does nothing in this instance).
JP: 900
Trigger: Any non-aforementioned negative status.
Activates [Faith%] of the time.

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

Lore Study
Due to time spent refining abilities, the Blue Wizard’s powers become more powerful and accurate.
JP: 1200
+10% Accuracy, +25% MA when using Lore attacks.

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

Step Mine
The Blue Wizard clandestinely leaves a trail of dangerous magic behind, which damages anyone that follows that trail exactly within that round or the next.
JP: 1300
Damage = (Opponent's expended move)*15 per mine.

[LIONHEART EDIT: Edited over this with my version.]


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Post #178606
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Posted: 25th June 2009 20:21

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Quote ("Six Feet Under")
Red Wizard
- Must have all Red Magic skills.
- Must have Level 25 or higher.
- Must have physically attacked 50 or more times successively.
- Must have magically attacked 50 or more times sucessively.
- Must have been in a skirmish with every Normal Class in the sim--it does not matter whether or not it was fighting with or against the Class[es] in question--and at five other Classes (non-monster).
- Must have RP an attitude that is conducive to or greatly willing to learn new things.

Quote
Red Wizard
HP + 11
MP + 17
Move + 1
Jump + 1
Evade + 5%
M-Ev + 5%
PA + 2
MA + 2
Speed + 1
Leader Bonus: Magi Unit gains +2 Attack, +2 Defense, +5% Magic Evade
Growth Rates: HP+9, MP+14, PA+1(every 5 levels), MA+1(every 4 levels)


Once in a great while, a Red Mage becomes so skilled in the arts of magic that his knowledge of magic broadens even further. While he is still a "jack of all trades" mage the sheer breadth of his skills can only be described as that of a master. This is when the Red Mage becomes a Red Wizzard.

Equipable items: Daggers, Swords, Flails, Staves, Rods, Clothes, Robes, Hats

------------------
Red Wizzardry
------------------

Fire 3
The Red Wizard speaks a Black Mage's incantation, which causes high fire-elemental damage.
JP: 480
MP: 24
CT: 40
Range: 4, V3
Effect: 2
Damage = [CFa/100 * TFa/100 * MA * 21]

Bolt 3
The Red Wizard speaks a Black Mage's incantation, which causes high lightning-elemental damage.
JP: 480
MP: 24
CT: 40
Range: 4, V3
Effect: 2
Damage = [CFa/100 * TFa/100 * MA * 21]

Ice 3
The Red Wizard speaks a Black Mage's incantation, which causes high Ice-elemental damage.
JP: 480
MP: 24
CT: 40
Range: 4, V3
Effect: 2
Damage = [CFa/100 * TFa/100 * MA * 21]

Cure 3
The Red Wizard speaks a White Mage's incantation, which restores high amount of HP.
JP: 700
MP: 16
CT: 15
Rng: 4, V2
Efc: 2
Restore [((CFa * TFa)/7000) * MA * 80] HP

Esuna
Cancels: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act.
JP: 280
MP: 18
CT: 40
Rng: 3, V2

Raise
Revives and restores a nominal amount of HP.
JP: 400
MP: 10
CT: 45
Rng: 4
Efc: 1
Cancel: Dead & Restore HP {Target_MaxHP / 2}
Success% = [CFa/100 * TFa/100 * (MA + 180)])

Wall
The Red Wizard speaks a White Mage's incantation, which is equivalent to Protect and Shell combined.
JP: 680
MP: 24
CT: 65
Rng: 3
Efc: 1
Add: Protect, Shell
Success% = [CFa/100 * TFa/100 * (MA + 140)]

Haste 2
The Red Wizard speaks a Time Mage's incantation, which grants time's aid to allies.
JP: 550
MP: 30
CT: 10
Range: 3, Vertical 3
Effect: 3
Adds Haste

Slow 2
The Red Wizard speaks a Time Mage's incantation, which brings time's wrath upon foes.
JP: 520
MP: 30
CT: 10
Range: 3, Vertical 3
Effect: 3
Adds Slow

Silence
The Red Wizard sings an Oracle's incantation that inhibits others from incanting spells upon him/her and his/her comrades.
JP: 300
MP: 16
CT: 14
Range: 4, Vert 1
Efc: 2
Add: Mute/Silence

Petrify
The Red Wizard mumbles an Oracle's incantation, entrapping the target in a statue identical to themselves.
JP: 580
MP: 16
CT: 42
Range: 4, V1
Efc: 1
Add: Petrify

Randomagic [Black]
The Red Wizard can select one spell of Black Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 750 JP. More than one is not safe....
JP: 750

Randomagic [White]
The Red Wizard can select a one spell of White Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 750 JP. More than one is not safe....
JP: 750

Randomagic [Time]
The Red Wizard can select a one spell of Time Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 750 JP. More than one is not safe....
JP: 750

Randomagic [Yin-Yang]
The Red Wizard can select a one spell of Yin-Yang Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 750 JP. More than one is not safe....
JP: 750

Randomagic [Blue]
The Red Wizard can select a one spell of Blue Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 500 JP. More than one is not safe....
JP: 500

Randomagic [Illusion]
The Red Wizard can select a one spell of Illusion Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 500 JP. More than one is not safe....
JP: 500

Randomagic [Rune]
The Red Wizard can select a one spell of Rune Sword per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 500 JP. More than one is not safe....
JP: 500

Randomagic [Summon]
The Red Wizard can select a one spell of Summon Magic per skirmish that he/she does not know and cast it as long as he/she pays the MP cost and the spell is not greater than 500 JP. More than one is not safe....
JP: 500

Delta Force
The Red Wizard, having spent enough time around Black Magic, can call upon a devestating trinity of Fire, Ice, and Lightning to blast and raze an area.
JP: 1300
MP: 70
CT: 110
Element: Fire, Ice, Lightning
Range: 5, Vertical: 5
Effect: 3

Safe
The Red Wizard, having spent enough time around White Mage, can call upon a beneficient trinty of Protect, Shell, and Regen to bless and protect an area.
JP: 1600
MP: 70
CT: 110
Add: Protect, Shell, Regen
Range: 4, Vertical: 4
Effect: 3

Yin-Yang Ball
The Red Wizard mimics the power of an Oracle's Status Ball, further randomizing it with magical elemental to add to its concussive force.
Random elemental.
JP: 1100
MP: 50
CT: 90
Add: Any Random Negative Status besides Oil, Chicken, Innocent, Invite, Death Sentence, KO/Death, and Burning. (75%)
Range: 4, Vertical: 1
Effect: 1

Comet
The Red Wizard mimics the celestial command of a Time Mage and brings a shard of the fearsome Meteor to his/her aid, using its literally sizable power to smite foes.
JP: 900
MP: 55
CT: 100
Range: 4, Vertical: 2
Effect: 3
Damage = [CFa/100 * TFa/100 * MA * 45]

Red Glow
The Red Wizard emanates a powerful magical glow that energizes all his/her allies. It cannot be Silenced. Attemping to this do more than once will have extremely grave consequences....
Once per skirmish.
JP: 2000
HP: 30%
MP: 30%
CT: 130
Range: Auto
Effect: All Alies
Add: +30% PA, +30% MA, +30% Sp

Red Shift
The Red Wizard weaves an incantation to weaken his foes, and strengthen his allies. The red shift isn't without its possible drawbacks, though...
JP: 1600
MP: 48
CT: 70
Range: All Enemies, All Allies
Effect: All Enemies, All Allies
All Enemies: -10% PA, -10% MA
All Allies: +10% PA, +10% MA
Cumulative 20% Chance for KO/use (I.E. First use: 20%, second use: 40%, third use 60%, etc.)

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

Safety Bit
The Red Wizard, when critical, takes all necessary precautions to survive, negating current statuses and instantly casting Regen.
JP: 1500
Trigger: Critical HP.
Cancels: All Negative Status that doesn't interfere with casting (such as Don't Act, Petrify, Silence, Stop, and Berserk; Frog doesn't interfere with this ability, if only because Frogs can still cast Frog)
Add: Regen

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

Auto-Protect
The Red Wizard can create a permanent White Magic barrier of Protect at a cost of 1 Move.
Always: Protect
JP: 750

Auto-Shell
The Red Wizard can create a permanent White Magic barrier of Shell at a cost of 1 Jump.
Always: Shell
JP: 750

Auto-Wall
The Red Wizard can create a permanent White Magic barrier of Wall at a cost of 1 Move and Jump.
JP: 1500

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

None


General Note: For all Randomagics:




  1. All spells cast have their normal range and effect. If the same

  2. Randomagic that is attempted to be used again has a 50% chance of backfiring, and using the user as epicenter for the offensive spell instead of the target. There are various expections, however....

  3. Randomagic [White] instead casts Holy 50% of the time after it has been used once.

  4. Likewise, Randomagic [Blue] can cause Self-Destruct 25% of the time. The Look attack will turn it's random effect back on the user in the instances that it fails.

  5. Randomagic [Illusion] has a chance of affecting all allies in LOS instead of enemies.

  6. Randomagic [Rune] spells just fizzle if they fail.

  7. Randomagic [Summons] spells only target allies (and the caster, since he/she is the epicenter) if they fail or, in the case of Golem, only target enemies.



LIONHEART EDIT: I C/Pd over from my topic the changes I made to here.


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Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178607
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Posted: 25th June 2009 20:22

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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. 
Witch Doctor

Inspired by Druid wrote:
Witch Doctor
HP +20
MP +10
Move +0
Jump +0
Evade +1%
PA +1
MA +2
Speed +1
Leader Bonus: In Swamp, Unit gains +10% Magic Evade Bonus
Growth Rates: HP+13, MP+7, PA+1(every 6 levels), MA+1(every 3 levels)


Requirements:
- Must have every Shaman ability.
- Must be Level 25 or higher.
- Must have healed more than 100 people via magic and only magic.
- Must have either eaten or possessed a Rat Tail at one point.
- Must have used Stock Items less than 75 times.
- Must have traveled alone for three or more months. (Does not have to be successive/consecutive.) OR Must have kept the same equipment on for three months or more. (Does have to be successive/consecutive.) OR Must not currently own a Book of any kind OR Must have encountered, possessed, destroyed, or used St. Elmo's Fire.

(As for the sixth requirement, I need one decided for me.)

Witch Doctors are healers that eschew the modern items of the world, in favor of both magic and more natural medicines. They view the cause of most, if not all, maladies as magical in nature and in turn use magic to heal or cause them.

Skill-wise, I have every skill that I made, which, like Master, I don't indeed to keep:

This is much better today wrote:
---------
Shamanism (Actually, I say that we switch Shaman's "Voodoo Magic" with this; it makes more sense)
---------

Note: None of the statuses inflicted by Shaminism can be dispeled by the use of Stock or Mix Items. Also, Shamanism cannot be Silenced unless specified.

Spirit Scissors
The Witch Doctor forms the shape a pair of scissors with his/her hand and snips part of an opponent for minor damage. A seemingly harmless attack, especially given the proxmity needed for it. However, if successive, the Witch Doctor keeps a bit of the opponent (i.e. hair, skin, cloth, etc.) for later use. Has an extremely small chance of disarming accessories.
MP: 6
CT: Instant
Range: 1, Vertical: 2
Effect: 1
Disarms accessories 1% of the time.
JP: 450

Voodoo Doll
The Witch Doctor creates a haphazard and makeshift doll of an opponent using the surrounding materials and uses spiritual energy to imbue it with power (and harden it if necessary). Also seemingly harmless, the Voodoo Doll allows the Witch Doctor do many things in actuality to anyone hit with Spirit Scissors.
MP: 30
CT: 40
Range: Auto
Creates a Voodoo Doll. Can be destroyed through normal means only if anything gained from Spirit Scissors has not yet been attached (the attachment is automatic once a Voodoo Doll is finished; the Doll would have HP/25 of whoever it was modeled after [this has to be specified in tactics] when vulnerable). The doll can be used to attack an opponent anywhere on the map if Spirit Scissors has been used on them and transfer one fourth of the damage to them if the doll is attacked through the normal forms of attack and a 5% chance of adding Confusion anytime the doll is attacked. (In the instance of multiple dolls being created and Spirit Scissors creating an attachment, dolls form attachments in the order in which Spirit Scissors was used on opponents.) Fire attacks, however, will destroy a Voodoo in two turns.
JP: 750

Refinement
The Witch Doctor takes extra time to refine his/her doll and make it a better conduit for magical energies. A refined Voodoo will last three turns against fire based attacks.
MP: 6
CT: 12
Range: Auto
Makes the Voodoo Doll tougher, changing the HP total of the Doll to Target's HP/10 and making it all prior uses of the dolls +10% more effective.
JP: 700

Squeeze
The Witch Doctor can crush the Voodoo Doll for minor, but painful damage that can stop a person in his/her tracks. Can only be used when at least one Voodoo Doll is in play.
MP: 6
CT: 6
Range: Auto
Add: Lose Next Turn (30%)
JP: 650

Soul Needle
The Witch Doctor manifests a five magical needle with which to stab at opponents, either through directly or through a doll. Sub-par damage when used directly.
MP: 12
CT: 20
Range: 2; Vertical: 2
Effect: 1
1/5 HP damage of the target.*
Add: Don't Act (10%**), Don't Move (10%**), Silence (10%**), Lose Next Turn (10%**), Blind (10%**)
JP: 850

Affix
The Witch Doctor can affix one magical needle anywhere in the doll, as means to cause permanent and lasting pain. Can only be used when at least one Voodoo Doll is still in play.
One only Affix per doll can be active at at time.
MP: 24
CT: 30
Range: Auto
2% Max HP damage to Target per turn.
Add: Don't Act OR Don't Move OR Silence OR Blind. (Must be specified in tactics.)
When the/if the above affliction is lifted, Affix is destroyed.
JP: 950

Fire Trial
The Witch Doctor using an extremely complex ritual, lights a Voodoo Doll aflame with a spirital fire, burning the victim in effigy...though the victim can feel it. Can only be used when at least one Voodoo Doll is still in play. Destroys the doll after 2 or 3 turns.
MP: 80
CT: 100
Range: Auto
Add: Burning
JP: 1700

Remedy
The Witch Doctor, using a lengthy and complex ritual of examination, can heal the illness of any person in sight and further speed the healing process.
MP: 50
CT: 75
Range: LOS
Cancels: Any Negative Status except for Dead, Burning, Charm, and Invite.
Add: Regen
JP: 1100

Dispel
The Witch Doctor, similarly, can use a lengthy and complex ritual of examination to shear away any magical defenses of his/her enemies and further hinder their progress.
MP: 50
CT: 75
Range: LOS
Cancels: Any Positive Status except for Strength.
Add: Slow (25%), Poison (25%)
JP: 1000

Jinx
The Witch Doctor can also make a prayer to the pantheon of animal gods to bring minor yet lasting misfortune to all his/her foes. The Witch Doctor is -10 CT for the next turn. Cannot be used when Silenced. Lasts 3-5 turns. (Does not stack with itself.)
MP: 50
CT: 70
Range: All Enemies
+10 to chance of Critical Failure (30%), -10% P-EV (30%), -10% M-EV (30%)
JP: 1000

Curse
The Witch Doctor can beg for more power from the gods to smite his/her foes with major and tangible misfortune. The Witch Doctor is -20 CT for the next turn. Cannot be used when Silenced. Lasts 2-4 turns. (Does not stack with itself.)
MP: 70
CT: 90
Range: All Enemies
Poison (30%), +20 to chance of Critical Failure (25%), Confusion (15%), Death Sentence (1%)
JP: 1350

Hex
The Witch Doctor smites a foe in effigy and uses the magic of the Voodoo Doll to enact that spite upon them, regardless of where they are. Can only be used when at least one Voodoo Doll is still in play.
MP: 60
CT: 80
Range: Auto
Add: Any Two Random Negative Status besides Charm, Invite, KO/Dead, Death Sentence, Oil, and Burning.
JP: 1600

Loose End
The Witch Doctor, ability to see the threads of life and manipulate them, cannot dispel more subtle influences. However, the proceed is very delicate and can easily cost someone their life.
MP: 70
CT: 100
Range: LOS
Cancel: Charm, Invite, Confusion
Add: Death Sentence (25%)
JP: 1800

Spirit Razor***
The Witch Doctor can operate by cutting opening people painlessly and miraclously without any bleeding. Due to this degree of control of pain, the Witch Doctor can make it painless for allies and extremely painful for foes.
MP: 80
CT: Instant
Range: 1, Vertical: 1
Cancel: Any Status except for Frog, Oil, Burning, and Invite (and maybe Chicken and Charm).
JP: 1750

Possession
The Witch Doctor, using an extremely elaborate ritual, can bind a victim to his/her will if they have a working Voodoo Doll of them. The Witch Doctor loses his next turn when he succeeds with the Possession, due to its very taxing nature.
Can only be used successively once per skirmish.
MP: 100
CT: 110
Range: Auto
The victim is acts if Charmed yet cannot be cured by any means. The victim also becomes Immune to Charm and Invite for the rest of the skirmish.
JP: 2000

(09/25/05 I should probably add some type of garment snipping attack or something to make these all more authentic or at least less broken. Also, I should definitely change Jinx and Curse. Blast it. If only I had remembered what I was thinking of yesterday. Stupid me, as per usual.

09/26/05 Ye gods, I added way more than I had yesterday. Yesterday, there was just crappy, broken versions of Curse and Jinx and along with a close range version of Possession and the ever-present Remedy and Dispel. Today, I come with the Voodoo Doll system, probably overdoing it [but that would be why I intentionally kept everything, so that people say what they did and did not like about it]. I also made that sixth and last requirement have more of an option to it.)

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

Magic Aid
The Witch Doctor can immunize himself/herself against virtually any status that magically affects him/her once inflicted with that status. Does not work against Oil, Burning, Invite, or Dead. The immunity only takes effect after the status wears off.
Trigger: Magically inflicted statuses.
Add: Immune: [Insert Negative Status Inflicted via Magic here.]
Activates [(Faith/2)%] of the time.
JP: 2150

Ensoul
The Witch Doctor can use any Voodoo Dolls he/she has created to shield himself/herself from attack by further animating them to come his/her aid. The damage taken by the Witch Doctor divided between himself/herself and the number of Voodoo Dolls in play. The damage caused to the Voodoo Dolls still transfers over to those they are modeled after, though always at one-fourth damage even if being used to fend off other Witch Doctors' attacks.
Trigger: Direct HP damage.
Activates [(100-Brave)/2]% of the time.
JP: 2300

(09/25/05 Work more on this later.

09/26/05 Lowered the JP cost by 350 and changed the divisible part to "Faith/2" instead of "Faith/2.5" because I decided to be more explicit about when said Immunity takes effect. I probably would have not have changed it as much, but I left the only "inflicted by magic" part in there. So, while this is still the bane of Oracles, it's not the bane of everyone...yet.

Added Ensoul.)

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

Anathema
The Witch Doctor, eschewing and disapproving of modern items and the avarice that oftens surrounds them, can make them less effective merely by being around.
Negates the Chemist Ability Item in any skirmish that the Witch Doctor is in.
JP: 1250

Spirit Flux
The Witch Doctor can pour his/her own health into his/her own art in an attempt to make it more effective.
Can take up half of MAX HP and instead add it to MP reserving, boosting MP past its normal maximum while equipped.
JP: 1000

Spirit Armor
The Witch Doctor, in a concentrated effort to ward off illness from magical harm, both direct and indirect, can form a shell of armor to resist such fouls magics.
Always: Shell.
+15% M-EV, -15% to being affected by negative statuses.
JP: 1800

(09/25/05 These both suck awesome arse, especially Spirit Flux which I just came up with. I'll have to work on this bs later as well. How surprising.

09/26/05 Spirit Armor is much better than Spirit Flux. Thank you Yu Yu Hakusho.

Also, I lowered Anathema's cost from 1700 to 1250 since it applies to everyone.

I also think that I lowered Spirit Flux's JP cost when I re-typed, but who the hell carries?)

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

Exorcise
The Witch Doctor, when inflicted with illness, is motivated to move and has a chance of sweating out the illness each time he moves.
Move +1 when inflicted with any negative status that does not infere with movement. (Such as Don't Move, Stop, Petrify, Sleep, or KO/Death. This DOES work with Invite currently.)
+25% of instantly negating any such negative status at the end of his move that does not infere except for Oil or Invite.
JP: 1900

(09/25/05 I really need to work on my names. Ye gods I suck.

09/26/05 Funny how it seem much better just by switching the name with its homonym, which looks and somehow sounds much better than "Exercise".)

*Only applies if used on a Voodoo Doll.
**Doubles if used on a Voodoo Doll.
***Cannot be used on Voodoo Doll. If attempted, Doll instantly destroyed and no damage carries over to the person whom it was modeled after. Also, this does not damage when used on allies.

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178608
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Posted: 25th June 2009 20:24

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Conqueror:
- Must have every Berserker ability.
- Must be at least Level 25.
- Must have gone into Berserker Rage atleast 15 Times.
- Must have defeated at least 25 Enemies
- Must have won at least 8 Skirmishes
- Must defeat another Berserker in one on one combat.

Conqueror
HP + 24
MP + 3
Brave + 5
Move + 0
Jump + 2
Evade +0%
PA + 2
MA + 0
Speed + 2
Growth Rates: HP+18, MP+3, PA+1(every 4 levels), MA+1(every 8 levels)


The Conqueror is a Berserker who has honed his skills to such a point where he is feared on the battle field by his foes, for his prowess. The Conqueror represents the pinnacle of primal power for berserkers; it reflects the true survivors in the world. So great is the Conqueror, that men under his leadership are inspired in battle, whther out of fear or respect.

Leader Bonus: Morale Losses are Halved.
Equipable items: Equipable items: Daggers, Swords, Axes, Whips, Clothes, Hats

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Primal Abilities
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Feral Bite
JP: 900
Description: The Conqueror forsakes his weapons, and attacks his foes in a primitive manner, striking out with is most basic urge; biting.
CT: Now
Range: 1
Effect: 0
Damage: PA*Speed + (Conqueror's Brave - Target's Faith) HP
Add: Confusion (10%)

Lupine Roar
JP: 1350
Description: In a blood lusted fervour, the Conqueror unleashes a ferocious bellow, inspiring his allies and striking fear into the hearts’ of his enemies.
CT: Now
Range: 0
Effect: 2
Add: PA +2 , Berserk

Stunning Slash
JP: 1500
Description: The Conqueror attacks with such intense power, his foe is momentarily stunned.
CT: Now
Range: 1
Effect: 0
Damage: PA*(Conqueror's Brave - Target's brave) HP, +15 CT to any charging abilities, -30 Initiative for 2 Rounds
Ignore: Reaction Abilities
Add: Stop (5%)

Howl
JP: 1700
Description: The Conqueror releases a baleful howl, signifying his stress and urging on his allies to aid him.
MP: 18
CT: Now
Range: All Allies
Effect: All Allies
Add: Haste (55%)

Smashing Projectile
JP: 1900
Description: Once per battle, the Conqueror can fling his weapon at a foe from a distance.
CT: Now
Range: 5
Effect: 0
Damage: PA*WP -1d20
Add: Disarm (10%)

Fatal Blow
JP: 2200
Description: The Conqueror aims his attack for the opponent's head, attempting to sever.
CT: Now
Range: 1
Effect: 0
Damage: WP*(Conqueror's Brave - Target's Brave) + 1d10
Add: KO (2%)

Rampage
JP: 2600
Description: Going into a violent rage, the Conqueror simply plows straight through his opponents.
CT: Now
Range: 1
Effect: Striaght-line behind initial target, 5 spaces deep
Damage: PA*(WP/2) + 1d6
Add: Conqueror moves behind the final opponent in the effect range.

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Reaction Abilities:
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Primal Cunning
JP: 1400
Description: The Conqueror uses rarely seen subtley to dodge an incoming blow, and return the attack.
Activation Chances: Brave/4 - 5

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Support Ability:
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Totem
JP: 1600
Description: The Conqueror, when sinking to their primeval level, are bolstered by the belief that their totem watches over them and protects them.
Removes: All drawbacks for entering Berserker Rage.

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Move Abilities:
----------------
Fleetness of the Wilds
JP: 900
+1 Move, +1 Speed

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Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178609
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Posted: 25th June 2009 20:26

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

Based on my (incomplete, and imperfect) thief build, I also have tried Master Thief.

Also, Master Thief Ideas!

Rogue
-Must be at least level 20
-Must have learned all Thief abilities
-Must have successfully stolen at least 7 times (Either in plots, or in skirmishes)
-Must have successfully fenced three stolen goods to players, or 5 stolen goods to NPCs.
-Must have Sneak Attacked at least 70 times (though these Sneak Attacks may have been part of other abilities)

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Finest Arts
---------------------------

-Quickdraw
JP: 500
Allows the Rogue to equip change her weapons as part of another action. This must be specified in tactics, and the Rogue will complete her action with the new weapon.

-Subtelty
JP: 650
Trick Attack becomes a passive skill, like Sneak Attack. Usage of the ability must still be specified in tactics.

-Art of the Steal
JP: 700
Boosts the Sp bonus that is on Steal, and allows a Rogue to steal twice per skirmish. Also, the goods can be sold to NPCs during the stolen period, but only by the Rogue who stole the gear.

-Hide
JP: 800
MP: ???
CT: Now
R: Auto
E: 1
Add: Transparent
Special: Sneak Attack may be done from any side as long as the Rogue is under the effects of Hide. (But not other Transparent effects)

-Sonic Bolt
JP: 900
R: 5
E: Special
Wind Elemental
The Rogue fires yet another of her special bolts with her crossbow; one that creates a sonic boom as it passes through. The Effect radius is a cone generating from the target point; The cone faces the Rogue, and extends 4 hexes out from the target point. Sneak Attack can only apply to the target hex.

-Rob Mind
JP: 800
R: 1
E: 1
Add: Confusion (30%)
The Rogue steals some of the target's mental power; The target is -1 MA, and takes MP damage (dunno how much). The Rogue is +1 MA for the duration of the skirmish.
Special: The Rogue can only use this successfully 3 times per skirmish

-Rob Vigor
JP: 800
R: 1
E: 1
Add: Sleep (30%)
The Rogue steals some of the target's Stamina; The target is -1 PA, and takes trivial HP damage. The Rogue is +1 PA for the duration of the skirmish, and recovers as much as he deals in damage.
Special: The Rogue can only use this successfuly 3 times per skirmish

-Soul Steal
JP: 1400
R: 1
E: 1
Add: Death Sentence (XX%)
The Rogue flim-flams the target into sign a fell contract through fast talking, creative contract writing, and dirty legal practices. When the target dies, the Rogue regains as much HP as the target posessed at the time of death (If the target is killed through damage, then the Rogue obviously regains 0)

-Mercy Stroke
JP: 1600
CT: ??
R: 1
E: 1
Add: Don't Act (10/30%), Don't Move (10/30%), Silence (10/30%), Confusion (10/30%),
The Rogue unleashes a more precise, and more deadly, form of the Dancing Edge technique on the enemy, which strikes vital muscles and nerves, moreso when the target is caught off guard (Sneak Attacked).
----------------------
Reaction
----------------------
-Perfect Dodge
JP: 1000
Same EV Bonus as Evasion Bonus, but C-EV now applies equally to all sides.

-Slippery Mind
JP: 1000
The Rogue gains an M-EV of Level + SP

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Support
---------------------
I really have no idea what to put here <.<
Looking for ideas on this.

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Movement
-------------------
-Fleet of Foot
JP: 1500
+3 Move, +2 Jump


Shi Zhi Mi wrote:
Support:

More gil: The master thief knows all the hidden places on a person and gains +20% gil per skirmish
Aid: The master thief can hold their turn and strike along with a partner. The Master Thief does an extra +15% on damage.

Masterful Stance
Thief takes a stance to ready his or herself to steal an atacking opponent's weapon. Back attacks disregard this skill. If attempt to steal fails, then there is a good chance to evade the attack.

Art of the Steal
Gives the user a chance to confuse an opponent when stealing for three turns.

Pinpont Stike
Attack that strikes a powerful blow by focusing an attack on a pressure point that can disable a target temporarily.
Add: Don't Act

Cat Burglar
Uses the extroadinary agility of a skilled theif to temproarily raise evasion and jump.

Slight of Hand
Throws a knife-like object into a target, inflicting damage every turn until a turn is spent to pull it out.

Thief Knot
Ties up a target, causing them to be unable to move and defenseless for a couple turns.
Add: Don't move, Don't Act, nullifies Reaction abilities

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178610
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Posted: 25th June 2009 20:29

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

Master-class Oracle

Prophesy
-------------

Strength Absorb
The prophet channels mystical energies, and derives the very essence of his foes physical strength, taking it as his own. Usable once per opponent per skirmish. The stolen PA fades away after five turns.
JP: 750
MP: 35
CT: 30
Range 4, V1
Efc: 1
Drain PA
.Cfaith * .Tfaith (MA +125)

Spirit Absorb
The prophet focuses the force of his mystical will upon his opponents, and rips a portion of their magical prowess from their soul. Usable once per opponent per skirmish. The stolen MA fades away after five turns.
JP: 750
MP: 35
CT: 30
Range 4, V1
Efc: 1
Drain MA
.Cfaith * .Tfaith (MA +125)

Speed Absorb
The prophet concentrates mystic powers on his, sucking what agility they may have had from their inner essence. Usable once per opponent per skirmish. The stolen Sp fades away after five turns.
JP: 750
MP: 35
CT: 30
Range: 4, Vertical: 1
Efc: 1
Drain Sp
.Cfaith * .Tfaith (MA +125)

Soul Leech
The prophet pulls forth the mystical energies of those nearby using them to fuel his own spiritual essence, leaving behind a dangerous spiritual residue.
JP: 1000
MP: 45
CT: 30
Range 5 V1
Efc: 1
Add: Drain HP, Drain MP, Poison
.Cfaith * .Tfaith (MA +120)

Fatal Omen
The prophet casts a fatal omen; with a simple incantation, his foe’s ghastly fate is sealed.
JP: 1300
MP: 65
CT: 75
Range 5, V2
Efc: 2
Add: Death Sentence, Petrify, Stop
.Cfaith * .Tfaith (MA +85)

Dire Presage
The prophet calls forth a dreadful portent, wreaking despair & havoc on the souls of all who bear witness to such a powerful sign of their own demise.
JP: 800
MP: 70
CT: 65
Range N/A
Efc: All enemies
-10 Brave, -10 Faith
.Cfaith * .Tfaith (MA +110)

Ensign of the Heavens
With a brilliant flash, the prophet calls forth a stunning portent from the heavens. The mystical ensign endows all who would gaze upon it the favor of the heavens.
JP: 800
MP: 70
CT: 65
Range NA
Efc: All allies
+10 Brave, +10 Faith
.Cfaith * .Tfaith (MA +110)

Bestial Rampage
With a feral chant, the prophet unleashes bestial energies across the landscape. All who are struck by such powers go mad as beasts.
JP: 1150
MP: 55
CT: 45
Range 4 directions, V2
Efc: 8
Add: Berserk, Confusion
.Cfaith * .Tfaith (MA +90)

Shackles of the Spirit
Calling upon mystical energies, the prophet weaves around his foes an impenetrable web of spiritual shackles. Heavily bound, the prophet’s victims are unable to focus their will to break free from this entanglement.
JP: 1200
MP: 90
CT: 60
Range 4 V1
Efc: 2
Add: Don’t Move, Don’t Act, Silence, Undead.
.Cfaith * .Tfaith (MA +95)

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

Sudden Augury
The prophet is able to foretell his opponent’s doom for their heresy against the gods and mystical forces of the word. Due to the sudden nature of his vision, his view of the fate is short, for it is instantly fulfilled.
Activates [Faith/3%] of the time and randomly adds a new negative status to the offender.
JP: 850

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

Prophetic Mandate
Due to his knowledge of both present and future, the Prophet’s ability to influence his will on the world is greater than most. Thus, the temporary changes that he makes last a bit longer. Adds 1d3 turns to the duration of any status added by the Prophet. (Note: Doesn’t affect Death Sentence or any status that is already permanent, such as Oil. Burning is the only exception of temporary status.)
JP: 1250

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

Mystic Rapture
Drawn into a near ecstatic fit of mysticism, the prophet gains the ability to recover his own mystical prowess as he moves. Move-> MP up, but at a higher rate.
JP: 700

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178611
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Posted: 25th June 2009 20:30

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Anyway, here's what I've got for Caller so far. I need serious help on the statting of the Elementals and the abilities, but I can probably get the abilities about right on my own, if I read back through enough. But for now? Uh, no.

Requirements:
-Must know all Summon Magic
-Must have been touched by every element of magic (Elemental Weapons don't count, Geomancy does, Cure counts for Holy, Drain/Aspel count for dark.)
-I don't really know, but perhaps elemental ore can be created for each element; Dunno about where to find them, but a piece of each element must be possessed to get access to the class, and should you lose a piece, you are incapable of summoning that elemental.

-----------------------------
Conjuration
-----------------------------

Conjure Elemental Spirit (Wisp/Shade/Luna/Salamandro/Celsius/Volt/Undine/Jinn/Gnome)
Allows the Caller to conjure an Elemental of any element; The Elemental is comprised of pure magic of a given type, and is under the control of the Caller. This ability also grants the Elemental its most basic ability. The Caller can dismiss his own summons without using his turn, for whatever reason. Any one Caller can only have one Elemental out, however.
Special:
All elementals Absorb their own element, and are weak to their polar opposite.
All elementals' physical attacks are their own element.
All Elementals but the Earth elemental are under a pseudo float; While this float allows them to traverse terrain conditions unharmed, it does not protect them from Earth Element spells/skills. Additionally, the air elemental is capable of flight, for RP/Plot purposes.
All Elementals, unless otherwise noted, have a Move of 4 and a Jump of 3
MP: 50 (Special: For every turn the Elemental is out, it drains 2% of the Caller's max MP. If this sum is unavailable, the Elemental dismisses itself.)
JP: 500 (Per Spirit)
CT: Heck if I know

Elemental Descriptions:

Salamando:
Born of the molten magma spawned from the core of creation, Salamando can bend even the greatest of flames to his will, using their raw power to decimate all those within his summoner’s way.
(The Fire Elemental is basically all offense. In fact, it IS all offense, as the only status effect caused just allows you to deal more damage. Have fun!)

Kerosene
Salamando flexes a bit of his supernatural might, conjuring a boiling substance and hurling it at his opponents, scalding all those within range as well as making them flammable.
MP Cost: Something low
R: 4
E: Cone
Fire Elemental damage and Oil Status

-Prominence:
MP Cost: Somewhat High
R: 8
E: 1
Calling out to the greatest flame of them all, Salamando incinerates his opponent with all the might of a miniature sun.
(The elemental causes Massive Fire Elemental damage to a single target by harnessing the pure flames of the sun.)
((Name taken from: FFTA. Was originally an all enemy Illusionist hit))


-Ignis Fatuus
MP Cost: Considerably Huge
R: 5
E: 4
Why describe burnination? That's all it is.
((Name taken from: Tactics Ogre: The Knight of Lodis. Was originally a Holy Elemental summon. Name means Fated Flame, I think))

-Aura ability: Crimson Courreges
Salamando generates an incredible amount of heat, as is typical when one is made out of… oh, fire. However, this elemental has learned to focus his expelled heat to harm those who would threaten his master, while leaving others unharmed.
(Deals fire element damage in a wide discriminating AoE)
((Name taken from: Riviera: The Promised Land. That's all, the idea is just generic.))

Celsius:
Unlike the other elementals, Celsius prefers to walk up to her foe and pummel them into submission with her deceptively incredible strength in addition to her arctic powers.
(The spirit of Ice brings her physical prowess to bear against the caller's foes. Her skills comprise of physical attacks with debuff effects added.)
Special:
Move:5
Jump:4

-Sweep Kick
Looking down upon those shameful enough to retreat, the ice elemental whips around and attempts to shatter the bones in her foes legs, forcing them to face their destiny.
(Celsius delivers a kick to her opponent's legs. This has a minor chance of causing Don't Move, and a chance at lowering her opponent's move by 1 for the duration of the skirmish, once)
R: 1
E: 1
MP:
CT:
PA Based

-One Inch Punch
Invented by an unknown master of the martial arts, this technique demonstrates that even from a short distance immense power can be generated. Meant to put the practitioner in closer harmony with her inner self, Celsius uses this power to… turn her foes into a quivering pile of goo.
(Celsius launches a punch from right next to her foe, striking with (surprisingly) bone rattling force. Has a chance of reducing an opponents PA by 1 for the duration of the skirmish.)
R:1
E:1
MP:
CT:
PA Based

-Ice Lance
Celsius manipulates her innate elemental powers, forming a javelin-type icicle and hurling it at her unfortunate adversary.
(Celsius creates and throws a lance of Ice at one of the Caller's enemies. The damage is PA/MA based and Ice Element)
R: 5
E: 1
MP:
CT:

-Frigid Steps
She’s Mr. Snow Mizer, she’s… er, wait a minute. *cough* Er, the area around Celsius turns to ice just by being around her.
(Celsius freezes the ground beneath and nearby her. Any square she moves over, as well as squares adjacent to where she ends a turn, are considerred Ice squares for 3 turns.)

Jinn:
The Elementals of the Wind are natural bowmen, literally plucking their ammunition from the surrounding air and rend their opponents with surprising efficiency.
(Jinn are long distance fighters, and are a bane to archers, gunners, and others who fight at range.
Special: Jinn's specials are all subject to Counter Shot, regardless of weapon. The Trajectory type followed is listed in the skill description.)
Special: Jinn's regular attack is a ranged attack with Minimum range: 2, R: 4, and follows the Gun/X-Bow Trajectory

-Screwball
Jinn summons the nearby winds to him, forming it into a barely contained ball that zig-zags towards his opponent in an untraceable arc, setting her offguard.
(Jinn releases a blast of concentrated wind energy that, true to its name, does not travel in a straight line. Due to the erratic nature of the trajectory, an obstacle must be directly adjacent to the Jinn or the Target count as intervening, and the target is at -10% EV)
R: 6
E: 1
MP:
CT:
Trajectory: Gun/X-Bow

-Sidewinder
A deceptively small blast of wind is released from Jinn, sailing toward it’s target which expands into a contained tornado, ravaging the target area.
(Jinn fires another blast of Wind energy; The blast is keyed to release as a minor tornado upon impacts.)
R:5
E:2
MP:
CT:
Trajectory: Bow
Special: Low damage, any projectile attack fired through the effect radius for the remainder of the turn is at -10% Acc (Stacks with Sylph's Protection)

-Turbulence
Not one to be caught unawares, Jinn rends all would-be aggressors by literally blasting hurricane-force winds out of itself.
(Jinn focusses, then releases a massive burst of Elemental Wind energy around himself.)
R: Auto
E: 3
MP:
CT:
Special: For the remainder of the turn, units who move through the effect radius Via Flight are at -2 Move, any ranged attacks that cross through the effect radius are at -15% Acc. Does not stack with Sylph's Protection.

-Aura Ability: Sylph's Protection.
Jinn's very presence manipulates the energies of wind in the area surrounding it. Any ranged attack besides its own that passes' through the panels adjacent to the Jinn is made at -10% Acc

Gnome
A fierce warrior of tremendous stamina, the Gnome has no qualms of taking the fight directly to it’s opponent, taking whatever it’s opponent can muster while hammering down with it’s might.
(The spirit of Earth is a physical tank, and prides itself on its ability to take hits and return them.)
Special:
Move: 3
Jump: 2

-Tremorous Tread:
The Gnome utilizes it’s impressive girth to ripple the earth around it, rattling all nearby foes.
(Gnome leaps off the ground and creates a minor earthquake that damages all adjacent units, and occasionally knocks them back.)
MP:
CT:
R: Auto
E: 2
PA Based
Knockback (XX%)
((Taken from: FFXI. If anyone on this sim besides TBS and myself actually knows of the skill though, I'll eat my hat.))

-Ironsides
Taxing it’s mana to summon from it’s native element, Gnome literally alters it’s body into a harder material for as long as it’s magical energies endure.
(Gnome begins changing its mineral content to include more hard metals, thus changing its own DR%. Sustaining the new mineral content is difficult for it, however.)
MP:
Special: The Gnome loses (Either 10% of its max MP, or 25 MP/turn, whichever's bigger at level 25) to keep the new DR% up.

-Quarry
Gnome pauses, focusing all of his elemental might into a single blow as he punches the ground underneath him, sending out an immense rippling shockwave.
(Once again, I can't think of an ability desc. Remind me to call Genity)
R: 3
E: Cone
MP:
CT:
Special: The square adjacent to Gnome takes double damage

-Aura Ability: Gaia's Endurance
Gnome bestows upon the Caller’s allies the strength of the Earth itself, a rocky shield forming around them to ward away blows.
(All allies in range receive a (10? 15/ 20?)% DR to physical attacks)

Volt
Seemingly nothing more than an erratic ball of electricity, this sentient shocker fries all opponents with a nasty barrage of attacks.
(Description forthcoming)

-Static Bolt
Volt releases a bolt of energy which zaps all those within it’s path.
(Again, with the descriptions..)
R: 8
E: Line
MP:
CT:

-Aura Ability: Farraday's Blessing
Volt gives the Caller’s allies the same live-wire properties it possesses, causing all those who would raise arms against them to be electrocuted upon contact.
(Any melee attack made against one of Volt's allies with bare hands/body parts, swords, knives, ninja knives, Knight Swords, or shields causes the attacker to take mild Lightning damage. Note: This is NOT a counter; Any counter ability involving the above still invokes the damage.)

Undine:
Wielding the life-giving powers of the deep blue sea, Undine uses her powers of restoration to maintain the well-being of the Caller and her allies… as well as punishing those who would cause her harm.
(The spirit of water protects the allies of the Caller, though she is not totally incapable of causing harm to the Caller's enemies.)

-Aqua Vitae
MP Cost: Low
R: 4
E: 2
Undine sprinkles her caster and his allies with magical water, it’s purifying effects both healing their bodies as well as occasionally protecting them from magical forces.
(Heals HP Damage and has a chance of casting Shell on units in the effect radius.)
Special: Strengthen: Water effects this spell

-Bubble Shield
MP Cost: Low
R: 4
E: 2
Undine envelops her allies in a defensive barrier, shielding them from all forms of attacks.
(Casts Protect 1 and Shell 1 on units in the effect radius.)
((Name taken from: FFXI. Was originally a Crab weapon skill that casted Shell))

-Spear of Baptism
The Waters of Life shall not protect those who would cause harm to the caller's enemies.
MP Cost: High
R: 4
E: 3
Casts Cure 3 on allies within the effect radius, casts a water spell on par with a Bk Tier 3 spell on enemies within the effect radius.
Special: Strengthen: Water applies to both the nuke and heal portions
((Taken from: ToE. Was originally Undine's uber nuke when you fought her. Function loosely taken from Undine's summon effect, but weaker))

-Aura Ability: Wellspring of Life
Grants allies within the effect radius Regen and reduces Magic Damage by 10%

Wisp:
A being composed entirely of holy light, Wisp bestows it’s blessing upon those who seek comfort within the presence of all that is good and just.
(The Spirit of Light, like its companion, Undine, protects the Caller's allies from harm.)

-Progeneration:
Wisp fills it’s ally with a cleansing light, assisting the body with it’s natural healing process and sometimes granting it extraordinary restorative powers.
(Wisp speeds the metabollic processes of one ally, accelerating the healing processes, sometimes by a good deal.)
R: 3
E: 1
Casts Cure 2, Regen (XX%) and Reraise (XX%)
((Name taken from: FFXI. Was originally one of the Empty's weapon skills))

-Flash:
Burning bright as the Sun itself, Wisp shines it’s ethereal light upon it’s caster’s enemies, overwhelming their senses and rendering them nearly useless.
(Wisp creates a bright flash of light in the face of opponents that hampers them.)
R: 4
E: 2
MP:
CT:
Add: Blind (XX%), Slow (XX%), -50 Acc (For the next attack only; Stacks with Blind)
((Taken almost wholesale from FFXI. Added a slow onto it for a little power))

-Divine Might
Calling upon the powers of He Most High, Wisp imbues the lucky individual with the might of God’s Will.
(Wisp invokes the powers of the Seraphs, God's servants, strengthening one of the Caller's allies.
+2 PA, +2 MA, (+X% Max HP/MP, a Heal for X% HP/MP), and adds Regen, but this manifestation also affects the Caller, who pays 3% of his Max MP a turn to keep this buff on an ally. Only one Ally can be under this effect per Wisp; If the Caller conjures a new Wisp, the new one can not place this buff on a different ally without dispelling the first.)
((Name taken from FFXI. Was Originally the definitive final boss battle))

-Aura Ability
Seraphic Radiance
Simply being in the presence of Wisp has an incredible effect, as all of the caller’s allies are filled with an overwhelming sense of comfort and courageousness. However, the ill-minded suffer a backlash from their evil actions, their wills sapped and their vigor shaken.
(Fighting on the side of a pure incarnation of good has an uplifting effect on the soul. +7 Br/Fa for all allies while within the effect radius. Evil-aligned units (Such as true Undead and Demons) are stricken with despair at this incarnation, however, and are -7 Br/Fa, regardless of who's side they're on.)

Shade
Shade, the elemental of darkness, lives up to it’s name with shocking accuracy. Utilizing everything from the occult to the powers of demons themselves, Shade is the ultimate Yin to the Wisp Yang… and would probably love to get a piece of that shiny pansy.
(The Spirit of Dark possesses a variety of spells, and while it can't function as a nuker, isn't limited to physically attacking.)

-Ultranegative Rainbow
Shade shines all the colors of the rainbow on his target! Well… a really angsty rainbow… that can suck the life from your very soul. What did you expect, a pot of gold?
(Insert Witty Desc Here. Deals Darkness element damage)
R: 4
E:2
MP:
CT:
((Name Taken from: WA3. Was originally Demonic Janus' nuke))

-Blood Weapon
MP:
CT:
R: 3
E: 1
Shade imbues the allies weapon with dark vampiric powers, feeding the user with every drop of blood shed.
(The Elemental pours the darkest energies into an ally's weapon(s), causing it to drain HP with every hit. Only one Ally's weapon(s) may be under the effect of any one Shade's Blood Weapon. Should Shade be dismissed and resummoned, it still can not create a new Blood Weapon effect without dispelling the old one.)
((Name/Function taken from: FFXI. Was originally a Dark Knight's self buff))

-Lost Seraph
MP: Special
CT: 0
R:Auto
Draining directly from the mental energies of it’s ‘master,’ Shade charges itself into a demonic being, devastating it’s foes with the unholy power of the Lucavi themselves.
(The elemental absorbs the errant soul of an Angel who lost its way, enhancing its own powers significantly. This causes it to gain +3 PA, +3 MA, +HP Max%, +MP Max%, a self heal of X% HP/MP, and access to select Demon spells (I'm thinking Bio 1-3, Giga Flare, Life Break, and a few others, but I'd need to see Demons first), but this channeling of power causes a strain on the Caller as well, forcing him to pay 5% of his MP per turn to sustain the buff.)
((Name Taken from: Riviera: The Promised Land. Was originally: Ledah's Exl skill))

-Aura Ability
Demonic Radiance
A slap in the face of everything Wisp stands for, Shade deems to fill the dark hearts in it’s presence with conviction while spitting on everything that is good, stripping them of their beliefs.

(Fighting against an incarnation of pure darkness energy is a disheartening experience. All enemies in the effect radius recieve -7 Br/Fa. However, any truly evil units in the effect radius (Such as true Undead, or Demons) receive +7 Br/Fa, regardless of whether they're allies or not.)

Luna
An ethereal spirit, Luna uses her mystical powers in a myriad of ways to both help and hinder.
(The Spirit of force, Luna, works as a magic caster, though her spells are more varied then either Salamandro or Undine's.)

-Mirror Shield:
A magical construct appears around the ally, protecting her from the next physical attack while retaliating upon anyone within range with diamond-sharp shards.
(Luna creates a brittle wall that protects an ally from harm, by directly absorbing the next physical attack against the target. If the attack is a melee hit (Whips/Lances included), the shards of the broken shield spray out at the attacker (EV still counts, and it's a frontal hit). Only one Mirror Shield per Luna can be in effect at any one time (If the Summoner dismisses then resummons a Luna, the new Luna can not create a new Mirror Shield without dispelling the old one))
R: 3
E: 1
MP:
CT:

-Fascination
Luna weaves her mystical powers in mesmerizing ways, entrancing her targets and bending them to her will.
(Luna charms the Caller's enemies with her powers.)
R: 4
E: 2
MP:
CT:
CoS:
((Both of the above were stolen wholesale from SaGa Frontier))

-Memory of Power
Calling upon the might of a long-forgotten magic, Luna utterly demolishes anyone within the blast radius of her wrath.
(Luna uses the most ancient of magic techniques to cause devesation to the Caller's enemies.)
R: 5
E: 3
MP:
CT:
((Loosely based on FFXI: Was originally a caster based AoE used by specific Empty))

-Aura Ability: Lucky Stars
Luna bends the will of the universe towards her allies favor, blessing them with supernatural luck.
(Increases the chance that an ally will critically succeed by (1? 2? 3?)%, and reduces the chance that he'll critically fail by (1? 2?)%)

-Alexander:
Calling upon the powers of the Almighty, the Caller’s enemies are bombarded by what some could consider God’s Personal Walking Artillery.
(The bastion of Truth and Law responds to the Caller's cry; Though he does not visit the field personally, he makes his presence felt via Holy Artillery (Yes, the last part can use work).
Holy Elemental.)
R: 5
E: 5 (Discriminating)
MP: 250
CT: High
JP: 1750


-Fenrir:
The avatar of destruction breaks free from the shackles that bind him, and looses his unholy rage on the Caller's foes.
Darkness element Discriminatory AoE)
R: 5
E: 5 (Discriminating)
JP: 1750

-Ark
The Caller summons a technological wonder from another plane, an airship that transforms into a bipedal robot, which bombards the caller's foes in a dazzling display of cannon and laser fire.
R: 5
E: 5 (Discriminating)
MP: 250
CT: High
JP: 1750

Notes: I don't see the damage per hex on this, Fenrir, or Alexander as being THAT high, to be honest. I mean, it DOES target a stupid number hexes and ignores allies.

-Ashura:
The Goddess of Divinity descends, basking the Caller’s allies in her healing presence.
(The Caller conjures the divine Ashura, who imparts her divine aid on the Caller's allies, healing allies in a wide AoE)
R:5
E:4 (Discriminating)
JP: 1000

-Palidor:
The Bird from.. wherever takes the Caller's allies onto its wings, soars high, and allows ever party member to make Jump Attacks; Allied Units make jumps on random enemies within the effect radius, causing damage via the normal formula (Heck if I know what it is). Any action that involves CT Charging is interrupted by the jump.
JP: 500
MP: 68
R: 5
E: 2
CT: Very, very low


-Phoenix:
The Legendary Bird of Rebirth heeds the Caller’s plea, invoking fiery vengeance upon her enemies while resurrecting her downed allies.
(The Phoenix arrives and blesses the Caller's allies while simultaneously raining retribution down on the Caller's Foes)
R: 5
E: 4 (Discriminating, Special)
Deals Fire elemental damage to all enemies in the effect radius, and casts Raise 1 on all allies in the effect radius.
JP: 1000
MP: 110
CT: Moderate
Notes: Strengthen: Holy affects the Raise 1, Strengthen: Fire affects the Fire Damage. This should prolly be between Ifrit and Salamander in damage.

-Terrato:
Upon completion of the Caller’s casting, a gigantic snake erupts from the earth, crushing all within range in a shower of rocks.
(Not writing a desc for something I don't know the basis of when it's just a regular elemental hit.)
R: 5
E: 4 (Discriminating)
JP: 1000
MP: 120
CT: Moderately High

-Tritoch:
At the urgent plea of the Caller, this beautiful, colorful bird descends upon the enemies, summoning the elements of fire, ice, and lightning into 3 separate blasts.
(Tritoch descends on the field of battle and fires 3 blasts of elemental energy.)
R: 4
E: 3 (Discriminating)
JP: 1500
MP: 150
CT: High
Special: Tritoch is basically three seperate AoEs that can be layerred on each other, or splayed out to hit multiple spread out pockets. The three hits should follow the same damage formula, and be calculated for Weakness/Resistance/Strengthen seperately.

Summon Shoat
R: 5
E: 3
JP: 750 (1000?)
Add: Petrify

Reaction:

Safeguard
Allows the Caller to allow his Elemental to take hits for him, provided that the Elemental is within 3 hexes of the Caller. For all intents and purposes, this switches their places, so if a wide enough AoE ability is used on the Caller, he's still hit.
JP: 1000

Support:

Boost
The Caller has achieved the pinnacle of her craft, gaining both an increased mastery of her Summons as well as letting her effect it’s usage.
(Causes all Summons to be cast as though they were Strengthened and under Magic Attack+. Additionally, if an Elemental is conjured, the summoner has the option of causing an eruption of that element's power emanating from the target hex. Water and Light can heal HP or cause that element's damage, at the will of the user.)
JP: 1000

Options
The elemental forces surrounding the Caller and her summoned Elemental are magnified to the point where any and all use of the chosen element is dramatically enhanced.
(Causes smaller, weaker magical forces to manifest whenever an Elemental does, which match the Elemental's alignment. They grant the Elemental Physical Attack UP, Magic Attack UP, and Strengthen of that element. The Summoner also casts spells matching the Elemental's alignment as if he had Magic Attack UP and Strengthen.)
JP: 1250
((Ability name/flavor desc stolen from the Gradius games. The effect is simply based on that.))
Movement:

None

Summon Four Fiends
Valvalis, Cainazzo, Rubicant, and Milon, the four fiends.


Issues I already know are there:
1: Elementals are boring, in general. I'm not THAT dense, after all.
2: Options is significantly more powerful with Fire/Water Elementals, as that allows Leviathan/Salamander to be buffed, rather then pissant summons. Additionally, it might be too stupidly powerful. Heck if I know.
3: I'm missing abilities/elementals.
4: I'm totally missing statting. The tweak threads should provide more then enough for the elementals' abilities. The problem is the monsters. If it's at all possible, I'd like to look at monster growth rates and use them as a baseline. Given that I'm the one who's trying to balance out true pets, it seems the responsibility falls on me to actually do so.

Genity Edit: Just added a little descriptive text. Original text was left in Parenthesis.

--------------------
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Post #178612
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Posted: 28th June 2009 13:32

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Cactuar
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Joined: 25/6/2009

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Blood Elf

"thrill of the hunt glory of the kill"

Equips:
Head:Hoods
Body:Armoured Robes
Hands:Sacrificial Knives and Chalices as shields
Acc:Any

Skill set: Blood Thirst

Tainted Heal: Uses the blood of a fallen enemy to restore MP but with a loss to HP ( half the amount of MP restored) (If you were to drink blood wouldn't you be sick afterwards?)250 JP

Blood Haze: Uses blood of a fallen enemy to reduce an enemy's health by 1/2 450 JP

Blood Summon: Uses Blood of a fallen enemy to summon a Blood Golem to fight for the duration of the battle 400JP

Reaction:

Blood Rage: When critical a red haze descends and gives the Blood Elf 4 attacks or two spell casts.750JP

Blood Thirst: When critical the Blood Elf saps the life from its attacker healing it and damaging the attacker 400JP

Support:

Blood Brother: Allows use of Sacrificial Knives and Chalices by other classes 150 JP

Movement:

Thrill of the Hunt: gives + 3 to move ment and jump 650 JP

Requires Wizard lvl. 8 Lancer lvl. 6 Ninja lvl. 6

This post has been edited by R8.50 Mango on 28th June 2009 13:46

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Post #178740
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Posted: 28th June 2009 18:53

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Cactuar
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I apoligize for double posting but I can't put this class in by editing it wouldn't look right
Khaos Sorcerer

"I was doomed from the day I was born"

Equips:
Head. Helmets
Body. Heavy Armour
Hands. Staffs
Acc.any

Skillset: Khaos Manipulation

Doombolt: Caster fires bolts of pure Khaos for non-elemental damage 250JP

Warp Tear: Using magic the caster Rips open a portal to an alternate dimension where he sends his enemies hits 1/10 of the time 700JP

Horror: Sends an opponent into a gibbering insanity adds Stop Don't Act Don't Move 800JP

Khaos Spines: Sends spires of Khaos out of the ground to rend foes in a line 300JP

Reaction:

Khaotic interference: before an enemy strikes the Forces of Khaos attempt to interfere with their targeting Adds Darkness400JP

Support:

Gift of Khaos: The Khaos Sorcerer weaves strands of Khaos around Him/Herself passively increasing health by 10% 700JP

Movement:

Khaos Treads: Move + 1 100JP

Requires Lvl. 8 Wizard

This post has been edited by R8.50 Mango on 28th June 2009 18:56

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Post #178750
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Posted: 28th June 2009 19:22

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Cactuar
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Once again I apologize for Double posting

Harlequin

"Ha Ha! My sword's bigger than yours!

Equips
Head: None!
Body: Clothes
Hands: Blades and no Sheilds
Acc. Any

Skill Set: Pantomine

Savage Ballet: Dances around the enemy taunting it into attacking where it recieves +50% damage slice 400JP

Reaction:

Heel-toe toe-heel: Using advanced choreography the Harlequin doges attacks with increased success. 350 JP

Support:
None!

Movement:
Grace: Dances accross all terrain easily and in any weather 400JP

Stage Leap: Jump +5 (500JP

Cartwheel: Move + 5 (500JP

Swing: Can only move in straight line. If enemy is in the path then it takes damage equal to Brave - Faith X10 if number is negative the attacker takes double damage 550JP

Requires: Lvl.4 Dancer/Bard Lvl.4 Thief Lvl.4 Lancer

This post has been edited by R8.50 Mango on 28th June 2009 19:23

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Post #178751
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Posted: 29th June 2009 13:23

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Cactuar
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Sorry about this, another double post.

Prepare for complete unoriginality

Pictomancer

"Fuddy duddy"

Equips:
Head:Headgear
Body:Clothes
Hands:Brushes
Acc.:Any

Skillset: Sketch

Sketch: Sketches a monster to use its own abilities against it

Reaction:
None!

Support:
Artistic Genius: Allows use of brushes by other classes

Movement:
None!

Requires Lvl. 4 Wizard Lvl. 4 Oracle

Sketch more than makes up for lack of other abilities no?



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Post #178773
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Posted: 10th July 2009 21:02

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Cactuar
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I've a half baked plan that has probably already been done somewhere else in this topic.

Blacksmith

Equips
Head: Headgear
Body:Clothes
Hands:Hammers
Acc.:Any

Basic Skillset: Forge Skills

Action:

Throw Hammer. Throws one of his/her hammers with the intent of bashing the enemies brains out.JP 200 (Needs Hammers)

Counter:
Thick Skinned: Years of standing in front of a hot forge banging iron all day have made the Blacksmith more resilient to physical attacks JP 500 Lessens physical damage by 1/4 but also damages speed by 1

Support:

Maintenence: Same as Chemist Maintenence Immune to break techniques

Movement:

Move find Ore: Ore is required if the Blacksmith is to forge new weapons and armour for the group.100-brave=%chance of finding ore.

Lvl.1 Blacksmiths find Bronze ore(I know bronze is an alloy)
Lvl.2 Balcksmiths find Iron ore
Lvl.3 Blacksmiths find Steel ore(See bronze brackets)
Lvl.4 Blacksmiths find Mythril ore
Lvl.5 Blacksmiths find Gold ore
Lvl.6 Blacksmiths find Firesteel ore(Fire enchanted)
Lvl.7 Blacksmiths find Thundersteel ore(Thunder enchanted)
Lvl.8 Blacksmiths find Icesteel ore (Ice enchanted)

Blacksmiths convert ore into weapons over a number of days (Much like chocobo breeding) a slot in your inventory will be filled with an unfinished weapon ore (ha ha) armour which will be forged into a weapon or armour considereing what ore you have in your inventory.

Requires Lvl.4 Squire

This post has been edited by R8.50 Mango on 15th July 2009 17:21

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Post #179323
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Posted: 21st July 2009 23:31

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Black Mage
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Cast Away

Equips

Head-Whatever he can find in a FedEx box
Body-Whatever he can find in a FedEx box
Hands-Wilson
Acc.-Whatever he can find in a FedEx box

Skill set-Create Fire
Fire
Fira
Firaga
Wilson Fire- Throw flaming Wilson
Wilson Fira-Throw flaming Wilson
Wilson Firaga-You guessed it throw flaming Wilson
Wilson Ultima-Throw Wilson and he cast Ultima on all enemies

Counter-Wilson - Throws Wilson

Support-Wilson Maintenance- Wilson can't be destroyed by anything

Movement-Find FedEx box- FedEx boxes contain treasures that only a Cast Away can use

Cast Away uses an Enchanted volley ball named Wilson to fight and is most powerful of all classes cause of the ability to cast Ultima on all enemies at once.

Must name character Tom Hanks and find Wilson hidden in the volcano.
Possible spoilers: highlight to view
after finding Cloud and the Materia Blade





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I treasure those who I love that love me in return. <3
Post #179594
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Posted: 14th February 2010 23:09

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Holy Swordsman
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Joined: 18/7/2004

Awards:
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Paravir (basically an elite warrior)

Weapons: Daggers, Swords, Sticks, Spears
Shields: Any
Head: Any
Armor: Any
Accessory: Any


--------------
Techniques
--------------


-----------------------------------------
First Aid JP: 150
-----------------------------------------

The Paravir has learned to take care of wounds on the battlefield
[Restore: 10% Max HP, Cancel: Poison]

-----------------------------------------
Subdue JP: 300
-----------------------------------------

The Paravir has learned that not all enemies need be killed
[PA*2 damage, 50% Add: Sleep]

-----------------------------------------
Disarm JP: 400
-----------------------------------------

The Paravir has learned to get himself out of danger by disarming opponents
[Remove: Target's Weapon, Success Rate would be roughly comparable to Steal Weapon]

-----------------------------------------
Charge JP: 400
-----------------------------------------

The Paravir knows that sometimes the best strategy is to surprise your opponent with a "foolhardy" attack.
[PA for this attack is calculated as PA*1.5]
[I envision this attack as executable from several spaces away, along a straight line, wherein the first encountered unit (friend or foe) is struck, even after the unit's movement phase. Furthermore, the Paravir remains in front of target after the attack.]

-----------------------------------------
Hamstring JP: 700
-----------------------------------------

The Paravir knows how to debilitate his opponents
[Lower target's Move and Jump statistics by 1 each.]
[I don't know what the success rate should be, but based on the fact that this is a ridiculously powerful ability (as nothing exists which can restore these statistics), the success rate should be low.]

-----------------------------------------
Provoke JP: 250
-----------------------------------------

The Paravir can protect his allies by making himself the focus for enemy aggression
[Success Rate = Any enemy provoked MUST attack the Paravir (that's not to say that a multi-hitting attack can't essentially override this prerogative, though).]

-----------------------------------------
Quick Hit JP: 500
-----------------------------------------

The Paravir has learned to strike precisely with little expenditure of energy
[As a standard attack, but the effect of his acting on his CT meter is lessened. When one doesn't act, the game adds 20 to one's CT meter; here, even though the character has acted, the game still adds 10 to his CT meter.]

-----------------------------------------
Trip JP: 500
-----------------------------------------

The Paravir is not above taking the cheap approach
[Basically a slightly-less-powerful-than-standard attack which Adds: Don't Move for the target's next turn only (as he stands back up, in case that wasn't clear/intuitive).]

-----------------------------------------
Hold The Line JP: 400
-----------------------------------------

The Paravir has protected many people/things in his time and knows the importance of keeping his position.
[This ability functions similarly to Cyan's Retort ability from FFVI in that one selects the ability and if it is not triggered by one's next turn it is wasted. However, in selecting Hold The Line, the Paravir waits for an enemy unit to enter one of the three squares (the line) that the Paravir is securing (these three squares include the square directly in front of the Paravir, as well as the two adjacent squares). Once an enemy ends his movement phase on one of those squares, and before the enemy has a chance to act, the Paravir executes an ATTACK, which is an automatic critical hit (to represent his focus in defending his position).]

-----------------------------------------
Rallying Cry JP: 400
-----------------------------------------

The Paravir knows the importance of morale
[All allies in the area (think the same area as most Draw Out abilities) gain 4 Brave, and possibly gain 1 PA (I'm thinking 25% or something like that, perhaps on par, or slightly less than, with the Bard's ability).]

-----------------------------------------
Coup de Grace JP: 350
-----------------------------------------

The Paravir puts his weaker enemies out of their misery
[If target is in Critical condition, target dies (100% accuracy Add: Dead, regardless of whether or not target is immune to Add: Dead, since the attack doesn't actually represent an instant-death attack). If target is not in Critical condition, attack fails.]


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


-----------------------------------------
Sidestep JP: 500
-----------------------------------------

The Paravir has learned to utilize/manage all the available space on the battlefield.
[If there is an available space to the side of The Paravir, he can move there to avoid attacks. (This seems pretty cheap to me, so I'm thinking there need to be some sort of restrictions--possibly number one basing the Success Rate on whether or not the Paravir's CT meter is over something like 75, and also making the Success Rate based not on Brave %, but on Brave/2 %]
[Then again, Blade Grasp is likely at least as cheap, so perhaps the first restriction would be enough after all.]


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


-----------------------------------------
Phalanx Training JP: 500
-----------------------------------------

The Paravir has learned to take advantage of his allies' defenses
[When adjacent to an ally equipped with a shield, the Paravir may add the ally's shield's Evade % to his own.]


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

-----------------------------------------
Overrun JP: 300
-----------------------------------------

The Paravir has learned to negotiate the battlefield, despite the chaos of enemy movement
[Basically, the Paravir may move past enemy units as though they were allies.]
Post #183862
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Posted: 25th July 2011 05:14

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Holy Swordsman
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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. 
Thread Necromancy for the win!

I wish I could say that I had something brilliant to add to this bad-boy, but I don't (so I won't). This thread has always been one of my favorites (it comes with my FFT Fanboy status), and I'd love to see some new blood take a crack at it.
Post #196124
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Posted: 25th July 2011 07:06

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Holy Swordsman
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Member of more than ten years. Contributed to the Final Fantasy VI section of CoN. Third place in CoNCAA, 2013. Major involvement in the Final Fantasy V section of CoN. 
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See More (Total 11)
Oh man what a dredge. I enjoyed reading these a few years back. I haven't played enough FFT to be able to do into as much depth as the majority of these posts. I'll do my best from the CoN guides. I wish I knew more about the game. If anything is unworkable or doesn't make sense please comment on how I could fix it.

I'm not sure if this works and it seems more like a monster rather than a job class. The idea is basically to have a potentially volatile class that can backfire if not used properly. Reaction heavy.

user posted image

Tachyon
A rift in the fabric of the universe. If it stops moving it will cease to exist.

Requires: Time Mage Level 2
Equips: N/A
Move: 5
Speed: 10
0 HP
0 MP

--Reaction
  • Phase Out (0 JP): If a Tachyon does not move its full potential movement on its turn it dies. Any status or effect stopping movement still activates this.
  • Phase In (400 JP): When moving, there's a 5% chance per square to teleport next to an enemy, stopping movement. Phase Out will not activate.
  • Magic Sink (800 JP): Any person or monster casting any magic within 3 squares will not cast it and the MP cost will triple. If magic is targeted within the 3 squares but cast outside it this will not have any effect.
  • Item Sink (800 JP): Any item used within 3 squares will be instead used on a randomly chosen party member.
--Abilities
  • Scatter (400 JP): Any persons or monsters within 4 squares will be teleported to another random square outside the 4 square radius.
  • Throw Dust (400 JP) Range 4: A party member's stats will be randomised for two turns. Cannot be used on self.
  • Void (600 JP) Range 4: A square will be made void, a black square that is impossible to move onto or over. Attacks and magic can still cross it.


--------------------
Scepticism, that dry rot of the intellect, had not left one entire idea in his mind.

Me on the Starcraft.
Post #196126
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Posted: 25th July 2011 13:00

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SOLDIER
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Joined: 8/7/2004

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Vortex Mage

Lv 3 sage
Lv 3 Black Mage
Lv3 Geomancer

Spells

(jp 1000)Portal Strike: The vortex mage ports behind the enemy to deliver a powerful attack from behind. 10% critical chance. Range 10 squares

(jp 800)Nexus vortex: vortex mage captures enemy in an unending vortex of negitive energy. Chance to poison, inflicts dark, chance to chicken. Movement disable. Duration 4 turns. range 4 squares.

(1000)Shield portal: Vortex mage summons a portal as an attack is being deleved. It redirects the attack to a random enemy ally. Range field.

(jp 500)X-zone: Caster teleports enemies to another dimention. 25% chance of miss. Enemy doesn't drop crystal or chest. Range 8 squares.

(jp 0)Staff and dagger: Caster's weapon turns from blunt force weapon into piercing weapon to inflict more damage. Duration 1 turn. Range self.

Helter skelter: Caster teleports enemy to a random location on the field. counts as enemy movement for 3 turns. Range 5 squares.

Movement

Teleport: user can move almost anywhere on the field.

Reactive

Shift: user shifts out of phase having a chance to avoid attack. 5% chance to avoid attack.

Weapon relocation: 5% chance user will teleport enemies weapon to a random loaction on field. Weapon disappears after 3 turns.

Hind sight: user reflects on last enemy attack causing a slight increase in speed and defense.

Ability

Equip dagger: allows user to equip daggers.
Equip Fabric; User can equip fabric.
Equip robes; user can equip robes.

Weapons
Staves
Daggers
Cloth
Bag

Armor
Robes
Shirt

Helms
Hats

Stats

+ 2 to speed every level up
+4 to magic
Resistance to fire
Resistance to lighting
Resistance to vortex magic





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Don't fear the reaper!
Wonderful system this "Democracy" is no mechanism to break a tie -Dinobot-
It's spelled Raymond Luxray Yatch but it's pronounced Throat Wobbler Mangrove.
Vi Veri Veniversum Vivus Vici
Sic Semper Tyrannis bush.
Post #196129
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Posted: 13th August 2011 17:20

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Returner
Posts: 11

Joined: 13/8/2011


Uroion - A magic user with the power of the Lucavi themselves.
--------------------------------------------------------------------------------------
Action Abilities

Lucavian - Morph-Magic allowing user to turn into a Lucavi and utilize their abilities:

Queklain - Turn into The Impure King.(1000 JP)
Velius - Turn into The Worlock.(2000 JP)
Zalera - Turn into The Death Seraph.(3500 JP)
Adramelk - Turn into The Ghost of Fury.(5000 JP)
Hashmalum - Turn into The Regulator.(7500 JP)
Altima - Turn into The Holy Angel.(10,000 JP)
Altima+ - Turn into The Arch Angel.(20,000 JP)
Elidibs - Turn into The Summoner.(9000 JP)
-------------------------------------------------------------------------------------------------
Reaction Abilities

Zodiac Strength - When Critical the user's stats maximize until health is recovered.(500 JP)
-------------------------------------------------------------------------------------------------
Support Abilities

Equip Claws - Allows user to equip claws of any type.(100 JP)
Equip Wings - Allows user to equip wings of any type.(100 JP)
-------------------------------------------------------------------------------------------------
Movement Abilities

Insteleport - Teleport anywhere without range restrictions.(2000 JP)
Post #196822
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Posted: 13th August 2011 21:50

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Holy Swordsman
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Joined: 18/7/2004

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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. 
Quote (Uraion @ 13th August 2011 09:20)
Uroion - A magic user with the power of the Lucavi themselves.
--------------------------------------------------------------------------------------
Action Abilities

Lucavian - Morph-Magic allowing user to turn into a Lucavi and utilize their abilities:

Queklain - Turn into The Impure King.(1000 JP)
Velius - Turn into The Worlock.(2000 JP)
Zalera - Turn into The Death Seraph.(3500 JP)
Adramelk - Turn into The Ghost of Fury.(5000 JP)
Hashmalum - Turn into The Regulator.(7500 JP)
Altima  - Turn into The Holy Angel.(10,000 JP)
Altima+ - Turn into The Arch Angel.(20,000 JP)
Elidibs - Turn into The Summoner.(9000 JP)
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Reaction Abilities

Zodiac Strength - When Critical the user's stats maximize until health is recovered.(500 JP)
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Support Abilities

Equip Claws - Allows user to equip claws of any type.(100 JP)
Equip Wings - Allows user to equip wings of any type.(100 JP)
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Movement Abilities

Insteleport - Teleport anywhere without range restrictions.(2000 JP)

Reminds me of the old Totemystic class presented earlier on in the thread--only this one's based on the stones themselves. I really like it. biggrin.gif

P.S. How did you come up with "Uroion"? (and how do you pronounce it?)

This post has been edited by Kane on 13th August 2011 21:51
Post #196828
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Posted: 18th August 2011 18:07

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Returner
Posts: 11

Joined: 13/8/2011


Quote

Reminds me of the old Totemystic class presented earlier on in the thread--only this one's based on the stones themselves. I really like it.  biggrin.gif

P.S. How did you come up with "Uroion"? (and how do you pronounce it?)


Uroion just came to me, don't know why but it did.

As for pronunciation, it's basically (your-oh-eye-on).
hope that answers your question!.

Edit
Also, I'm not the type of person to name things with a general name that revolves around what i'm naming.


Moderator Edit
Merging posts, no need to bump a thread just to reply to oneself with another line of text several days later. smile.gif - R51


This post has been edited by Rangers51 on 24th August 2011 17:25

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #196933
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Posted: 30th September 2011 18:20

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Crusader
Posts: 1,531

Joined: 19/6/2009

Awards:
Member of more than ten years. Celebrated the CoN 20th Anniversary at the forums. Member of more than five years. 
My class:

Virologist:This would be considered a pretty vile class,since you bring misery pain and death to many people.You would have to do a quest to get this,and you lose 50 brave for doing it.Some people will leave your team because they would not agree with your actions.If you use 2 viruses on the same enemy,nothing will happen and the enemy will resist it.

Stomach flu:You lower your enemies jump ability speed and even strength.
This is due to their stomach cramps weakening them.
20 brave is lost upon using this.

Influenza which is incidentally:Common cold
Your enemy gets the sniffles,and will lose hp at the end of the turn.Also:The hit rate is significantly lowered and agility when that enemy has influenza,because their vision is impaired as they sneeze and get a fever.
20 brave would be lost for using this cowardly technique.

Bubonic plague:Bubons cover the enemie's body and he becomes sick with bubonic plague.This virus comes with:Death sentence effect,and it also lowers their magic power and deals massive damage over time.
Due to using this disease,you lose 45 brave.

Oh yeah:i forgot something.Upon using a disease,do not go near them as they are infectious,especially bubonic plague.Enemies who are near each other can infect each other.You do not lose additional brave if the disease is spread,nor do you gain additional jp either.

Oh yeah:The defense abilities:

Vaccine:You have a spare vaccine versus the virus you use,just in case.What this does,is having this negates the effect of diseases used against you.

Infect:You are able to infect people without having the job of virologist.
Potency up:You are able to make the effect of the virus more powerfull with this ability.


Orator ability:

extort:You threaten an enemy for money.The calculation is done by mindpower and attackpower.Once you are stronger than the enemy,you will get a random amount of money or a rare item that each enemy would give differently.There is a chance that it fails and enrages the enemy.There is also a chance,that the effect will backfire and scare enemies away making them run as far away from you as possible,and lowering their brave by 30 points.

Line that would appear:Either you give me everything you have,or so help me god you will suffer.



Coerce:Your strong charisma and intelligence allows you to convince enemies to fight for you,giving you temporary controll over them.

Line:If you help me,i can make sure you to bring fame and fortune your way.

This post has been edited by Magitek_slayer on 6th October 2011 12:06

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We are stardust.Our bodies are made from the guts of exploding stars.

Neil Degrasse Tyson.

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