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

Posted: 10th April 2005 14:55

*
Magitek Soldier
Posts: 332

Joined: 17/1/2005

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

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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

*
Black Mage
Posts: 210

Joined: 8/3/2005

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

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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

*
Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
Classes involving nature are always interesting. Good job!

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

Virtuoso
"Musician whose melodies can soothe and strike anywhere on the battlefield."
Requirements:
  • Master Bard
  • Master Mediator
  • Master Oracle
  • Cannot know any Oracle techniques
Innate: Equip Sword, Walk on Water

Oscillate
"Virtuoso command. Different frequencies cause despair."

Skill: Cacophany
MP Cost: None
Speed: Instant
Range: All enemies within three panels
Other: Must have harp equipped

Anyone hearing these sour notes and uneven tones will put their hands to their ears in disgust. Inflicts Darkness or Don't Move (75%)

Skill: Sound Arrow
MP Cost: 15
Speed: Instant
Range: Enemy within five panels
Other: Must have harp equipped

With a flick of the bowstring, the user can send a lightning-quick barrage of intense sound upon the enemy. Damage increases with successful usage. May inflict Slow (50%)

Skill: Minstrel Might
MP Cost: 15
Speed: Instant
Range: Self
Other: Must have harp equipped

Fast-fingered playing and delightful lyrics encourage the virtuoso to do better in battle. Gives user Haste and Protect statuses (90%). Continued use lowers success rates.

Skill: Organ Grinder
MP Cost: 30
Speed: Instant
Range: All panels below user
Other: Must have harp equipped

A deep dulcet tone blows landforms away, causing damage to any occupant--enemy or ally--who resides below. With the exception of waterforms and unoccupied spaces, all grid spaces below user also become sand.

Skill: Trickle Down
MP Cost: 5
Speed: Instant
Range: All Allies
Other: Must have harp equipped

Delightful melodies give all allies new hope for battle. Bestows "Regen" statuses on all applicable allies (95%) or Regen, Float, and Haste (5%) on all applicable allies.

Skill: Psycho Crack
MP Cost: 50
Speed: Instant
Range: 1
Other: Must have harp or sword equipped

When the occassional enemy draws to close for comfort, the harp becomes a formidable bashing tool. Knocks enemy back back two spaces (if possible) and inflicts Stop (45%)

Skill: Interlude
MP Cost: 20
Speed: Instant
Range: All Enemies -or- Allies
Other: Must have harp equipped

An upbeat melody meant to pass the time bolsters either the ally or enemy ranks. If enemies are affected (65%), all gain Protect and Shell statuses; if allies are affected (35%), all gain +2 PA and "Quick" statuses.

Skill: Depressant
MP Cost: None
Speed: Instant
Range: All enemies
Other: Must have harp equipped

Sad, spindly notes remind enemies of tough times, bringing down their will to fight. All enemies lose -30 MP and -1 Speed (50%), -2 Speed and -60 HP (30%), 100 MP and HP (15%), or have their weapons disarmed. Effected by Maintenance.

Skill: Repossession
MP Cost: None
Speed: Instant
Range: 3
Other: Must have sword equipped[/b]

The virtuoso takes life and magic with a vengeance. Takes 100 HP (50%) or 100 MP (50%). Same effects on zombified characters.

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

Hide
"Virtuoso command. Disappears from battle to stay alive"

Allows the user to turn Transparent while gaining +20 HP each round in that state.

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

Reaction Abilities

Retuning

Whenever attacked by an enemy, the harp's range increases by one. Does not work with an equipped sword.

Tax

Whenever the virtuoso is attacked by a ranged weapon, the attacker's turn ends while the virtuoso counters. The harp also acts as if it were a Bloody Strings for this instance, even if it is not. This effect is used only with this reaction ability.

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

Support Abilities

Superiority

The equipped harp gains a random positive status effect at the beginning of each battle. This becomes inherent for this battle and cannot be removed by any means short of re-equipping, theft, or breaking.

Vibrant Art

The harp's range increases after every third turn.

Wall of Wax

Opponents weilding swords cannot use the ATTACK command against the virtuoso under any circumstances.

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

Movement Abilities

Soliloquy

If the virtuoso is the last remaining ally, s/he can teleport to anywhere within twice his/her own movement range without fail. Automatic failure for going beyond those limits.

Pungent Flight

Any spaces previously occupied by the virtuoso turn to "Poison Marsh". Currently occupied spaces do not gain this quality.

This post has been edited by Shotgunnova on 11th April 2005 08:52

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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

*
Cactuar
Posts: 236

Joined: 11/12/2004

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

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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

*
Onion Knight
Posts: 35

Joined: 18/1/2005

Awards:
Member of more than five years. 
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

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To be forgotten is worse than death.
-Freya FF9
Post #80174
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Posted: 15th April 2005 19:55

*
Chocobo Knight
Posts: 152

Joined: 27/1/2005

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2006. 
This is something I created for Heroes of Ivalice. It's a bit like an upgraded Thief or rogue-type. smile.gif

Ranger

-----
Hunt
-----

Gil Taking
Steal gil from an enemy.
JP : 10
Range: 1, V1
Effect: 1

Set Trap
Can set 4 traps before a skirmish. When defending, traps are set before battle. If invading, traps must be set during the battle. Traps damage are determined by type.
JP: 110

Call of the Wild
Wolves come to the aid of the Ranger's party. They attack the nearest enemy.
JP: 150
Range: 4

Rogue Charm
Charms enemy of the opposite sex.
JP: 150
Range: 3
Effect : 1 Enemy
Add: Charm

Topography
Knowledge of the land layout allows the Ranger to set up anywhere on the map. Works only in defending scenarios.
JP: 200

Steal Exp
Used to steal experience from an enemy.
JP : 250
Range: 1, V1
Effect : 1 Enemy

Undaunted
In a skirmish, for every person the enemy outnumbers the Ranger's party, he gains +5 brave (for that battle only)
JP: 300

Survival
Harsh climates have no effect on the Ranger's health
JP: 300

Tracking
The Ranger can trail a target with expert precision. LOS does not matter. The Ranger knows where an enemy is and can help magic users target indirect spells more accurately.
JP: 500

Nature's Bowcraft
Rangers have knowledge of wild that allows them to make their bows with added range and piercing power.
JP: 850
WP of the bow increases by 2. Range increases by 1.

Secret Slash
Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably.
JP: 850
Critical Hit + 35%

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

Catch
Catch thrown item, which is automatically to inventory.
JP: 200
Trigger : Throw

Dive
Ranger has a chance of diving out of way of incoming attacks. Works on magic-based attacks and ranged attacks only.
JP: 475

Stealth Strike
Rangers use their cloaks to evade damage (+ 15% phys evade) and counterattack.
JP: 800

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

Spot Trap
% of evading a trap attack is increased.
JP: 350

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

Scouted Knowledge
The Ranger gains a +1 move, +1 jump bonus when on familiar terrain. Works only on defending scenarios.
JP: 400

Quicksilver Steps
Move+2
JP : 600
Post #80256
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Posted: 15th April 2005 20:55

*
Cetra
Posts: 2,336

Joined: 1/3/2004

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

*
Disciplinary Committee Member
Posts: 564

Joined: 2/7/2004

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

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Sayonara
Post #80262
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Posted: 15th April 2005 21:58

*
Chocobo Knight
Posts: 152

Joined: 27/1/2005

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2006. 
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

*
Black Waltz
Posts: 953

Joined: 23/2/2005

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

*
Chocobo Knight
Posts: 152

Joined: 27/1/2005

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2006. 
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
Top
Posted: 19th April 2005 12:58

*
Cactuar
Posts: 253

Joined: 7/1/2005

Awards:
Member of more than ten years. Member of more than five years. 
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
Top
Posted: 19th April 2005 23:37

*
Cactuar
Posts: 236

Joined: 11/12/2004

Awards:
Member of more than ten years. Member of more than five years. 
Warlock:The ultimate magic user in terms of black magic,summon magic,time magic,and dark magic.Certain parts of his power come from hell itself. Required level:Master the wizard class. Spells: Fire 3,Fire 4,Bolt 3,Bolt 4,Ice 3,Ice 4,Frog,Death,Flare,Flare 2,Titan Summon,Golem Summon,Salamander Summon,Lich Summon,Leviathan Summon,Odin Summon,Cyclops Summon,Bahamut Summon,Zodiac Summon,Time spell Haste 2,Time Spell Slow 2,Time Spell,Stop 2,Time spell Galaxy Stop,Time Spell Demi 2,Time Spell Quake,Time Spell Meteor,Dark Spell Dark Holy,Dark Spell Giga Flare,Dark Spell Hurricane,Dark Spell Nano Flare,Dark spell Life Break,Dark Spell Ultimegeist,Dark Spell Ultima,Dark Spell All Ultima,Dark Spell Grand Cross. Reaction Ability:Blade Grasp Support Ability:Magic Attack up. Note:Another support ability he would have would be short charge,and if they had it,instant charge. I'd be this class in a heart beat biggrin.gif

This post has been edited by Sam on 19th April 2005 23:39

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

Quote from Naruto
Post #80625
Top
Posted: 22nd April 2005 14:25

*
Returner
Posts: 23

Joined: 2/4/2005

Awards:
Member of more than five years. 
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
Top
Posted: 22nd April 2005 19:14

*
Disciplinary Committee Member
Posts: 564

Joined: 2/7/2004

Awards:
Member of more than ten years. Member of more than five years. Winner of the 2005 100k post contest. 
I wanted to create something unique that no one has been thinking it could be a good idea, not like a job taht already exists and alter it...


Lady (female Only)

Can equip: Any kind of staves, Bags, Robes, Ribbons, Perfumes, Rings

------------------
Luxury
Lady's job command, Use special technique that only rich girls would use instead of fighting with a sword.
------------------
Gold toss
Range 3, Vertical 3, effect 1
Charge Time: Now
Hit Rate: 100% (physical attack)
Formula: Available Money/4095 + Money stolen/found during battle/255 +15
Money lost during action will be equal to: Total Damage*7
Damage can be modified by Zodiac Sign
If throw command is equipped, range increases to the amount of "Move" you have.

Swing
Range Auto, Vertical 2, effect 3 (not self)
Charge Time: 30
Hit Rate: 80% (physical attack)
Formula: WP*PA*(50%, 100%, 200%)
Damage can be modified by Zodiac Sign

Rock drop
Range 1, effect 1 (height 5-9) / effect 2 (height 10-14) / effect 3 (height 15+)
Charge Time: 20
Hit Rate: 100% (cannot be reduced / Physical attack)
Formula: PA*Drop Height
Push a rock off the edge of a cliff so that if falls on opponents.
Cannot use command when not being next to 5 Height lower Terrain.
Damage can be modified by Zodiac Sign

------------------
Reaction Abilities
------------------
Reverse
Switches Physical Evade/Block to Magical Evade/Block & Magical Evade/Block to Physical Evade/Block

Luring Miss
If an evade occurs from a male human to a Lady, the male will be inflicted the "Charm" status. (%: Brave)

CounterSlap
Slaps back enemies on the face (%: Brave), Also Causes "Berserk" Status on any girl Slapped which includes changing the AI script of that Female to "Fight for Life" ; Target Lady.

------------------
Movement Abilities
------------------
Gold at my feet
Find an amount of money every time you walk of: Speed*Level


Errrr...
I'm outta Ideas thumbup.gif

--------------------
Sayonara
Post #81021
Top
Posted: 19th May 2005 15:24

*
Black Mage
Posts: 172

Joined: 8/10/2004

Awards:
Member of more than five years. 
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
Top
Posted: 20th May 2005 13:05

*
Cactuar
Posts: 253

Joined: 7/1/2005

Awards:
Member of more than ten years. Member of more than five years. 
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
Top
Posted: 25th May 2005 19:35

*
Black Mage
Posts: 172

Joined: 8/10/2004

Awards:
Member of more than five years. 
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
Top
Posted: 28th May 2005 17:00

*
Returner
Posts: 16

Joined: 28/5/2005

Awards:
Member of more than five years. 
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
Top
Posted: 28th May 2005 21:34
*
Lunarian
Posts: 1,249

Joined: 25/5/2005

Awards:
Member of more than ten years. Member of more than five years. 
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
Top
Posted: 16th June 2005 22:33

*
Onion Knight
Posts: 46

Joined: 16/6/2005

Awards:
Member of more than five years. 
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
Top
Posted: 25th June 2005 07:08

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
*Kablizzy's jaw drops*

...

*Drool*

SGN. PM incoming. Just, dude... these are amazing. Absolutely amazing. I am in wub.gif with these classes. happy.gif

Edit: So I don't go off-topic, if you'd like to see my classes, I'll be glad to post them. happy.gif

Edit # 2 - Wait a second, some of these are horrible. No offense, fellas, but the balance on these is all off (Obviously). If these were meant to be ridiculous, then, it's all good. wink.gif

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
Top
Posted: 25th June 2005 15:01

*
SOLDIER
Posts: 734

Joined: 8/7/2004

Awards:
Member of more than ten years. Member of more than five years. 
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
Top
Posted: 27th June 2005 12:47

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
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
Top
Posted: 27th June 2005 19:30

*
Magitek Soldier
Posts: 345

Joined: 31/8/2004

Awards:
Member of more than five years. 
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
Top
Posted: 28th June 2005 08:36

*
Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
Master Thief
"A person so stealthy, only rumors are given to their existance."

Prerequisite:
  • Master Thief
  • 20 Helmets stolen
  • 20 Accessories stolen
  • 20 Weapons stolen
  • 20 Pieces of Armor stolen
  • 20 Shields stolen
  • 20 Members of the opposite sex charmed
Innate:
  • Transparent (at battle's start)
  • Any Ground
  • Ignore Height
  • Sunken State
Weapons - Knives, Daggers, Swords, Ninja Swords
Helmets - Caps, Hats, Ribbons (not gender-specific)
Armor - Vests, Clothes
Shields - No
Accessories - Yes

-------
Assail -[Master Thief command. Enemies don't know what's hit them.]
-------

Skill: Intrusion
MP Cost: None
Speed: Instant


"Using sleight-of-hand, the enemy gets its action interrupted as well as taking damage. Target CT resets and takes damage equal to (Level*5/4). This ignores defensive measures and reaction skills, as well as only working from behind the enemy. Attacking from the sides or front ensures that the attack will miss."

Skill: Godspeed
MP Cost: None
Speed: Instant

"Upon being sighted, the user makes a quick getaway. Speed is increased by two when within an enemy's move range (i.e. able to be attacked). Can only be used as many times as there are enemies. Reviving a fallen enemy does not give this skill more usage."

Skill: Silencing
MP Cost: 10
Speed: Instant

"Using light footsteps, the enemy is overwhelmed by a one-man ambush. If the user attacks from behind, Silence is automatically inflicted. All other instances have (Brave%) chance of inflicting Silence and deal (Brave*2) damage to the enemy. If the attack from behind succeeds, the user is placed in Transparent status."

Skill: No Man's Land
MP Cost: None
Speed: Instant

"When an enemy is killed with this skill, their body is stolen away into a place invisible to regular eyes. Deals ((Brave - Faith)*8) damage. Enemies killed by this skill are removed from the field and cannot be revived in any way."

Skill: Cloak and Dagger
MP Cost: 20
Speed: Instant

"Never ceasing to amaze, the thief performs the ultimate stealing act. Chance of success is (Faith%). The thief chooses which piece of equipment to be stolen from the enemy and, if successful, equips it in the same turn, regardless of withstanding conditions. After battle, if the piece of equipment is incorrectly allocated, it is automatically removed."

Skill: The Hook
MP Cost: 20
Speed: Instant

"Using special gadgetry, the thief can attack and escape to a higher location. When used, the thief attacks everyone in front of him and on the sides (but not the back). If the thief's back is to a higher location, after damage has been calculated, he is placed at that location."

Damage = (PA*4) + (WP*2)

Skill: Appropriate
MP Cost: None
Speed: Instant
Other: Must be weaponless

"Quick fingerwork produces more money. Money gained is equal to ((Brave+Faith)*2) and is randomly multiplied by a number from four to eight. When the multiplier is an eight, the user has "Quick" status gained on him."

Skill: Vanishing
MP Cost: 100
Speed: 20

"Razor-sharp meticulousness allows the user to escape the battle. Items gained, stolen, or equipped because of the ASSAIL command are retained afterwards."

Skill: Backstab
MP Cost: None
Speed: Instant

"Kills an enemy at the speed of the wind. Has a 0% of chance of success unless in Transparent state. Failure is assured if not attacking from behind the enemy. Ignores defensive maneuvers, skills, and precautions."

Skill: Nerve Poison
MP Cost: 30
Speed: Instant

"Atrocious poison decays the target's ability to recuperate. Every AT turn, the target loses 50 HP from their maximum HP. This continues until the target gets to where the target would self-KO, at which point they convalesce to full HP and gain +3 PA and +4 MA."

Skill: Shadow Split
MP Cost: None
Speed: 50

"A dangerous skill that cripples a target in exchange for slower actions. Target is inflicted with Don't Act and Don't Move statuses (90%) with Death Sentence as a bonus addition (10%) on occasion. User's speed goes down by three for the next three turns."

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Reaction Abilities
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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.

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Support Abilities
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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.

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Movement Abilities
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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

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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

*
Black Mage
Posts: 162

Joined: 7/3/2004

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


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- 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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Returner
Posts: 10

Joined: 9/7/2005

Awards:
Member of more than five years. 
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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SOLDIER
Posts: 734

Joined: 8/7/2004

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


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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 #89254
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Posted: 10th July 2005 16:14
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Returner
Posts: 10

Joined: 9/7/2005

Awards:
Member of more than five years. 
did u no that my last name is MacLeod
Post #89367
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