Posted: 10th April 2005 14:55
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![]() Posts: 332 Joined: 17/1/2005 Awards: ![]() ![]() ![]() |
Um, here goes...
Alchemist(Female only) "A great scientist that uses both magic and potions for her research" Requirements: Female, Chemist Lv.8, Wizard Lv.4, Time Mage Lv.2 Equip: Bows, Crossbows, Guns, Clothing, Robes, Hats No matter what her 2nd A-Ability is, she always has Item as another A-Ability A-Abilities Poison Shot Cost: 15 MP Range: 6 Speed: Instant Effect: Cross(+) Description: Shoots a poison bolt which bursts on contact and releases a poison cloud. Adds: Poison Acid Spray Cost: 24 MP Range: 2 Speed: Instant Effect: Triangle in front of caster Description: Sprays a bottle of an acidic substance on foes Make Potion Cost: 5 MP Range: None Speed: Instant Effect: Corpses Description: Makes a Potion, Hi-Potion, Ether or Hi-Ether from a unit's corpse. Doesn't always work. Fire Bomb Cost: 25 MP Range: 1 Speed: Instant Effect: Ground Description: Places a fire trap on ground that explodes when a foe gets near it or steps on it. Limit 2 traps on battlefield. Element: Fire Build Golem Cost: 56 MP Speed: 8 Effect: Ground Description: Builds a golem that fights for the alchemist. The golem is immune to status effects, has high attack and defense, but is slow to recharge. Cannot build more than one golem. Transmute Cost: 8 MP Speed: Instant Effect: Treasure Description: Turns treasure on ground into gil. Amount of gil received is higher than normal cost at stores. Quagmire Cost: 15 MP Speed: Instant Range: 6 Effect: Cross(+) Description: Hurls a flaming tar slick that slows and drenches foes in oil, making them vulnerable to fire. Element: Fire Adds: Slow, Oil Stone Gaze Cost: 30 MP Speed: Instant Range: 4 Effect: One Foe Description: The gaze of the Gorgon turns a foe into stone. Instantly petrifies a foe. Adds: Petrify Detonate Golem: Cost: 36 MP Speed: Instant Range: 8 Effect: 3 panels on each side of golem and panels form pyramid. Description: Instantly kills the golem, exploding in area surrounding it. Best recommended when the golem is near-death. Element: Fire Chain Lightning Cost: 42 MP Speed: Instant Range: 6 Effect: One foe and other two foes within 3 panels from the target. Description: A bolt of lightning shocks a foe and also attacks two foes near the target. Element: Lightning Mind Wrack Cost: 28 MP Range: 6 Effect: One foe Description: Instantly confuses a foe, causing it to attack its allies. Adds: Confusion Reaction Guarded Watch Description: Any ranged fighters attack foe that attacked the unit with this ability. Auto-Potion Support Magic Circle Description: Instantly adds Shell to the unit with this ability. Adds: Shell Movement Endurance Description: Adds +1 to both Movement and Jump. ------------------------------------------------------------- ... Wow, that took a while... This post has been edited by Blizzard_Wizard8 on 14th April 2005 03:29 -------------------- Yunalesca: "Hope is...comforting. It allows us to accept fate, however tragic it might be. " Yunalesca: "Poor creature. You would throw away hope. Well... I will free you before you can drown in your sorrow. It is better for you to die in hope than to live in despair. Let me be your liberator. " |
Post #79694
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Posted: 11th April 2005 06:53
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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
Agromancer: The magic farmer, come in from the fields to defend her homeland. Uses her knowledge of the land and the magic of Gaea to do battle.
Requirements: Squire Lv.4, Geomancer Lv.5, Chemist Lv.3 Equips: Staves, Sticks, Bows, Crossbows, Axes, Robes, Clothes, Hats Job Set: Agromancy Body of Gaea (200 JP): Invokes the power of Gaea to increase strength at the expense of intelligence. MP: 5 Speed: now Range: 0 Effect: caster Other: AT +2, MA -1 Mind of Gaea (200 JP): Invokes the magic of Gaea to increase intelligence at the expense of strength. MP: 5 Speed: now Range: 0 Effect: caster Other: MA +2, AT -1 Drought (350 JP): Lack of water slows and weakens enemies. MP: 12 Speed: 50 Range: 3 Effect: 2v0 Other: Enemy AT -1, Speed -1 Accuracy: [CFa/100 * TFa/100 * (MA + 125)] (example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, accuracy would be [.70 * .75 * (12+125)] = 71% (FFT truncates remainders) Bounty (350 JP): Good conditions provide more food, strengthening your allies. MP: 12 Speed: 50 Range: 3 Effect: 2v0 Other: Ally AT +1, Speed +1 Accuracy: [CFa/100 * TFa/100 * (MA + 125)] Plough The Fields (500 JP): The magic of Gaea creates a furrow in the ground, perfect for sowing seeds or damaging enemies. MP: 10 Speed: now Range: 8 Effect: 4 directions v2 Damage: [(AT * MA) / 2], earth elemental Reap (300 JP): Attempts to cut down an enemy as if a stalk of grain. MP: 25 Speed: now Range/effect: weapon Adds: Dead Accuracy: [CFa/100 * TFa/100 * (MA + 100)] Other: This is blocked as a physical attack, even though initial accuracy is calculated as magical. Razed Field (600 JP): Gaea's magic tears through the field, leveling all who stand in her way. MP: 35 Speed: 15 Range/effect: auto Damage: 50% of target's HP Accuracy: [CFa/100 * TFa/100 * (MA + 100)] Locust Swarm (600 JP): A plague of insects causes various status anomalies in the enemy. MP: 35 Speed: 17 Range/effect: auto Adds: Poison, Darkness, Confusion Accuracy: [CFa/100 * TFa/100 * (MA + 100)] per status effect Grand Harvest (550 JP): Damages all enemies in the effect radius, and heals the caster for half the total damage done. MP: 20 Speed: 34 Range: 3 Effect: 3v1 Damage: [(MA * CFa * TFa * 10)/10000] (example: For a caster with 70 Faith and MA of 12 against an enemy with 75 Faith, damage would be [(12 * 70 * 75 * 10)/10000] = 63 (FFT truncates remainders) Reaction Gaea's Justice (400 JP): Sends a localized swarm of insects against an attacker. Trigger: HP damage Range/effect: auto Adds: Poison, Darkness, Confusion Accuracy: [CFa/100 * TFa/100 * (MA + 100)] per status effect Price Of Failure (700 JP): Gaea returns any unsuccessful attack onto the attacker, doing the same damage and status effects it would have done to the target. Trigger: Any unsuccessful (blocked or missed) physical or magical attack. Range/effect: auto Other: varies by attack Support Strength of Gaea (900 JP): One-half your MA is added to your AT. Gift Of Gaea (900 JP): One-half your AT is added to your MA. Movement Fields of Plenty (325 JP): The sustaining fields replenish HP and MP as you move. Other: Recover (MaxHP / 20) and (MaxMP / 20) if you move at least one panel, unless you are afflicted with Berserk, Confusion, or Blood Suck status. This post has been edited by red_beard_neo on 11th April 2005 06:56 -------------------- Wasabi Viniagrette: Mix 1/3 C rice vinegar, 2 Tbsp sesame oil, and 2 tsp powdered wasabi. Excellent over cold udon noodles and shiitake mushrooms for a Japanese pasta salad. |
Post #79798
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Posted: 11th April 2005 08:50
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
Classes involving nature are always interesting. Good job!
------------ Virtuoso "Musician whose melodies can soothe and strike anywhere on the battlefield." Requirements:
Oscillate "Virtuoso command. Different frequencies cause despair." Skill: Cacophany MP Cost: None Speed: Instant Range: All enemies within three panels Other: Must have harp equipped Anyone hearing these sour notes and uneven tones will put their hands to their ears in disgust. Inflicts Darkness or Don't Move (75%) Skill: Sound Arrow MP Cost: 15 Speed: Instant Range: Enemy within five panels Other: Must have harp equipped With a flick of the bowstring, the user can send a lightning-quick barrage of intense sound upon the enemy. Damage increases with successful usage. May inflict Slow (50%) Skill: Minstrel Might MP Cost: 15 Speed: Instant Range: Self Other: Must have harp equipped Fast-fingered playing and delightful lyrics encourage the virtuoso to do better in battle. Gives user Haste and Protect statuses (90%). Continued use lowers success rates. Skill: Organ Grinder MP Cost: 30 Speed: Instant Range: All panels below user Other: Must have harp equipped A deep dulcet tone blows landforms away, causing damage to any occupant--enemy or ally--who resides below. With the exception of waterforms and unoccupied spaces, all grid spaces below user also become sand. Skill: Trickle Down MP Cost: 5 Speed: Instant Range: All Allies Other: Must have harp equipped Delightful melodies give all allies new hope for battle. Bestows "Regen" statuses on all applicable allies (95%) or Regen, Float, and Haste (5%) on all applicable allies. Skill: Psycho Crack MP Cost: 50 Speed: Instant Range: 1 Other: Must have harp or sword equipped When the occassional enemy draws to close for comfort, the harp becomes a formidable bashing tool. Knocks enemy back back two spaces (if possible) and inflicts Stop (45%) Skill: Interlude MP Cost: 20 Speed: Instant Range: All Enemies -or- Allies Other: Must have harp equipped An upbeat melody meant to pass the time bolsters either the ally or enemy ranks. If enemies are affected (65%), all gain Protect and Shell statuses; if allies are affected (35%), all gain +2 PA and "Quick" statuses. Skill: Depressant MP Cost: None Speed: Instant Range: All enemies Other: Must have harp equipped Sad, spindly notes remind enemies of tough times, bringing down their will to fight. All enemies lose -30 MP and -1 Speed (50%), -2 Speed and -60 HP (30%), 100 MP and HP (15%), or have their weapons disarmed. Effected by Maintenance. Skill: Repossession MP Cost: None Speed: Instant Range: 3 Other: Must have sword equipped[/b] The virtuoso takes life and magic with a vengeance. Takes 100 HP (50%) or 100 MP (50%). Same effects on zombified characters. ------------------------------------ Hide "Virtuoso command. Disappears from battle to stay alive" Allows the user to turn Transparent while gaining +20 HP each round in that state. ------------------------------------- Reaction Abilities Retuning Whenever attacked by an enemy, the harp's range increases by one. Does not work with an equipped sword. Tax Whenever the virtuoso is attacked by a ranged weapon, the attacker's turn ends while the virtuoso counters. The harp also acts as if it were a Bloody Strings for this instance, even if it is not. This effect is used only with this reaction ability. ------------------------------------- Support Abilities Superiority The equipped harp gains a random positive status effect at the beginning of each battle. This becomes inherent for this battle and cannot be removed by any means short of re-equipping, theft, or breaking. Vibrant Art The harp's range increases after every third turn. Wall of Wax Opponents weilding swords cannot use the ATTACK command against the virtuoso under any circumstances. -------------------------------------------- Movement Abilities Soliloquy If the virtuoso is the last remaining ally, s/he can teleport to anywhere within twice his/her own movement range without fail. Automatic failure for going beyond those limits. Pungent Flight Any spaces previously occupied by the virtuoso turn to "Poison Marsh". Currently occupied spaces do not gain this quality. This post has been edited by Shotgunnova on 11th April 2005 08:52 -------------------- It's gonna be a glorious day I feel my luck can change |
Post #79802
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Posted: 14th April 2005 02:39
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![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
Fang Knight:Knight who is a vampire who strives to sink his fangs into the necks of his victims on the battlefield. Job command:Blood Sword_Preferred weapon,Blood Blade:NOTE:Can suck the HP of any target on the battlefield,and restore's HP.He aslo uses dark sword techniques in his Blood sword command:another ability he has is blood suck.
This post has been edited by Sam on 14th April 2005 02:43 -------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #80097
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Posted: 14th April 2005 21:37
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![]() Posts: 35 Joined: 18/1/2005 Awards: ![]() ![]() |
Class:Psychic
Requirenments: Level 8 Mediator Level 8 Wizard Level 8 Oracle Weapons Proficincy: Sword, Staff, Rod Ability: Telepathy Mind Read Targeted anemy has a harder time hitting its enemys: adds darkness Mp const 15mp Range: 5 Speed: Instant Mind Blast Deals damage and causes enemy to lose control: adds breserk Mp cost: 25 mp Range 5 Speed: Instant Teleknisis Hits Enemies with a powerful Telekinetic blow that stunds enemy: adds stop Mp cost: 40 mp Range 5 Speed: Instant Telekenetic Shield Ecasses alley in a telekenetic sheild that stops physical damage temporarily : adds golem Mp cost: 90 mp Raneg: 3 Speed: Instant Mental Surge Deals great damage to a single enemy and attempt to kill them: adds death Mp Cost: 100 mp Range: 3 Speed Instant Fear and Doubt Makes an enemy unsure and makes them lose a little brave and faith Mp Cost: 50 mp Range: 5 Speed: Instant Call Back Psychic telepathically calls a fallen alley back from death to their earthly body Mp Cost: 50mp Range: 3 Speed: Instant Psy Bolt Causes mid damage and adds confusion Mp cost: 15mp Range: 5 Speed: instant Mind Control Able to temporarily control a lesser enemy Mp cost: 100 mp Range: 3 Speed: instant Mind Flare Deals lots of damage Mp cost: 120 mp Range: 5 Speed: Instant This post has been edited by WhiteWizard on 14th April 2005 21:40 -------------------- To be forgotten is worse than death. -Freya FF9 |
Post #80174
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Posted: 15th April 2005 19:55
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![]() Posts: 152 Joined: 27/1/2005 Awards: ![]() ![]() ![]() ![]() |
This is something I created for Heroes of Ivalice. It's a bit like an upgraded Thief or rogue-type.
![]() Ranger ----- Hunt ----- Gil Taking Steal gil from an enemy. JP : 10 Range: 1, V1 Effect: 1 Set Trap Can set 4 traps before a skirmish. When defending, traps are set before battle. If invading, traps must be set during the battle. Traps damage are determined by type. JP: 110 Call of the Wild Wolves come to the aid of the Ranger's party. They attack the nearest enemy. JP: 150 Range: 4 Rogue Charm Charms enemy of the opposite sex. JP: 150 Range: 3 Effect : 1 Enemy Add: Charm Topography Knowledge of the land layout allows the Ranger to set up anywhere on the map. Works only in defending scenarios. JP: 200 Steal Exp Used to steal experience from an enemy. JP : 250 Range: 1, V1 Effect : 1 Enemy Undaunted In a skirmish, for every person the enemy outnumbers the Ranger's party, he gains +5 brave (for that battle only) JP: 300 Survival Harsh climates have no effect on the Ranger's health JP: 300 Tracking The Ranger can trail a target with expert precision. LOS does not matter. The Ranger knows where an enemy is and can help magic users target indirect spells more accurately. JP: 500 Nature's Bowcraft Rangers have knowledge of wild that allows them to make their bows with added range and piercing power. JP: 850 WP of the bow increases by 2. Range increases by 1. Secret Slash Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably. JP: 850 Critical Hit + 35% -------------------- Reaction Abilities -------------------- Catch Catch thrown item, which is automatically to inventory. JP: 200 Trigger : Throw Dive Ranger has a chance of diving out of way of incoming attacks. Works on magic-based attacks and ranged attacks only. JP: 475 Stealth Strike Rangers use their cloaks to evade damage (+ 15% phys evade) and counterattack. JP: 800 ------------------- Support Abilities ------------------- Spot Trap % of evading a trap attack is increased. JP: 350 ---------------------- Movement Abilities ---------------------- Scouted Knowledge The Ranger gains a +1 move, +1 jump bonus when on familiar terrain. Works only on defending scenarios. JP: 400 Quicksilver Steps Move+2 JP : 600 |
Post #80256
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Posted: 15th April 2005 20:55
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Jedi Knight
-------------------- The Force -------------------- Force Push JP: 10 Range: 8 A blunt attack that is unblockable. Does modest damage, but pushes the target back one space a' la' the dash skill. Force Choke JP: 45 Range: 8 Does damage immediately, and inflicts death sentence status on target. Death sentence is negated if the Jedi is knocked unconcious. Focus JP: 60 Range: 0 Inner focus temporarily increases midichlorian count in the Jedi. Adds +3 speed, +3 PA, +3MA. Levitate JP: 30 Range: 8 Jedi can inflict float status on target. On next turn, the Jedi has the option of ending the float status by slamming the target down to the ground for damage. Force Shield JP: 45 Range: 0 Inflicts golem-like status on the Jedi, protecting him from physical attacks for a time. ------------------- Reaction ------------------- Heightened Reflexes JP: 400 When physically attacked, Jedi has a permanent 75% chance to dodge. -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #80261
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Posted: 15th April 2005 21:00
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![]() Posts: 564 Joined: 2/7/2004 Awards: ![]() ![]() ![]() ![]() |
Berserker (male only) Inherent 2 hands
equippable: Weapons Knight Swords (Any permanent good statuses or chance to inflict bad statuses will be removed), Swords, Spears, Axes, Flails. No Shields, No helmets, Heavy Armor, Robes, Gauntlets & Rings. ---------------------------- Anger ---------------------------- Bash Range: Depends on weapon Effect: 1 MP cost: 0 Speed: 15 A strike so powerful that it can bring the target to lost counsiousness***. [damage: PA*WP*3/2 ; %: MA*2+50] Charge Range: Depends on weapon Effect: 1 MP cost: 0 Speed: 20 Select you target, then select the square you wish to move to, after finished charging, the berserker will charge its way to where you wanted him to go, while attacking the enemy. Has a 20% knockback chance. Will be canceled if the target moves or if a unit block the way. No unit will be able to move where the berserker is charging. [Damage: PA*WP*6/5] Knockback: Range: Depends on weapon Effect: 1 MP cost: 0 Speed: 30 Knockbacks the targeted unit if possible, without being able to perform a critical strike. [Knockback %: 50+MA*2] Death Blade Range: Self Effect: Auto MP cost: 0 Speed: Now This skill may only occur with the Auto-Berserk Support Ability. The berserker has 10% chance of equipping the Death Blade after making the finishing blow on a target and it has the following attributes. WP: Number of enemies killed while being a berserker/10, WP evade: 80%, 5% chance of adding Blood Sucks on target, provides 99% chance to block magical attacks. ---------------------------- Support Abilities ---------------------------- Red Fury Increase PA by 1 after every turn if the Berserker is controllable. ie: doesn't work while being affected by sleep/confusion/bloodsuck/etc. (not Berserk) Auto-Berserk Inflict uncurable that remains until the battle ends. The berserker may perform any Berserker abilities learned, butthere won't be any charge time. Stun Add a probabilty to add Confusion status at every physical attacks [MA*2] ---------------------------- Movement Abilities ---------------------------- Super Jump Increases jump by 2 and allows to jump over very far distances. This post has been edited by Zodiac on 15th April 2005 21:03 -------------------- Sayonara |
Post #80262
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Posted: 15th April 2005 21:58
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![]() Posts: 152 Joined: 27/1/2005 Awards: ![]() ![]() ![]() ![]() |
Another one of my favorites at HoI....
Shaman ---------------- Voodoo Magic ---------------- Animate Object A small token is animated on an enemy. Does minor damage. JP: 150 CT: 10 MP: 15 Range: 3, Vertical 3 Effect 1 Add: Confuse Divination The Shaman rolls a small bag of bones on the ground and is able to read them. They tell the Shaman the skills of the opponents he/she faces in battle. JP: 250 MP: 18 CT: Instant Claws of the Bear A Bear Spirit gives strength to the target. Next physical attack does double damage. JP: 300 MP: 20 CT: 32 Range: 3, Vertical 3 Effect 1 Eyes of the Raven A Raven Spirit descends onto the field and relays the exact location of the enemies. Campaign Ambushes are nullified. JP: 400 MP: 20 CT: 32 Spectral Hounds Three giant ghost hounds descend from the sky onto the target. Damages 1/4 the target's max HP. JP: 550 MP: 40 CT: 45 Range: 4, Vertical 1 Effect 2 Lion’s Roar The Lion spirit booms a loud roar that encourages your allies. Brave +5, PA +1 for 2 rounds. JP: 600 MP: 25 CT: 62 Range: 4. Vertical 3 Effect 2 Soothing Touch of the Dolphin The Dolphin Spirit sends a healing wave that cures 1/2 HP Max of all targets in water. JP: 700 MP: 15 CT: 82 Range: All Allies in Water Tree Whisper The Shaman asks the trees to entangle his enemies. Shaman is -15 CT next round. Range: All units next to a tree hex. JP: 800 MP: 30 CT: 88 Add: Stop, Confuse Bones of the Dead The Shaman spreads the bones of dead animals onto the ground that reform and turn into an animated tyrannosaur. It attacks everything in the target radius doing massive damage. Shaman is -25 CT next round. Range: 4, Vertical 3, Effect 1 JP: 1350 MP: 55 CT: 140 ---------- Reaction ---------- Ancestral Retribution HP loss is turned upon the enemy who inflicted it doing 35% dmg of that attack. JP: 770 Trigger: HP damage ---------- Support ---------- None ------------ Movement ------------ Eagle’s Flight The spirit endows the Shaman with the ability to walk on air. Cost: 550 Add: Float |
Post #80267
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Posted: 17th April 2005 10:09
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![]() Posts: 953 Joined: 23/2/2005 Awards: ![]() ![]() ![]() |
THIS IS AWESOME!!!!.................ok heres mine.
True Samurai. "Samurai Spirit" True Samurai job comand. Use's Excellent sword techniques to assassinate every one in his path with both his katana and wakizashi. "Jump Slash: jump's and hits from above." Range 6 virtical 4. "Quadra Slice: hits four random enemy's once." This attack is not limited by range. "Spin Attack: hit four space's by spinning with bothswords." Range 4 virtical 0. "Wind Blade: gathers wind with the blade and attacks in a strate line." Range 10 virtical 0. "Slayer Wave: energy wave strikes beast wile leaving humans alone." Range 8 virtical 6. Add: poach. "Assassinate: attacks the target so fast hes dead before he can scream." Range 1 virtcal 0. "Half Kill: will slash an enemies HP by half." Range 1 virtical 0. "Stunner: hits all enemies, occationally causing them to Stop." This attack is not limited by range. "Disable: randomly cuts off eather leg or arm." Range 1 virtical 0. Add: don't move/act. Reaction Abilities: Counter plus: counters physical and counter attacks. Take: steals used wheapon. Support Abilities: Equip Bow. equip bow regardless of job. Equip ninja sword. equip ninja sword regardless of job. Blood rage. auto beserk. Movement Abilities: Jump +10. can jump to highest level. Auto haste. always haste. Special Characteristics: Can always have two swords Can always equip bow. Can always equip katana's and ninja swords. Has Highest rate of countering. Equipment. Masamune katana and wakizashi. Genji armor. Genji helmet. Genji glove. Pretty cool huh?. -------------------- "You know that feeling you get when you're on a merry go 'round, and you want to jump off to make the spinning stop, but you know it'll suck when you land? I feel like that all the time"- Keno "I stab my girl until I fall down" -Yukari Do you like Horny Bunnies? |
Post #80389
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Posted: 18th April 2005 15:07
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![]() Posts: 152 Joined: 27/1/2005 Awards: ![]() ![]() ![]() ![]() |
Since FFT has Black Mages and White Mages, why not go another step and add Red Mages?
Red Mage ------------- Red Magic ------------- Fire Causes low Fire-elemental damage. JP: 50 MP: 6 CT: 5 Range: 4, V1 Effect: 2 Fire 2 Causes medium Fire-elemental damage. JP: 200 MP: 12 CT: 10 Range: 4, V2 Effect: 2 Ice Causes low Ice-elemental damage. JP: 50 MP: 6 CT: 5 Range: 4, V1 Effect: 2 Ice 2 Causes medium Ice-elemental damage. JP: 200 MP: 12 CT: 10 Range: 4, V2 Effect: 2 Bolt Causes low Lightning-elemental damage. JP: 50 MP: 6 CT: 5 Range: 4, V1 Effect: 2 Bolt 2 Causes medium Lightning-elemental damage. JP: 200 MP: 12 CT: 10 Range: 4, V2 Effect: 2 Cure Restores low amount of HP. JP: 150 MP: 6 CT: 5 Range: 4, V1 Effect: 2 Cure 2 Restores medium amount of HP. JP: 380 MP: 10 CT: 10 Rng: 4, V1 Effect: 2 Obscuring Haze The target of this spell will have a 10% penalty added to any physical attack. This is overcome by the Archer's Eagle Eye and the Ranger's Tracking Abilities. JP: 450 MP: 14 CT: 68 Range: 5, Vertical 3 Effect: 1 Chaotic Cloud The target of this spell will have a 10% penalty added to any magical attack. JP: 450 MP: 14 CT: 68 Range: 5, Vertical 3 Effect: 1 Enchant Weapon The Red Mage is able to place Ice/Fire/Bolt effects on weapons. The weapons will do increased damage (x1.5) and if against a foe weak to the element (x2 as normal). JP: 500 MP: 30 CT: 45 Range: 4, Vertical 2 Effect: 1 Guided Projectile The Red Mage enchants a bow or gun that enables the friendly character carrying the weapon to fire impossible shots with virtually no penalties. Longer Range = +3% Phys Evade per hex extra. Curved Shot = +5% Phys Evade JP: 500 MP: 30 CT: 55 The Red Mage must have Line of Sight with the target. Power Aura Raise PA of caster and surrounding allies (within a 1-square radius) by 2. JP: 800 MP: 30 CT: 90 Effect: 1 Magical Aura Raise MA of caster and surrounding allies (within a 1-square radius) by 2. JP: 800 MP: 30 CT: 90 Effect: 1 Mirrored Army The enemy will see a false image of the castor's army. They will move towards the false army instead of the real one if the spell is successful. Once an attack is made on a character of the false army the effects will leave. JP: 850 MP: 40 CT: 110 Range: 8, V8 Effect: All enemies in range -------------------- Reaction Abilities -------------------- Improv Counter: Attack Automatically counter with a random attack spell from the Red Mage repertoire. JP: 400 Improv Counter: Assist Automatically counter with a random assistance spell from the Red Mage repertoire. JP: 400 ------------------- Support Abilities ------------------- Magic Save Trigger: Magical attack Automatically raise magic evade when hit by magic spell. Magic Evade +15%. This is cumulative until the Red Mage casts a spell, which negates the built up evade %. JP: 450 --------------------- Movement Abilities --------------------- Move/Jump +1 Movement and Jump ability are increased by 1. JP: 650 |
Post #80514
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Posted: 19th April 2005 12:58
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![]() Posts: 253 Joined: 7/1/2005 Awards: ![]() ![]() ![]() |
Power Wizard
A wizard who has total control over all technology ______________________________ Attacks -------------------------------------------- Gridlock 100JP Randomly cause Slow, Stop, or Haste to an enemy. Gridlock2 600JP Randomly cause Slow, Stop, Petrify, Dead, or Reraise to the enemy Techno-Fire 200JP Cause low fire damage. Techno-Fire2 400JP Cause medium fire damage. Alpha-Freeze 200JP Cause low ice damage Alpha-Freeze2 400JP Cause medium ice damage. Giga-Bolt 200JP Cause low lightning damage Giga-Bolt2 400JP Cause medium lightning damage. Cyber-Wave 200JP Cause low water damage. Cyber-Wave2 400JP Cause medium water damage. Element of the Technology 1000JP Cause high water, fire, lightning, and ice. ________________________________ Counter ------------------------------------------------ Techno-Gridlock 500JP When the enemy attacks with a magical attack, cast Gridlock on them. Techno-Stop 1000JP When the enemy attacks with a physical attack, cast Gridlock on them. ________________________________ Support ------------------------------------------------ Technology Chip 700JP Raise MA and PA by 10% Technology Advantage 1000JP Raise all evade stats and avoid all time magic. _________________________________ Movement ------------------------------------------------- Internet 1000JP Move anywhere on the field. Quick Dispersal of the Virus 2500JP When you move, choose one of your characters and move him or her. Viral Ruin 1200JP When you move, raise your Attack by 1. Viral Freeze 1200JP When you move, raise your Magic Attack by 1. Viral Crush 1200JP When you move, raise your Speed by 1. Viral Antibody 1200JP When you move, raise your evade % by 5%. This post has been edited by ArcKnight5000 on 20th May 2005 13:01 -------------------- "There is not a liberal America and a conservative America - there is the United States of America. There is not a black America and a white America and latino America and asian America - there's the United States of America." ~Barack Obama |
Post #80590
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Posted: 19th April 2005 23:37
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![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
Warlock:The ultimate magic user in terms of black magic,summon magic,time magic,and dark magic.Certain parts of his power come from hell itself. Required level:Master the wizard class. Spells: Fire 3,Fire 4,Bolt 3,Bolt 4,Ice 3,Ice 4,Frog,Death,Flare,Flare 2,Titan Summon,Golem Summon,Salamander Summon,Lich Summon,Leviathan Summon,Odin Summon,Cyclops Summon,Bahamut Summon,Zodiac Summon,Time spell Haste 2,Time Spell Slow 2,Time Spell,Stop 2,Time spell Galaxy Stop,Time Spell Demi 2,Time Spell Quake,Time Spell Meteor,Dark Spell Dark Holy,Dark Spell Giga Flare,Dark Spell Hurricane,Dark Spell Nano Flare,Dark spell Life Break,Dark Spell Ultimegeist,Dark Spell Ultima,Dark Spell All Ultima,Dark Spell Grand Cross. Reaction Ability:Blade Grasp Support Ability:Magic Attack up. Note:Another support ability he would have would be short charge,and if they had it,instant charge. I'd be this class in a heart beat
![]() This post has been edited by Sam on 19th April 2005 23:39 -------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #80625
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Posted: 22nd April 2005 14:25
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![]() Posts: 23 Joined: 2/4/2005 Awards: ![]() ![]() |
For all you homestarrunner.com fans out there...
Class: Wrestleman A man wearing boxing gloves, searching the world over for his lost poopaw. Action: Sbemail Wrestleman ability. Attack with fists, lightning quick wit, and...um...stuff...Hilarity always ensues. Taunt: Makes fun of the enemy's spelling, grammar, name, anything to push their buttons. JP: 100 CT: Now Range: 5 Add: Berserk, Confusion Puncha-puncha!: Copying monks, the only other shirtless warriors, the wrestleman combines two moves - Repeating and Wave Fist! Random Ranged Damage! JP: 350 CT: Now Range: 4 Teh Chekt: Calls in The Cheat to mow down enemies in his tire. Must have exactly one tire in inventory in order to use. JP: 700 CT: Now Range: 8, 4 directions Burnination: With all the ferocity of Trogdor, the wrestleman breathes flame on all lowly peasants who dare oppose him! JP: 800 CT: Now Range: 3 Effect: Hits one panel out 1, then three panels out 2, then five panels out 3 Strong Sad: Summons Strong Bad's whiney brother right next to you. His glum demeanor and annoying voice will either enrage or put to sleep all enemies on the map. Beserked enemies will then proceed to attack Strong Sad. Strong Sad has HP that depends on the wrestleman's HP and Brave. Effect lasts either for 5 turns or until Strong Sad runs out of HP. JP: 1,200 MP: 45 CT: Now Range: All enemies Add: Berserk or Sleep Creepy Pants: Summon Homestar and tell him to wear pants. Homestar will wig out, running around like crazy until his despair causes him to run home, damaging all enemies in earshot. JP: 1,450 MP: 65 CT: 35 Range: 5 Effect: 4 Answer E-mail: Respond to an email on Lappy 486. Battery only lasts five minutes (5 turns). Hope you don't get a virus... JP: 1,222 CT: Now Range: All Enemies Add: ROTFL (Don't Move, Don't Act, Confusion) Reaction: Mimic Cardgage: Whenever attacked, the wrestle man will respond with a classic Cardgage saying, confusing whoever attacked. JP: 500 Trigger: Any attack Add: Confusion Support: AC Adapter: Movement: Will finish later! -------------------- Bright light, shine down on bloody impurity! Hol...Pearl?? |
Post #81008
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Posted: 22nd April 2005 19:14
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![]() Posts: 564 Joined: 2/7/2004 Awards: ![]() ![]() ![]() ![]() |
I wanted to create something unique that no one has been thinking it could be a good idea, not like a job taht already exists and alter it...
Lady (female Only) Can equip: Any kind of staves, Bags, Robes, Ribbons, Perfumes, Rings ------------------ Luxury Lady's job command, Use special technique that only rich girls would use instead of fighting with a sword. ------------------ Gold toss Range 3, Vertical 3, effect 1 Charge Time: Now Hit Rate: 100% (physical attack) Formula: Available Money/4095 + Money stolen/found during battle/255 +15 Money lost during action will be equal to: Total Damage*7 Damage can be modified by Zodiac Sign If throw command is equipped, range increases to the amount of "Move" you have. Swing Range Auto, Vertical 2, effect 3 (not self) Charge Time: 30 Hit Rate: 80% (physical attack) Formula: WP*PA*(50%, 100%, 200%) Damage can be modified by Zodiac Sign Rock drop Range 1, effect 1 (height 5-9) / effect 2 (height 10-14) / effect 3 (height 15+) Charge Time: 20 Hit Rate: 100% (cannot be reduced / Physical attack) Formula: PA*Drop Height Push a rock off the edge of a cliff so that if falls on opponents. Cannot use command when not being next to 5 Height lower Terrain. Damage can be modified by Zodiac Sign ------------------ Reaction Abilities ------------------ Reverse Switches Physical Evade/Block to Magical Evade/Block & Magical Evade/Block to Physical Evade/Block Luring Miss If an evade occurs from a male human to a Lady, the male will be inflicted the "Charm" status. (%: Brave) CounterSlap Slaps back enemies on the face (%: Brave), Also Causes "Berserk" Status on any girl Slapped which includes changing the AI script of that Female to "Fight for Life" ; Target Lady. ------------------ Movement Abilities ------------------ Gold at my feet Find an amount of money every time you walk of: Speed*Level Errrr... I'm outta Ideas ![]() -------------------- Sayonara |
Post #81021
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Posted: 19th May 2005 15:24
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![]() Posts: 172 Joined: 8/10/2004 Awards: ![]() ![]() |
Paladin-
Job: Holy Knight Holy Sword White Magic Weapon Guard Defense UP Move +2 Dark Knight- Job: Temple Knight Magic Sword Black Magic Counter Attack UP Move in Water Berserker- Job: Monk Punch Art Yin Yang Magic Counter Attack UP Move +2/3 Beastmaster- Job: Mediator Talk Skill Steal HP Restore Monster Skill/Equip Axe Any Ground Gun Mage- Job: Geomancer Elemental Math Skill Counter Flood Equip Gun Move on Lava -------------------- And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license. |
Post #83769
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Posted: 20th May 2005 13:05
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![]() Posts: 253 Joined: 7/1/2005 Awards: ![]() ![]() ![]() |
For anyone who loves Spaceballs the movie...
Dark Helmet Schwarts: use magic of a ring to destroy the enemy. Schwarts sword: Use a sword instead of a ring. (Must have ring equipped) Schwarts Shaving Cream Blast: Cause darkness to one enemy. Schwarts lever pull: Pull levers in battles with levers. Schwarts laser: Hit an enemy with a beam of high destruction. COUNTER: SUPPORT: MOVEMENT: gotta go, I'll be back soon. -------------------- "There is not a liberal America and a conservative America - there is the United States of America. There is not a black America and a white America and latino America and asian America - there's the United States of America." ~Barack Obama |
Post #83863
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Posted: 25th May 2005 19:35
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![]() Posts: 172 Joined: 8/10/2004 Awards: ![]() ![]() |
Feather Mage
A wizard who uses feathers to aid allies Prerequisites: Lv 8 White Mage, Lv 8 Time Mage, Lv 8 Bard (Males) Lv 8 White Mage, Lv 8 Time Mage, Lv 8 Dancer (Females) Brave: Must be 25 or lower Active Abilities: Feather Magic Aura Feathers MP: 10 SP: Now JP: 70 Target: One Green feathers wrap around a target, then dissolves, restoring HP. Karma Feathers HP: 10% SP: Now JP: 150 Target: One Blue feathers wrap around a target, then dissolves, restoring MP. Chakra Feathers MP: 20 SP: Now JP: 250 Target: One Translucent feathers wrap around a target, then dissolves, curing all status ailments. Raging Feathers MP: 34 SP: 50 JP: 350 Target: One Feathers swirl around a target, causing the Float and Haste status. Guardian Feathers MP: 34 SP: 50 JP: 350 Target: One One feather slowly spins above a target’s head. Each rotation causes another feather to appear around the target. When the target is fully covered, they are scattered, but the target receives Protect and Shell. Feather Nocturne MP: 12 SP: 40 JP: 500 Target: One The feather mage holds a feather, and blows on it. The feather spreads into many feathers and surrounds a target, increasing Speed by 2 in the process. Feather Lullaby MP: 40 SP: 40 JP: 600 Target: All Enemies Silver pillars surround all enemies, then explode into silver feathers. The soothing feel of the feathers causes the enemies to fall into a slumber. Counter Abilities Feather Burst JP: 300 Trigger: Physical Attack When struck at close range, the Feather Mage repels the attacker 5 panels away. Double Protection JP: 500 Trigger: Any attack Before the Feather Mage is hit, he/she will trade places with their closest ally. The ally that was attacked will receive the effects of Raging Feathers and Guardian Feathers. Support Abilities Seraphic Grace JP: 550 Every turn, the Feather Mage’s evasion increases, but their accuracy decreases. Feather Duster JP: 550 The Feather Mage’s physical attack can nullify a target’s protective status. Reflect and Berserk cannot be removed, since they are neither beneficial nor detrimental. Angel Storm JP: 830 All defensive Feather Magic can work on all allies. Movement Abilities Glide JP: 370 The Feather Mage can glide to any panel that’s 6 panels below them. Angel’s Present JP: 600 The last panel the Feather Mage was standing on will either be blessed with Cure4 or cursed with Flare. Equip: Weapon: Nothing (Females can equip bags) Sub-Hand: Shield Headgear: Hat (Women can equip Barrettes, Cachuchas, and Ribbons) Armor: Light Armor, Leather Armor Accessories: Everything Feather Mages have a high MP and Magic Atk. increase rate. Their HP and Physical Atk. increase is horrible. Speed increase is good, but their physical attacks are very inaccurate. -------------------- And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license. |
Post #84378
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Posted: 28th May 2005 17:00
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![]() Posts: 16 Joined: 28/5/2005 Awards: ![]() ![]() |
Wow these are some pretty interesting classes, theyre' is only one problem with most of them, they are way too powerful, Ive had a dream class in ma head for 3 years now so here goes
Elemental Archer ( Every Day Creatures and Humans Destroy the wildlife, This is Wildlifes way of fighting back. ) Prerequisite: Master Archer. Level 4 Black Mage. Level 8 Geomancer. Class Ability: Arcane Arrow Skills Attack All immediate, All range of current bow Fire Arrow 100 Jp,*8 mp : Effect 1 Unit A steam of fire like a shooting star Fire 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target Like watching a fireworks display hit the ground Flare Arrow 500 Jp, *25 mp : Effect 1 Unit Sand is turned to Glass after this Devastating Arrow Hits Ice Arrow 100 Jp,*8 mp : Effect 1 Unit A cold snap Ice 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target You will be frozen before you even see it coming [I] Blizzard Arrow 500 Jp, *25 mp : Effect 1 Unit [I] Hell Forzen Over is all that can describe this Frozen Apocolypse Lightning Arrow 100 Jp,*8 mp : Effect 1 Unit A jagged sword of the sky Lightning 2 Arrow 250 Jp, *16 mp : Effect X 1Square in each direction or target Flash! Bang! You're Dead Storm Arrow 600 Jp, *35 mp : Effect All targets within 3 Squares of Shot Swirling Dark clouds caressed by the howling winds Poison Arrow 150 Jp, * 20 mp : Effect 1 Unit, 75% Cause poison (affected by concentrate) Revenge of the Wildlife Burnt in the Swamps Death Arrow 1000 Jp, *45 mp : Effect 1 Unit, 30% Cause Death (affected by concentrate) For everything that mankind had killed without reason Holy Arrow 1200 Jp, *50 mp : Effect 1 unit, In addition to damage has 25% chance of Cause Faith (Faith 100) With an Arrow the land shall be cleansed Reaction Auto Potion 350 Jp : In reaction to physical damage unit takes potion of lowest type. Only the fearful survive Support Practice : 1800 Jp : Increases Range of bow by 2 Practice Makes Perfect Controlled Beserk 2300 Jp : Can choose to be beserk or not each turn. In the land of the Celts only the wild survive Movement Any Terrain 300 Jp : Walk on any terrain Nature does not hinder her own children Freefall 500 Jp : Can jump down 4 units, Takes 10% damage Beserkers are crazy, No one ever said they were smart Equips Weapons- Bows and Knives (Archers need to fight melee too) Armour- Clothes, Cloaks and Hides ( Not in game, can be easily installed into poaching scheme) Sheild - None Head- Hats, Hoods, and Circlet Accesories- Guantlets ( Help to draw bow string ) Women - All non-Magic female accesories Average movement= 5 |
Post #84748
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Posted: 28th May 2005 21:34
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![]() Posts: 1,249 Joined: 25/5/2005 Awards: ![]() ![]() ![]() |
Job: Runic Knight (Rune) To get it you have to master the Knight and LV 5 Bard.
(Knights who were given the ability to drain magic to protect allies with the Rune Blade. Rune Blade increases in strength as MP increases.) Equipment: Any Knight equipments.. The only sword that you can use is Rune Blade. Rune Blade, the only sword for a Runic Knight that gets stronger as MP increases.. And when attacking with Rune blade, MP is lost 25% of the attack pwr dealt on the enemy. Abilities: (Skills) 1) Runic 100 JP SKILL Range: Auto 3 horizontal and 3 vertical. Charge: Instant Drain MP from any magic used in one or more of your Runic squares.. 2) Quick-Runic 560 JP REACTION After being targetted successfully by a common magic spell, automatically go into Runic. 3) Drain Summon 743 JP SUPPORT Drain MP from summon spells in Runic. 4) MP Support 1500 JP SKILL Range: Auto Charge: Instant Reduce all your allies MP by half and transfer the halves to yourself. This post has been edited by NeoEx-Death on 28th May 2005 21:37 |
Post #84786
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Posted: 16th June 2005 22:33
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![]() Posts: 46 Joined: 16/6/2005 Awards: ![]() ![]() |
Job Name: Undead Paladin (Male Only)
Job Ability: Death Skill Ressurect: Kills Holy Knights and Heals Dark Knights (500JP) Blind: Puts The Abnormal Status Blind On An Enemy (100JP) ArmBlader: Makes Dont Act on For Rest Of Battle (300JP) BloodyArmor: When hit By Physical Attack Have 200 More Life For 5 Turns. After The 5 Turns the Unit Goes To Full Life.(400JP) Float: Float Over 1H Ground (150JP) Right Arm:Blood Sword Left:Blood Shield Head:Dark Helmet Body:Gold Armor Accesory:Genji Armlet Needs: Lvl 2 Dark Knight, Lvl 4 Ninja, And Lvl 3 Knight Possible spoilers: highlight to view U Already Can Be A Dark Knight! if u wanna know how ask me! -------------------- |
Post #86434
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Posted: 25th June 2005 07:08
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![]() Posts: 63 Joined: 4/2/2005 Awards: ![]() ![]() ![]() |
*Kablizzy's jaw drops*
... *Drool* SGN. PM incoming. Just, dude... these are amazing. Absolutely amazing. I am in ![]() ![]() Edit: So I don't go off-topic, if you'd like to see my classes, I'll be glad to post them. ![]() Edit # 2 - Wait a second, some of these are horrible. No offense, fellas, but the balance on these is all off (Obviously). If these were meant to be ridiculous, then, it's all good. ![]() This post has been edited by Kablizzy on 25th June 2005 07:46 -------------------- Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice. |
Post #87383
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Posted: 25th June 2005 15:01
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![]() Posts: 734 Joined: 8/7/2004 Awards: ![]() ![]() ![]() |
Phantom Wizard: Spirits of powerful wizards that never fully died.
Ghost Magic St.Elmos Fire: Powerful lighting magic that does damage in a small area. Effect: Stop Reaper Scyth: Phyical magic attack, causes death on enemy. Powerful and some what unpredictable. Phantom Blade: Other worldly magic that uses ectoplasam like a blade to inflict major damage. Number's Up: A spell that gives the emeny five turns to live. Has a low ratio of hitting. Effect: Death Hourglass: Specal other worldly magic that allows the caster to stop time for three turns. Phantom Gas: Toxic fumes from the other world. Effect: poison Support ablities Phase: Support ablity that makes it easyer to dodge phyical attacks. Movement Ablities Walk Water: Allows you to walk over water. -------------------- 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 #87411
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Posted: 27th June 2005 12:47
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Quote Munk_the_bard: Already Can Be A Dark Knight! if u wanna know how ask me! I dont think so, jigga. Locke's alter ego, I dig tha tsetup you made. ^ -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #87601
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Posted: 27th June 2005 19:30
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![]() Posts: 345 Joined: 31/8/2004 Awards: ![]() ![]() |
Alchemist
A chemist who has dedicated his life to studying alchemy, the art of turning one mineral into another. Job Levels: Master Chemist Can Equip: Knife, Gun, Stick Skill: Alchemy Note: For the Alchemist's Item-making skills, the chances of the Alchemist making a rare item depends on their Brave. It's like a do-it-yourself Move-Find Item. Low-level Traditional Alchemy: Turns one of your items into a small number of gil. High-level Traditional Alchemy: Turns one of your items into a large number of gil. Make Weapon: Makes a weapon from one of your items. Make Helmet: Makes a helmet from one of your items. Make Armor: Makes armor from one of your items. Make Shield: Makes a shield from one of your items. Make Accessory: Makes an accessory from one of your items. Reaction Abilities:None Support Abilities Protection: Use the power of Alchemy to make a coat of magical armor that will protect you from all negative status effects. Philosopher's Stone: Use the power of Alchemy to make the Philosopher's Stone, a stone which contains a magic liquid that will make the drinker immortal. Movement Abilities: None This post has been edited by Kilakandra_DiMenia on 27th June 2005 19:31 -------------------- "No matter what happens, I will always be with you... forever." ---- Pocahontas, Pocahontas "Only those who are already at the top are rewarded without trying."----- Delita Hyral, Final Fantasy Tactics http://www.ffshrine.org/fft/fft-midi/1-42-back_fire01.mid ---- My favorite FFT battle song |
Post #87629
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Posted: 28th June 2005 08:36
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
Master Thief
"A person so stealthy, only rumors are given to their existance." Prerequisite:
Helmets - Caps, Hats, Ribbons (not gender-specific) Armor - Vests, Clothes Shields - No Accessories - Yes ------- Assail -[Master Thief command. Enemies don't know what's hit them.] ------- Skill: Intrusion MP Cost: None Speed: Instant "Using sleight-of-hand, the enemy gets its action interrupted as well as taking damage. Target CT resets and takes damage equal to (Level*5/4). This ignores defensive measures and reaction skills, as well as only working from behind the enemy. Attacking from the sides or front ensures that the attack will miss." Skill: Godspeed MP Cost: None Speed: Instant "Upon being sighted, the user makes a quick getaway. Speed is increased by two when within an enemy's move range (i.e. able to be attacked). Can only be used as many times as there are enemies. Reviving a fallen enemy does not give this skill more usage." Skill: Silencing MP Cost: 10 Speed: Instant "Using light footsteps, the enemy is overwhelmed by a one-man ambush. If the user attacks from behind, Silence is automatically inflicted. All other instances have (Brave%) chance of inflicting Silence and deal (Brave*2) damage to the enemy. If the attack from behind succeeds, the user is placed in Transparent status." Skill: No Man's Land MP Cost: None Speed: Instant "When an enemy is killed with this skill, their body is stolen away into a place invisible to regular eyes. Deals ((Brave - Faith)*8) damage. Enemies killed by this skill are removed from the field and cannot be revived in any way." Skill: Cloak and Dagger MP Cost: 20 Speed: Instant "Never ceasing to amaze, the thief performs the ultimate stealing act. Chance of success is (Faith%). The thief chooses which piece of equipment to be stolen from the enemy and, if successful, equips it in the same turn, regardless of withstanding conditions. After battle, if the piece of equipment is incorrectly allocated, it is automatically removed." Skill: The Hook MP Cost: 20 Speed: Instant "Using special gadgetry, the thief can attack and escape to a higher location. When used, the thief attacks everyone in front of him and on the sides (but not the back). If the thief's back is to a higher location, after damage has been calculated, he is placed at that location." Damage = (PA*4) + (WP*2) Skill: Appropriate MP Cost: None Speed: Instant Other: Must be weaponless "Quick fingerwork produces more money. Money gained is equal to ((Brave+Faith)*2) and is randomly multiplied by a number from four to eight. When the multiplier is an eight, the user has "Quick" status gained on him." Skill: Vanishing MP Cost: 100 Speed: 20 "Razor-sharp meticulousness allows the user to escape the battle. Items gained, stolen, or equipped because of the ASSAIL command are retained afterwards." Skill: Backstab MP Cost: None Speed: Instant "Kills an enemy at the speed of the wind. Has a 0% of chance of success unless in Transparent state. Failure is assured if not attacking from behind the enemy. Ignores defensive maneuvers, skills, and precautions." Skill: Nerve Poison MP Cost: 30 Speed: Instant "Atrocious poison decays the target's ability to recuperate. Every AT turn, the target loses 50 HP from their maximum HP. This continues until the target gets to where the target would self-KO, at which point they convalesce to full HP and gain +3 PA and +4 MA." Skill: Shadow Split MP Cost: None Speed: 50 "A dangerous skill that cripples a target in exchange for slower actions. Target is inflicted with Don't Act and Don't Move statuses (90%) with Death Sentence as a bonus addition (10%) on occasion. User's speed goes down by three for the next three turns." -------------------- Reaction Abilities -------------------- Apoplexy When attacked by a skill, damage is nullified and the appropriate target loses the MOVE command for three turns. Chain Lightning When attacked by a physical weapon, the thief can either move behind the attacker and counter or move three spaces in an applicable direction after being attacked. Only one effect can be activated at a time. Piracy When attacked by a short-range weapon, after damage is dealt, that weapon is added to the user's inventory. Thief's Reasoning When damage is dealt the thief, that damage can be nullified by temporarily expending four speed points. Browbeater Any unit attacking a character with a Brave-based attack loses forty brave for the purpose of the damage calculation. ------------------- Support Abilities ------------------- Inhibitions User can only be hurt by attacks that do more than 100 damage. Mage Twilight Physical damage done to mages is doubled. Redirection The user can choose any reaction ability to be activated before they are attacked. When they choose a reaction ability not in usage on them already, their max HP is halved. ---------------------- Movement Abilities ---------------------- Thieving Move is increased by one. In addition, whenever an item is stolen during battle, increase the move by another point. This effect is not permanent. This post has been edited by Shotgunnova on 28th June 2005 08:38 -------------------- It's gonna be a glorious day I feel my luck can change |
Post #87700
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Posted: 2nd July 2005 06:01
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![]() Posts: 162 Joined: 7/3/2004 Awards: ![]() ![]() ![]() |
[/U]Angel Warrior
A winged warrior that fights for the forces of the light. Angelic Art Holy Serenity - Puts all enemies to sleep and destroys Undead in one hit and heals all party members. Holy Thunder - One hit kills Demons/Undead and smashes enemies. Infinite Wisdom - Brings up parties attack power and defense. Godly Resurection - Brings dead or KOed party members to life (knote dead as in being treasure chest or crystal). Holy Reason - Convinces enemies to join your party -------------------- - The problem isn't relgion, the problem is religious tolerance - |
Post #88066
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Posted: 9th July 2005 19:14
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![]() Posts: 10 Joined: 9/7/2005 Awards: ![]() ![]() |
class name: Pirate
this class is quite different considering that there are many different ranks of pirates so youd start out a crewmate then deckmate, lookout(scout), galley guard,first mate and then finally captain but there is a secret class called commondore. abilities- Plunge(200JP)steal all money from enemy Skull Swipe(345JP)- Kill an enemy by a devastating blow to the face Captive(Galley Guardonly[350JP])- take an enemy captive and later come partof your squad, that all i have for now |
Post #89243
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Posted: 9th July 2005 21:45
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![]() Posts: 734 Joined: 8/7/2004 Awards: ![]() ![]() ![]() |
Highlander:In the end there can only be one. Immortal warriors fighting for a common cause.
Quickening Quickening Sense: Allows you sense when others of your kind are near. Also allows you to dodge attacks easyer. Quicken Rage: Summon your quickening energy to raise your attack power, leaves charecter unmoveable for three turns after it wears off. Quicken Skill: Always allows you to learn enemy ablities even without a crystle. Highlander Sword: Call on fallen immortals to aid you there power into a powerful finishing blow. Macleod Honor: Reminds you of all those who have fallen in the Macleod clan and encourages you to do better. Effect: Raise brave, raise attack. Support Quickening: Allows you to feed off an oppents energy after there death raiseing your hp and strength. Anti crystle/chest:Prevents charecter from turning into a chest or crystle after dying. Reaction Counter:Character counters an enemy's physical attack with one of his or her own. This is a slightly stronger version of Counter Tackle. Trigger:Physical Attack Finger Gaurd:Character plugs his or her ears to dodge Talk Skill (word-based) attacks. Trigger: Talk skill Blade Grasp: Allows the character to evade physical attacks other than Bow/Crossbow attacks. The higer the character's Brave points, the higher the evasion percentage Movement Immortal walk: Allows you to recive little or no damge when walking over traps or posionous waters. Walk on water: Allows the character to walk or stop on the surface of water Your oppions on this job would be greatly appericated. -------------------- 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 #89254
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Posted: 10th July 2005 16:14
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![]() Posts: 10 Joined: 9/7/2005 Awards: ![]() ![]() |
did u no that my last name is MacLeod
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Post #89367
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