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

Posted: 8th June 2006 00:13

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SOLDIER
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Shadow
Info Can controll ones shadow and can cause other shadows to wrap around the enemy then implode.When taking controll of a shadow,can controll the person if the level isn't higher than the Character.When the enemy dies,the character's HP is set to 1/4 this ability can only be used once per battle.Excellent as a party supporter

Commands Shadow Techniques - The ones listed above.It will say the name,and the number beside is the MP cost.
Shadow Speed 15-Increases the speed of all allies
Hide 5-Hides into a shadow.When all allies are fallen,this ability is removed.The Character is invincable when Hide is in place.
Shadow Strength 30-Controlles shadows to give all allies as much strength as the Characters Level
Shadow Clone 30-Creates shadow clones of all allies which increases their chance to evade enemy attacks
Shadow Master All MP Needs Atleast 500-The Character transforms into a 3-D shadow,and his Stats double,along with his MP HP and techs.

Weaknessess If there are no current shadows,or the place if very bright with light,the Character will have to create his shadows,doubling the MP Cost.

Stat Growths I will limit this with -Low Medium High

HP-Medium
MP-Medium
Speed-High
Evasion-High
Defence-Low
Strength-Low
Magic-Mediun
Magic Defence-Medium

Attack Type The Shadow Character's attack type is melee,or with Shadow Controll depending on the enemies range.

Other This is spells i didn't name above and the MP cost will be here.
Shadow Implosion20-Each Shadow there is,it does normal shadow damage,but times as much of the amount of shadow's.
Shadow Controll150-Controlls target enemy,gaining it's skills, Stats, and range.

Quick Note If you could be a character like this,it would be cool.
He would have lightning fast speed,and would look like a pitch black ninja.

This is a very interesting and cool topic indeed.
SHIT just relized this is Tactics...well MP would be JP i guess....*hint i didn't get far into the game so i dont know alot about it,up untill the forest to be exact*

This post has been edited by Dragon King on 8th June 2006 00:32

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Arthas:Shut up you damned ghost.


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Post #119098
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Posted: 11th June 2006 19:28

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Magitek Soldier
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What a treasure trove of ideas this thread is! I only had time to
peruse the first page, but I was most impressed. Too bad so much
time separates myself from your original creative ideas.

Shotgunnova's PurgeProtector: A creative use of defensive abilities;
certainly the game lends itself toward offensive strategies, given
the limited scope of defensive tactics.

AFlyingWeasel's Necromancer: The most brilliant synthesis of new
ideas with existing game sprites and dynamics. So easy to integrate
into an existing copy that were this a PC game, MOD'rs would already
be coding it in. Now I'm going to stare at my Wizard's armed with
MathSkill and wish they had Undeath abilities.

DarkPaladin's Paladin: Interesting adaptation, with a sufficient
twist on DarkKnight attributes.

WindGodGau's 8BitMage: Brilliance. Hilarious brilliance.

Sharkerbob's Pirate: If games such as these could have expansions,
I would welcome the Pirate class to replace the easily-outmaxxed
Thief.

Mordred's ChaosKnight: That's dead-on the vibe of real FFT classes!
Bravo! Another class that will come to haunt me, since it makes so
much sense, yet exists outside the matrix of the Playstation.

RagingYouth's Acrobat: Like how Mime opens up with mastery of all
prerequisite mastered classes, this would make another great
expansion or new-game class, possibly opening up after mastering
Dancer and Monk. In fact, as mentioned in the 'Remake' thread, what
if Acrobats could easily transit between various levels of a multi-
leveled battlefield, like an elvenish tree-village? Kitchen!

AngryLizard's WarriorSage: Hands down, this is the best boss idea
I've heard of in this thread. It would make for epic leveling, on
par with some of the boss battles in more-modern games like «World
Of Warcraft».

Kynto's ChaosMonk: Isn't there a specific japanese word for 'outcast
monk' or 'traitor monk'? This sounds like a great enemy, as a monk
using a sword.

Hamedo's Mercenary: Or Rogue, I imagine. Another great expansion-
replacement for the woebegone Thief class. I like the idea of a char
with default mug ability.

Shotgunnova's Gunslinger: would be a great return-on-investment for
mastering the Chemist class, and finally make the Mediator class
*worthwhile*.

SaintWeapon's Unnamed: Not only does this sound like a fun class to
put into play, but the nomenclature and quotes are dead-on to the
DNA of FFT.

Sotel's Sniper: Clever, and I like the idea of opening Mustadio's
sniping abilities to customized characters. But were you actually
banned?

Shotgunnova's StasisKnight: Love the class quote. Your creations
have this wonderful 'clicking' abilty to where they just feel right
for a FFT storyline.

WhiteStripedFox's DragonicKnight: Again, for an expansion series,
this would be a fine replacement for the Lancer. Much as I liked the
Lancer, I only had characters master the class for my 100% Complete
status. It would have been nice to move from Lancer to Dragonic.

Shotgunnova's Empowerer: An interesting support role. In fact, it
would be fun to design a story-critical boss fight where Empowerers
were the only way for the main party to survive--even if the Emps
lost their lives in the process. It would add a lot to the story,
and provide new slots to be filled in the next story chapter.

Hamedo's Psionic: Good to see another class free of MP, if only to
balance out the awesome powers of the Calculator. In fact, since a
Calculator relies on MathSkill (ie, cognition) and Psionics rely on
intuition (however Hamedo planned on calling it), they might make
natural enemies--like how Knights always seemed to gravitate to
eliminating Thieves on the FFT AI.

Hamedo's Cyborg: I actually felt this class should have been thought
of by Square and part of the original game, even if it was another
character that would require sacrifice in the course of the game.
A Cyborg would be a great aspect of lost technology.

FabulousFreebird's BlackHeart: You're right. That would make a great
special character. In fact, it would add a lot to the storyline if
she/he were a peasant originally, whose personal story lead to the
formation of such varied skills.

Shotgunnova's Inhibitor: Finally, new monsters! Fascinating, and
different from the other monsters already occupying the FFT universe
Perhaps a natural enemy to Malboros.

Hamedo's BladeDancer: You sold me with 'an unhooded SnakeEyes'. A
natural opposite to the Ninja, and maybe a good AI-controlled class
from a storyline perspective. Something to provide true challenge to
well-versed players.

This ends page1 of this forum. Tremendous creativity, vos!

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Putting the A's in W lm rt: A11smart, Jobclass: Retailer.
Post #119723
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Posted: 13th June 2006 22:29
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Onion Knight
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Ok then this caught my eye heres myn

Zodiac Knight

Chaos Blade
Chaos Blade
Genji Helm
Genji Armor
Bracers

Abilitys
Zodiac Sword:
All sword skill:
Blade Grasp:
Two swords:

Post #120046
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Posted: 13th June 2006 22:44

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Cetra
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Second place in CoN Fantasy Football, 2008. 
A11smart,

I actually found myself hoping for an honorable mention when reading down your list. I was pleasantly surprised by your thoughts on my ideas and those of the other posters. Thank you for your insight into our creativity.

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Post #120048
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Posted: 13th June 2006 23:20
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Onion Knight
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heres another 1

Job class:Runist
Job Command:Rune Magic
A Mage that Uses Nature To produce Magic.

Sage Staff
Golden Hairpin
Robe of lords
Diamond Armlet

Rune Magic
All magic skill
Counter Magic
Magic Atk up
Move mpp up

Hurricane 600jp Volcano 850jp
Tornado 100jp Meteor 1000jp
Earthquake 400jp Solar storm 9999jp
Post #120056
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Posted: 13th June 2006 23:22
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Onion Knight
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jeez i luv makin up classes i hav a hole journal of made up classes i wish i had enuf time to post them all Omg
Post #120058
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Posted: 13th June 2006 23:24

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Quote (kai9d9 @ 13th June 2006 19:22)
jeez i luv makin up classes i hav a hole journal of made up classes i wish i had enuf time to post them all Omg

There's no need to post three times in two hours to explain them, though. Also, they're a lot better if you explain what any of the abilities, etc. are.

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Post #120059
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Posted: 13th June 2006 23:24
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Onion Knight
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o ya if u have piczo go to
www.kai9de9.piczo.com
and post some more in my guestbook
Post #120060
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Posted: 13th June 2006 23:25
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Onion Knight
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i dont have much time u know and u know what hurricanes and stuff r
Post #120061
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Posted: 15th June 2006 10:30

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Aw, hell, I'll just throw our Astrologer out there anyway. happy.gif

Also, the percentages for these status effects are hidden, due to our hidden formula, so, no, Add: Dead doesn't mean it kills instantly, there are percentile values to all o' these.

Quote ("Kablizzy")
Astrologer!

One who can read the movements of the stars in the sky. Uses 'Starry Heaven' to change battle conditions.

Quote
Astrologer

Class Notes:

- Equipment Note: Book, Dagger, Hat, Clothes, Robes

- Immune: Dead, Undead, Invite, Confusion, Invisible, Berserk, Chicken, Frog, Charm, Sleep, Don't Move, Don't Act, Death Sentence, Lock

-----------------
Starry Heaven
-----------------

Galaxy Stop
Reads the fate of the universe, awing opponents into a state of shock and disbelief.
JP: 800
MP: 0
Speed: 15
Range: All Enemies
Add: Don't Act, Don't Move, Stop

Doomsday Prophecy
Fortells a horrible fate for the opposing forces, which comes true before their eyes.
JP: 900
MP: 0
Speed: 30
Range: All Enemies
Add: Poison, Blind, Silence, Frog, Dead

Glorious Proclamation
Fills allies with great resolve and confidence by declaring their victory is already fortold in the stars.
JP: 1250
MP: 0
Speed: 20
Range: All Allies
Add: Protect, Shel, Haste, Regen

Ill-fated Prediction
Scare enemies by predicting their fall in battle like the fall of a shooting star.
JP: 800
MP: 0
Speed: 15
Range: All Enemies
Add: Chicken, Innocent

Foretold Victory
Inspire allies by allegeding that the alignment of the planets predict a favorable outcome for the skirmish/battle.
JP: 800
MP: 0
Speed: 15
Range: All Allies
Add: Brave+, Faith+

Harmonious Alignment
The Astrologer reads the stars and aligns the heavens to ensure victory.
JP: 1200
MP: 0
Speed: 25
Range: All Allies
Add: +2 PA, +2 MA, Reraise, Reflect

Foreboding Eclipse
The Astrologer twists the celestial bodies in such a way as to eclipse the battlefield.
JP: 1200
MP: 0
Speed: 30
Range: All Enemies
Add: -2 PA, -2 MA, Darkness, Slow

Benefic Planet
The Astrologer calls upon the planetary powers to align, assisting allies.
JP: 800
MP: 0
Speed: 20
Range: All Allies
Add: Positive Status Effect durations don't end.

Malefic Planet
The Astrologer summons the planetary powers to align, afflicting enemies.
JP: 1000
MP: 0
Speed: 20
Range: All Enemies
Add: Dispel

Grand Cross
The Astrologer summons the stars to afflict enemies with a myriad of detriments.
JP: 1300
Speed: 45
Range: All Enemies
Add: Petrify, Darkness, Confusion, Berserk, Frog, Poison, Slow, Sleep

Critical Degree
The Astrologer invokes the Zodiac signs to bring all opponents to their knees.
JP: 1600
MP: 0
Speed: 50
Range: All Enemies
Add: Critical, Dead

Midheaven
The Astrologer consults the Midheaven, assigning many afflictions to all enemies.
JP: 2500
MP: 0
Speed: 30
Add: Don't Act, Don't Move, Stop, Petrify, Confusion, Berserk, Sleep, Darkness, Slow, Chicken, Innocent, Poison, Silence, Frog, Dead, Oil, Charm, Zombie

Constellation Shift
The Astrologer focuses his power on the stars, shifting and moving the celestial bodies to disrupt demonic power.
JP: ---
MP: 0
Speed: Now
Range: All Non-Human Enemies
Add: Death Sentence, Dead, Stop, Petrify

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

Random Prediction
The Astrologer makes a quick calculation about the fate of the attacker and assigns them a random status.
JP: 440
Trigger: HP Damage
Add: Protect, Shell, Haste, Regen, Reraise, Slow, Poison, Blind, Stop, Don't Act, Don't Move, Petrify, Dead

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

Equip Book
Allows the equipment of a book weapon regardless of class.
JP: 500

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

N/A


This post has been edited by Kablizzy on 27th September 2006 08:25

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Post #120216
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Posted: 15th June 2006 12:07

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Cetra
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Second place in CoN Fantasy Football, 2008. 
Very good, Kablizzy!

Shotgunnova would love that class. He is addicted to status effects. wink.gif

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Post #120221
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Posted: 15th June 2006 12:56

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Yeah, but it's secret GM mechanics knowledge for me! Eep! :x

---

Hehe, since we're doing Astrologer, I'll roll the dice, too, and see how far I can get without signficant similarities.

Astrologer
"His text is the skyt, and his wide-ranging skills reach all who stand under it."

Equip: Stick, Book, Rods, Hats, Mage Hats, Robes, Light Armor
Inherent: Move-Find
Inherent: Cannot use 'Render' skills in daylight.

---

Render --[Astrologer command. Attacks enemies wherever they hide."]

Skill: Galaxy Stop
"Constellations coalesce and flare, frightening enemies below."
MP: 0
Speed: 50
Add: Stop, Don't Move, Don't Act
Note: Enemies under roof/bridge panels not affected.

Skill: Diagnostic Tremor
"The pull of nearby planets ruptures gravitational hold."
MP: 0
Speed: 45
Add: Stop, Confuse, Float
Note: Enemies under roof/bridge panels not affected.

Skill: Desertification
"As stars near closer to the planet, plants and water diminish."
MP: 10
Speed: 45
Add: Oil, Gravitational damage (1/4 current HP)
Add: Water/plant panels become Sand.

Skill: Unholy Beacon
"Disasterous star-signs fade out and traverse the skies, horrifying watchers."
MP: 15
Speed: 45
Add: Blind, Disarm Weapon (10%); Stop, Don't Move (Monsters only)
Add: Currently dead characters revived as undead, to full HP

Skill: Daydream
"Permanent daylight messes with enemies sleep schedules and attack routines."
MP: 20
Speed: 40
Add: Sleep, Confuse, ATTACK command success -40% (five turns)
Can only be used once per battle.

Skill: Moon Light
"The moon rumbles and cracks apart, darkening the battlefield further than usual."
MP: 30
Speed: 40
Add: Blind, ATTACK commands miss (latter: all characters)
Add: MP-using spells fail (50%, all characters)

Skill: Treason
"The light of Jupiter diminishes, signaling a traitor amidst the enemy."
MP: 35
Speed: 50
Add: Charm (100% when applicable, two enemies); WP -1 on all (rest of battle)

Skill: Dist Dims
"As asteroids enter the atmosphere, all light red with flame."
MP: 50
Speed: 35
Add: Fire Damage +200%
Add: MP Usage x 2
Add: 'Lock' on all skills that use the heavens (including Astrologer)

Skill: Gallows Elevator
"Magnetic fields crackle, digging up pieces of earth in their wake."
Speed: 50
Add: Random panels are elevated and lowered (10)
Add: Electrical damage on any enemies on said panels
Add: Inflicts 'Dead' to anyone Lightning-weak.

Skill: Sol Flare
"The ground splits as the sunlight increases, and lava spews via earthen pipeplines."
Speed: 43
Add: Lava panels (10)
Add: Inflict 'Dead' to any enemies on said panels.
Add: Fire Damage +50%
Add: 'Oil' to all enemies.

Skill: Twist Comet
"A comet bombards earth from the galaxy's darkest corner."
MP: 75
Speed: 30
Add: Wind Damage doubles
Add: Inflicts 'Dead' to anyone with Float status.
Add: Inflicts 'Dead' to anyone Fire-weak.
Add: Inflicts 'Dead' to anyone Lightning-weak.
Add: Astrologer's HP --> 1

-----------------------------------
REACTION ABILITIES
-----------------------------------

Devil Marker (750 JP)
When attacked by an enemy with a status effect, status effect's duration is doubled and, damage taken from status effect (when applicable) doubles.

Nightlight (250 JP)
Whenever attacked in daylight, there is a %15 chance that nighttime will come instantly, allowing spell use. If Nightlight triggers in the nighttime (one-time-only), Render skills' speed +5, MP cost -10.

Intervention
Planetary light is truly wondrous -- when a sitck is equipped an attack is dodged (mark: Guard, No Effect), counter that enemy with the stick and inflict 'Dead' if an elemental weakness is present. If 'Dead' is guarded against, reaction ability does not trigger.

------------------------
SUPPORT ABILITIES
------------------------

Rememberance
[i]Whenever an Astrologer inflicts a status effect on the enemy or ally (including positive), s/he becomes immune to that status effect.


--------------------------
MOVEMENT ABILITIES
--------------------------

Faithful Teacher
After taking 20 steps in battle and two successful spells, the Astrologer gains auto-Regen for his tireless effort.

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It's gonna be a glorious day
I feel my luck can change
Post #120229
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Posted: 22nd June 2006 21:22

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I gave this abit of thought and i would have to say mine would be the...

(NOTE: This is different from Marquis Elmdors little friends)

Assasin

Mercenary hired to kill

Prequistes- Lv. 5 Ninja + Lv. 5 Oracle + Lv. 6 Squire

Action Ability- Necro Blade- Silencer (Silences and damages target)
Nightmare Flash (Blinds and inflicts dont move)
Gash (Adds: Dont Act)
Viper Strike (Poisons and damages target)
Throat Cut (Adds: Death Sentance and damage)
Eviscerate (Instantly kills target)

Reaction Abilities- Cloak (turns invisible after being attacked)
Hamedo (Attack before being attacked)

Support Abilities- Two Swords (use two weapons at one time)
One Hand (Use any two-handed weapon regardless of class + only
used with one hand)

Movement Abilities- Any height (Lancer ability)
Move-Gil UP (gain gil equal to twice Assasins HP with every step)

Equipment- Head = Hat
Body = Clothes, Robes, and Armor
Shields = N/A
Weapons = Knives,Daggers,Swords,Katana, and Crossbows
(Axes with One Hand Ability)

This post has been edited by Jarakai on 23rd June 2006 01:21

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Jarakai
Post #121022
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Posted: 23rd June 2006 12:09
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Quote (Jarakai @ 22nd June 2006 21:22)
Assasin

Mercenary hired to kill

Prequistes- Lv. 5 Ninja + Lv. 5 Oracle + Lv. 6 Squire

Action Ability- Necro Blade-  Silencer (Silences and damages target)
                                                        Nightmare Flash (Blinds and inflicts dont move)
                                                        Gash (Adds: Dont Act)
                                                        Viper Strike (Poisons and damages target)
                                                        Throat Cut (Adds: Death Sentance and damage)
                                                        Eviscerate (Instantly kills target)

Reaction Abilities- Cloak (turns invisible after being attacked)
                            Hamedo (Attack before being attacked)

Support Abilities- Two Swords (use two weapons at one time)
                            One Hand (Use any two-handed weapon regardless of class + only     
                                              used with one hand)

Movement Abilities- Any height (Lancer ability)
                                Move-Gil UP (gain gil equal to twice Assasins HP with every step)

Equipment- Head = Hat
                              Body = Clothes, Robes, and Armor
                              Shields = N/A
                              Weapons = Knives,Daggers,Swords,Katana, and Crossbows
                                                  (Axes with One Hand Ability)

Hrm. A few comments. Why would you bother with anything besides Eviscerate? We don't know formulas, but does it have a lower success rate? Also, are these skills Faith dependant?

Also, I'm fairly sure One Hand is entirely useless. The only use I can think of it is to give an Archer a shield as well as a longbow. For other classes with two-handed weapons you would have to give them Two Swords or Equip Shield to use the extra hand. Since One Hand uses up the support slot, these aren't options. Does the class have Innate: Two Swords and/or One Hand?

Either way, I can't say I like the originality of this class. wink.gif The only RSM abilities not taken from other classes are Move-Gil UP and One Hand. The ability set reminds me of FFT:A's Assassin, and I also am curious about success rates of those actions. Either they're too successful and it's broken, or they're too inaccurate and useless.
Post #121112
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Posted: 23rd June 2006 13:20

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This one has been sitting for months and I’m finally posting it because I finally found a name for it although it’s not exactly the one I wished for.
I think I started this in February and updated it sometimes until now.
Well enjoy because I gave a lot of effort into it. tongue.gif

I’m sorry if anything sounds weird (grammar or sentence structure); I was in a hurry to make the last changes.

Job name: Celestial Warrior
Description: People who can withstand any type of sword fighting style. They use blade weapons to slice around their opponents.

Job Command: Unknown Art
Description: Celestial Warrior Job command. Uses knife, preferably katana, dual wielded to use mysterious techniques with mythical powers.

Job requirements: Level 6 Samurai, Level 6 Ninja, Level 2 Mime

Available equipment:
Hands: Katana, Ninja Swords, Knifes, Swords
Head: Hats
Body: Clothes
Accessory: Ribbons, rings, perfumes (women only)

Inherent: Two swords, Two hands.

Movement: 4
Jump: 4

Stats:
HP: Normal
MP: +
PA: -
MA: +
SP: ++

Stat Growth
HP: -
MP: ++
PA: +
MA: Normal
SP: +


Unknown Art

Action Abilities

Suppeku (450JP)

Charge Time: Now
MP Cost: 0
Effect: 1
Range: Auto
Description: Sacrifice self to evade a death even worse.
Effects: Damage = Max HP, brave +10, raises dying count to 5 instead of 3.

Cross lovers (600JP)

Physical & Magical
Charge Time: Now
MP Cost: 25 each
Effect: 1
Range: 5
Vertical: 2
Description: The two Celestial Warrior will strike the enemy at the same time on the same enemy, and then switch places.
Effects: Resets both Celestial Warrior’s CT count to 0. % to Hit = 100
(C1W1 + C2W1) * ((C1PA + C2PA)/2) * (C1Brave + C2Brave) / 100 = Damage 1 (Physical)
(C1W1 + C2W1) * ((C1MA + C2MA)/2) * (C1Faith + C2Faith) / 100 = Damage 2 (Magical)

Notes: One of the Celestial Warrior has to be a male and the other a female.
Two knifes/swords (knifes, katana, ninja swords, swords) must be worn by each Celestial Warrior in order to perform the action. They must also be from the same distance from the enemy (as if you would want to mimic something on the same target with a mime)
Damage is affected by the zodiac compatibility of the other Celestial Warrior and not from the target.
Only the currently used character needs to have learned the skill

Windslasher (500JP)

Magical
Charge Time: Now
MP Cost: 60
Effect: 1
Range: 2 only
Vertical: 4
Description: Cut through a foe at light speed.
Effects: Wind Elemental, Damage = (WP1 + WP2)*(PA+MA/2), Hit % = 100

Notes: The Celestial Warrior will cut through its foe, thus getting on the opposite side. Terrain may prevent the action making it a limited skill to use. The unit has to be between the targeted square and the caster. Two knifes must be equipped in order to perform the action.

Sword Dance (750JP)

Physical
Charge Time: Now
MP Cost: 45
Effect: 2
Range: Auto
Vertical: 2
Description: Cut everything through a whirlwind dance.
Effects: ((WP1 + WP2)*((PA*2+MA)/3))/8 = Damage
This technique hits every target in range three-five times each. Every physical evasion factor is considered (natural evasion, shield, mantle, etc.) even if targets are not looking at the right direction.
Notes: At least one blade weapon must be equipped in order to perform action. This is considered as a physical attack so status effects may happen much more often.


Reaction abilities

Deflect (250JP)
Description: Use knifes to deflect projectiles or magic.
Trigger: Throw stone, Throw (command), Reflectable magic, bullets.
Notes: Deflects thrown weapons/stones/magic/bullets in the same direction of the attacker. It works the same way as reflecting a spell, but on the opposite side.
Must have a shield or a blade weapon equipped.
120 – ((100 – WP1 evasion rate/Shield physical evasion rate) * (100 - WP2 evasion rate/Shield physical evasion rate) / 100 = Chance in % to deflect projectile. If deflection fails, the attack can still be dodged/blocked with a shield.

Sense Breaker (400JP)
Randomly targets sensorial parts as a counterattack to limit its foe’s capabilities.
Trigger: HP damage
Effect: Add: Don’t act/Don’t move/Darkness/Silence (60%)
Damage is cut in four. Double Strike makes a great combo with this.

Copy cat (1300JP)
Counter with the same action of the user if possible.
Trigger: Reaction ability activation
It will automatically perform the same reaction ability as its opponent if its opponent triggers it. It has 100% chance to occur so brave is not considered here.


Support Abilities

Double Strike (700JP)
A double attack using each weapon two times
Effect: Attack twice with each weapon for 40% of usual damage and doubles the probability to inflict status effects for each hit, also double the critical hit chance. Critical hits knock back chance is also doubled using this ability.
Notes: Works with any weapon except bows/crossbows/guns.

Zanganken (900JP)
Has a low chance to occur that the blade will cut through a mantle/shield/weapon that blocked/evaded the attack, destroying it.
Effect: 25% chance to break a shield/weapon/mantle on each hit if the item caused the attack to miss. Also grants 5% chance to add death on any cutting weapon. Charges increases chances by 5% each to destroy equipment (e.g. Charge+4 will have 45% chance to break equipment on blocking/evasion) and by 1% each to instantly kill the target.
Notes: A Katana must be equipped in order to have effect. It Works the same way as the secret hunt ability.

Magic to Ki (650JP)
HP is consumed in a double amount instead of MP.
Effect: You are able to consume HP even if it will kill you.

Skills UP (1250JP)

This allows using skills at their fullest potential.
Effect: Enables Counter Magic of any spell (such as Flare 2), Miming of any ability (such as Magic Barrier) with Mimic & Copy Cat. Enables any spell to be learned via "blue magic".
Notes: The mime class will inherent this ability as soon as it is learned.


Movement abilities

Move Crit-Up (200JP)
Increases the chance to perform a critical hit each time you move.
Effect: Increases critical chance by 1% each time you move, 1% more chance of knock back with a critical hit. It can go up to 50% chance of critical Hit and 100% chance of knock backing.
Notes: Effect worn off after battle.

Double Jump (350JP)
This skill allows to double jump, thus jumping from a point to another with agility. It also allows jumping over a target or an obstacle.
Effect: Increases Jump rate by 2 and Move rate by 1. It reduces height difference from 3 to 2 to jump over obstacles.


Total JP required to master = 8300JP

This post has been edited by Zodiac on 23rd June 2006 13:23

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Sayonara
Post #121122
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Posted: 23rd June 2006 15:19

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Cetra
Posts: 2,336

Joined: 1/3/2004

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

A warrior who's strength lies in his faith

Abilities: Heavens Gift


Blessing
JP: 100
MP: 15
Range: n/a
Effect: Casts Regen on all allies on battlefield with Faith of 20 or higher.


Prayer
JP: 150
MP: 15
Range: n/a
Effect: Casts Cure2 on all allies with Faith of 50 or higher.


Holy Breeze
JP: 300
MP: 75
Range: n/a
Effect: Erases all status effects on all participants on battlefield, both magic induced and equipment induced.


Unselfish Sacrifice
JP: 300
MP: 50
Range: n/a
Effect: The Templar's HP reduces to one, while the target is revived with the amount of HP the Templar had prior to using Unselfish Sacrifice. Will not work if target has under 50 Faith.


Denounce Foe
JP: 100
MP: 15
Range: 6
Effect: Target gains 5 Faith, loses 5 Brave.


Plea of Gideon
JP: 300
MP: 75
Range: n/a
Effect: All allies gain 5 Strength, but only if their Faith is under 50. One use per battle.


Guided Strike
JP: 150
MP: 20
Range: 1
Effect: Regular attack that cannot be blocked or evaded.


Witness
JP: 200
MP: 35
Range: 6
Effect: Target gains 50 Faith, and loses half of remaining MP.


Miracle
JP: 3000
MP: 300
Range: n/a
Effect: Resets the battle to the beginning. One use per battle.


God Hand
JP: 1000
MP: 150
Range: 6
Effect: One panel is stricken with massive Holy damage and has a 50% chance of being Petrified.



Support Abilities


Shared Hardship
JP: 300
Effect: Any physical damage to the Templar is reduced to 50%. The remaining 50% is dispersed to a random ally.


The Carpenters Cup
JP: 200
Effect: When standing in water, the Templar gains +2 Strength and all damage is reduced 15%.


My Sword is My Shield
JP: 500
Effect: Similar to Blade Grasp. The Templar can block any physical attack with his weapon, with the success rate equal to his % of Faith, not Brave.


Reaction Abilities


Alms
JP: 500
Effect: When attacked physically, there is a 30% chance that the Templar will lose the amount in gil, not HP.


Divine Shield
JP: 400
Effect: When succesfully attacked, the Templar gains +1 evade.


Movement Abilities


Footsteps of Jehovah
JP: 200
Effect: The Templar gains 5% HP every panel that he moves.


Inherint Traits and Equipment


Head: Helmets
Body: Armor
Shields: None
Weapons: Knight Swords
Accessories: Gauntlets and Mantles only


Inherint Two Hands in constant use.


user posted image














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

~Pacifist Badge, 1978
Post #121130
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Posted: 23rd June 2006 19:51

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Onion Knight
Posts: 48

Joined: 8/2/2006

Awards:
Member of more than five years. 
Angel knight

Deleted profile by accident, so i'll do a brief summary. i'll post it in full when i can be bothered. happy.gif

His father was an angel, so he has wings, can use fly command, which is stronger than kains jump, but costs MP

He has heavenly arts, which can only be used by angels, so...
here they are.

Call of excalibur: Doubles partys attack power, decreases partys defence

Ultimate Sacrifice: Angel knight dies instead of another party member

Miracle sacrifice: Angel knight dies instead of party, Partys restored to full health, Angel Knight cannot be revived for rest of battle.

Reinforcements from above: Sacrifice three turns of not attacking with melee combat to summon angels from above to reduce Foes MP to 0, does tremendous damage.

Now for the weapons he can use:

Wing sabers: A traditional Angel weapon used by his father long ago, attach them to wings to attack with his wings, deals a bit of damage (starter weapon)

Excalibur 99: Believed to be the strongest sword in heaven, Made by God himself,
Deals holy damage using MP.

Feather claws: Made from angel feathers, these claws are said to pierce the strongest metals, Deals decent Melee damage.

Mach wings: An improvement in his wings. Now the command fly changes to skydive, which deals holy damage and casts stop on foe.

Accursed claws: Claws made in the bowels of hell, Deals tremendous melee damage, but you hurt yourself when attacking with them. Deals 0 damage when one of your party members has the status effect 'zombie'

Sword of the sanctuary: Strongest sword for angel knight, Made from the waters of heaven, this swords holy power is unmatched, deals tremendous holy damage, heals entire party on contact.

Well, thats all for now, gimme a call:phone: if u want more from the angel tongue.gif knight tongue.gif
Post #121157
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Posted: 23rd June 2006 20:49

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Returner
Posts: 2

Joined: 21/6/2006


Quote
Hrm. A few comments. Why would you bother with anything besides Eviscerate? We don't know formulas, but does it have a lower success rate? Also, are these skills Faith dependant?

Also, I'm fairly sure One Hand is entirely useless. The only use I can think of it is to give an Archer a shield as well as a longbow. For other classes with two-handed weapons you would have to give them Two Swords or Equip Shield to use the extra hand. Since One Hand uses up the support slot, these aren't options. Does the class have Innate: Two Swords and/or One Hand?

Either way, I can't say I like the originality of this class. wink.gif The only RSM abilities not taken from other classes are Move-Gil UP and One Hand. The ability set reminds me of FFT:A's Assassin, and I also am curious about success rates of those actions. Either they're too successful and it's broken, or they're too inaccurate and useless


To reply,I am new to theese boards so please excuse any,err...holes, in my post.
But to answer your qustions...

1) Eviscerate would be an "act now" ability but would have the same effect as th wizard spell "Death" not Agrias's "Crush Punch" Style of dead. And it would have a lower hit rate, (ex. Using weapon break from the front of a unit) somewhere around 27 to 37%.

2) Yes, theese skills would be faith dependant

3) To address the One-Hand quiree, this would allow any class to use a two handed weapon, (even archer) with a bonus of it being turned into a one-handed weapon. This is pretty much just the squire's "Equip Axe" skill with the bonus of turning it into a one-handed weapon. And yes it is Innate.

4) The success rate of the action abilities would be something like this...

Silencer- 70-80%
Nightmare Flash - 70-80%
Gash - 50-65%
Viper Strike - 70-80%
Throat Cut - 30-50%
Eviscerate - 27-37%


I hope that is sufficient smile.gif

This post has been edited by Jarakai on 24th June 2006 17:59

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Jarakai
Post #121164
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Posted: 26th June 2006 04:52
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Returner
Posts: 11

Joined: 26/6/2006

Awards:
Member of more than five years. 
Class : Sniper
Primary Skill : Long Shot
Requirements : Archer 8 - Knight 8 - Mediator 6
Weapons : Guns, Crossbow.
Head : Hats
Chest : Light Armor, Robes
Shield : N/A
Inherent : 1.5 damage with guns.
Inherent : Can not Move and use 'Long Shot' skills in the same turn.

Action Ability - Long Shot
Scalp Shot (300jp) Break Helmet
Chest Shot (350jp) Break Armor
Arm Shot (400jp) Break Shield
Hand Shot (500jp) Break Weapon
Snipe Chest (200jp) Don't Act
Snipe Back (200jp) Don't Move
Snipe Neck (500jp) Stop
Straight Aim (600jp) Double Accuracy for three turns.
High Aim (900jp) 1.5 times Accuracy for every full height greater than target.

Reaction Abilities
High Awareness (700jp) Causes 'Straight Aim'

Support Abilities
Hard Shots (800jp) Special rounds with Gun weapons.

Movement Abilities
Running Shot (2000jp) Allows movement and 'Long Shot' in same turn.
Post #121390
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Posted: 26th June 2006 17:36
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Treasure Hunter
Posts: 52

Joined: 17/6/2006

Awards:
Member of more than ten years. Member of more than five years. 
Class : Beastmaster
Primary Skill : Tame
Requirements : Mediator 4, Geomancer 4
Equipment : Axes, Flails, Shields, Hats, Clothes.
Inherent : Martial Arts, Monster Mastery (see Support Skills), Monster Talk, Train

Action Abilities
Tame:
Adds Invite. Target must be a monster.
Success: PA + 35
Range: 3, 2V
JP: 100

Calm:
Resets CT to 0. Target must be a monster.
Success: PA + 50
Range: 3, 2V
JP: 200

Weaken:
Lowers PA and MA by 3. Target must be a monster.
Success: PA + 55
Range: 2, 2V
JP: 350

Intimidate:
Lowers Brave by 25. Target must be a monster.
Success: PA + 80
Range: 3, 2V
Effect: 2
JP: 400

Encourage:
Raises Brave by 10. Target must be a monster.
Success: PA + 80
Range: 3, 2V
JP: 300

Treat:
Heals target (PA * 10). Raises Speed by 1. Target must be a monster.
Success: 100
Range: 2, 2V
JP: 300

Reaction Abilities
Animal Cruelty:
Lowers attacker's Brave by 10. Attacker must be a monster.
Br% Chance to activate.
Range: Infinite
JP: 200

Support Abilities
Monster Mastery:
Similar to Monster Skill, but works up to 3 spaces (2 vertical) away.
JP: 250

Movement Abilities
Stepping Stone:
Allows allied units to use you as a stepping stone.
JP: 300
Post #121448
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Posted: 26th June 2006 22:22

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Red Wing Pilot
Posts: 488

Joined: 30/3/2006

Awards:
Member of more than ten years. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
Winner of the 2006 Incognito Contest contest. 
Class: Flame Weaver
"A warrior who controls the element of Fire with his will."

Requirements: Black Mage 6, Time Mage 6, Oracle 4, Samurai 4

Primary Skill: Flame Strike
"Uses the powers of the elemental fire to destroy enemies."

Equipment: Swords, Knives, Hammers, Hats, Robes, Clothes

Inherent Abilities:
Short Charge, Teleport, Meatbone Slash, Flame Wheel (see reactionary ability)

Action Abilities:

Hand of Ifrit: Uses weapon to cause melee damage, adds the 'Flame' effect (causes target to be engulfed in flames, dropping HP per turn)

JP: 250

Rite of Passage: Makes allies immune to fire effects for a short time.

JP: 400 MP:25

Slash of the Devils Claw: A flame elemental attack dealing massive damage and causing targets to be afflicted with 'Zombie'.

JP: 350

Dance of the Dragon: Summons small bombs to attack target, culminating with a triple melee attack from the caster.

JP: 350 MP:20

Ifrit's Gaze: Attacks with flame elemental, using multiple 'Fire 2' spells and culminating with a 'Fire 4' spell.

JP: 700 MP:75

Flame Star: Physical attack that inflicts negative status.

JP:450
Status Effects: Flame, Slow, Stop, Zombie, Oil, Blind, Confuse

Purifying Flames: Uses fearie fire to heal self and immediate allies.

JP:450 MP:15

Reaction Abilities:

Flame Wheel: Causes all damage to be dealt to any flame based enemies in the battle. If none available, halves damage to self.

JP: 500

Fire Shield: Creates a shield of flame in front of self that takes 1/2 of max HP for damage.

JP: 350

Support Abilities:

Ifrit's Blessing: Absorbs all fire based damage as MP.

JP: 450

Flame Walker: Enables use of Fire based black magic spells as a third action command.

JP: 1200

Movement Abilities:

Scorched Earth: Leaves a blazing trail in your wake.

JP: 300


Note the movement ability. It is usable by other classes only, not by the Flame Weaver, as this class has inherent teleport and does not leave a trail(I.E. does not step on the ground when moving). Also, I tried to mix physical and magical evenly, shooting for a type of versatility that isn't found in too many other classes. I would expect this class to have high MA, MP, and SP growth, Average HP, and PA growth and little to no mobility growth.

This post has been edited by Nytecrawla on 26th June 2006 22:26

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

I was a soldier, now I just play one in video games.
Post #121469
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Posted: 27th June 2006 21:19
*
Onion Knight
Posts: 39

Joined: 12/6/2006

Awards:
Member of more than five years. 
heavenly knight
A being who was selected by god to restore justice to the world
Job command:Justice sword

heaven bomb 100 jp: a white explosive that causes mp damage
heaven sword 100 jp: heals an allies hp to maximum
heaven lightning 100 jp: decreases and enemies faith
heaven thunder 100 jp: decreases and enemies brave
heaven fire 250 jp: casts a wreakless fire on the target
heaven water 250 jp: casts a devestating amount of water on the target
heaven ice 250 jp: cast a huge amount of hail on the target
heaven wind 250 jp: casts a larges amount of powerful wind on the target
heaven tornado 500 jp: casts a powerful tornado on all enemies
heaven earthquake 500jp: casts a devestating earthquake on all enemies
heaven volcano 500jp : cast a large amount of lava on all enemies
heaven meteor 500jp : cast a large meteor on all enemies
heaven hurricane 500jp : casts a devestating amount of winds on the enemies
heaven tsunami 500jp : casts a large amount of water on all foes
heaven typhoon 500jp : casts freezing water on all foes
heaven solar storm 9999 jp : kills all enemies

And their you have

Post #121620
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Posted: 28th June 2006 05:50

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Black Mage
Posts: 210

Joined: 8/3/2005

Awards:
Member of more than ten years. Member of more than five years. 
Spelunker: The explorer of lost caverns and artifacts. Uses techniques learned underground to battle opponents and hunt treasure.

Requirements: Lv.4 Knight, Lv.4 Monk, Lv.4 Geomancer, Lv.2 Wizard
Equips: Staves, Sticks, Rods, Hammers, Clothes, Robes, Helmets
Oddities: Can only equip helmets (caving requires head protection), Pitch Descent innate

Job Set: Spelunking

Claustrophobic (250 JP): Enemies are muddled by intense fear of enclosure.
MP: 8
Speed: 34
Range: 2
Effect: 2v2
Adds: Confusion, Don't Move
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)

Guano Gun (400 JP): Powdered bat dung can be used as a crude propellant for rocky projectiles, though not without its drawbacks.
MP: 20
Speed: now
Range: 8
Effect: 1
Damage: MA*MA
Accuracy: Same as gun weapon (i.e. 100% except against Blade Grasp)
Other: Adds "Poison" status to attacker

Rabid Bat Attack (500 JP): Enemy is bitten by a rabid bat, with a variety of symptoms.
MP: 25
Speed: 16
Range: 3
Effect: 1
Adds: Berserk, Poison, Slow, Darkness, Silence, Death Sentence
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)

Sonic Strike+3 (300 JP, 4 MP)
Sonic Strike+6 (450 JP, 9 MP)
Sonic Strike+8 (600 JP, 18 MP)
Sonic Strike+12 (900 JP, 36 MP): Magic combines with acute hearing to strike the perfect blow.
Other: Sonic Strike uses the MP listed to deliver an unavoidable physical attack with +X added to the weapon's WP, similar to the Archer's Charge command (without the charge time).

Stonecrusher (450 JP): Time spent mining with dwarves has perfected your mighty blow.
MP: 8
Speed: now
Range/effect: weapon
Accuracy: weapon
Other: 100% chance of critical hit when successful, (AT*2)% chance to break a random piece of enemy's equipment, AT+2 after successful attack resolves

Reaction
Cave-In (400 JP): The violence of battle causes rocks to fall around the Spelunker.
Trigger: Physical Damage
Range: 1
Effect: 1v3
Damage: (AT+MA)*5
Other: Blocked as a physical attack; 100% chance of knockback whether or not the attack succeeds

Support
Blindsight (550 JP): Precise vision in all conditions allows greater accuracy in all endeavors.
Effect: Physical and magical attacks have their accuracy increased by (100-success%)/2. e.g. An attack that would normally have a 65% success rate will have it increased by (100-65)/2= 17 (rounded down) to 82%. Does not affect BREAK or STEAL accuracy.

Equip Blunt (600 JP): Allows the character to equip a staff, stick, rod, or hammer, regardless of Job Class.

Secret Hunt2 (1500 JP): Allows you to "poach" the pelts of monsters you've killed. Once poached, you can take them to fur shops where they'll be made into the rarer of two items.

Movement
Move-Find Item2 (1500 JP): Allows the character to find hidden items on the destination panel. Always finds the rarer of two treasures.

Pitch Descent (220 JP): Character can fall from any height without taking damage.
Other: Innate in Spelunker class. Only affects accidental falling, does not affect vertical movement range.

--------------------
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 #121650
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Posted: 26th September 2006 17:53

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
This is too good a thread to be forgotten.

I've been inspired recently to do another Archer variant for FFT. My goal with this character setup is to take the Archer class out of a supporting role and make it one of the team's heavy hitters.

Hope you enjoy my brainstorm. smile.gif




Bow Master user posted image

In all Ivalice, this archer stands alone as the greatest champion of the bow.



Abilities: Deadly Art


Into the Breach
JP: 350
Range: 8
Effect: The Master is able to hit the one chink in the armor, no matter how small the opening. A weak attack that bypasses all evasive skills, equipment, and status.

Compound Bow
JP: 400
Range: N/A
Effect: The Master quickly inserts a compound wheel to the bowstring, doubling power but inhibiting accuracy. Affects PA with +5 and decreases accuracy by 20%.

Arc Arrow
JP: 1000
Range: 8
Effect: An arrow is shot heavenwards, where it is struck by lightning as it falls to earth and it's target. 250% damage and additional lightening damage to target, use once per battle. Unavoidable/unblockable, though lightening damage is not immune to lightning resistant equipment.


Flurry
JP: 600
Range: 8
Effect: Three arrows are discharged at the target, each with a seperate accuracy percentage of 80%, 50%, and 30%.


Immobilize
JP: 300
Range: 8
Effect: An arrow strategically placed in the foot yields weak damage and Don't Move status on a target.


Incapacitate
JP: 300
Range: 8
Effect: The Master places a bolt through an opponent's swordarm, rendering it useless for a while. Inflicts Don't Act and weak damage.


Lethal Bolt
JP: 1000
Range: 8
Effect: The Master aims for the spot just behind and slightly under the ear of his opponent, seeking a shot that will kill instantaneously. 10% chance of success.


Dead Eyes
JP: 600
Range: 8 (two directions)
Effect: The Master notches two arrows and lets fly, attempting to hit two seperate targets. 60% chance for both arrows, normal damage if succesful.




Reaction Abilities


Intercept
JP: 600
Effect: Similar to Hamedo, the Master intercepts a physical attack with a quickly drawn and shot arrow. Skill success depends on same stats as Hamedo, and must have a bow equipped.




Support Abilities


Zen Archer
JP: 2000
Effect: Doubles normal attack damage and inflicts Concentrate.




Movement Abilities


Fleet Foot
JP: 2000
Effect: Speed +2, Move +2




Equipment


Weapons: Bows


Head: Hats, Caps


Body: Robes, Clothes


Shield: None


Accessories: All (minus perfume)













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

~Pacifist Badge, 1978
Post #131380
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Posted: 28th September 2006 04:48
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Returner
Posts: 1

Joined: 28/9/2006


I'm new here tongue.gif kinda a newbie to FFT but played it respectivly.

Blacksmith-Trained in the art of forging weapons gives him a great advantage in battle, allowing him to use his weapons effectivly.

Weapon:Axe, Mace, Sword, and Dagger
Headgear:All
Armor:Some Heavy armor and clothes
Sheilds:Only low class
Accessory:All

Ability: Weapon Mastery

Perfection:Evens out damage so it stays around the same amount, also deal low amount if the target is missed.

Maximize Limit:Increase Damage to a higher amount.

Bind Weapon:Allows the user to endow a target with a element in battle.

Overcharge:Increases damage by a fixed amount(depending on how much money you have)

Crush:Inflect paralyse status on a enemy in a 1 square range of user.

Gil Buster:Deals damage depending on the money you have.

Weapon Upgrade:Makes all party members deal +10 more damage when physically attacking.

Reaction Abilitys

Breakdown:Has a chance of destorying a enemys weapon.

Heat Protection:Increase resistance to fire property(Good combo with Bind Weapon)

Support Abilitys

Forge Master:Allows user to use Weapon Mastery as any class.

Power Up:Increases Damage +20.

Gil Gain:Gain more gil after the battle.

Move Ability

Move +3

Moving Damage:Deal more damage as you move.

Post #131522
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Posted: 28th September 2006 12:08

*
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. 
Nice setup, Jules. I particularly like your idea for "Bind Weapon".

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

~Pacifist Badge, 1978
Post #131533
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Posted: 28th September 2006 14:21

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Treasure Hunter
Posts: 65

Joined: 12/9/2006

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

A Rune Master is a magic user of the highest order, capable of casting forbidden magics as well as conjuring beasts to do their bidding. They have been called Heretics by other magic users because they hold no fealty to anyone and are totally neutral. However, when one decides to join one side or the other, the tide is instanty turned to the side they joined. Rune Masters are not to be trifled with. They are generally male, but when a female Rune Master is born, she is considered to be such a rarity that ever her kind fear her.


Equipment - Stardust Crown (High Defense, plus immune to all negative statuses)
Mail of Uranus (All magics cast upon wearer are absprbed as MP)
Catastroph's Gauntlets (Doubles the strength of all spells)
Shield of Apollo (High defense, plus casts Protect and Barrier on user)

Weapons - Sword of Maedhros (Extremely high offense and accuracy)
Staff of Melesta (Extremely high magic offense, plus casts Ultima on
an off-chance)


Spells - All spells are based on items in inventory. However a Rune Master also has four spells that are unique to them and these are:

Oblivion Flame - High fire damage, plus has the off-chance of killing any and all targets.

Maelstrom - High water and wind damage that also confuses enemies.

Sundering Earth - High Earth damage to all targets and has the off-chance of petrification of an enemy.

Hammer of the Gods - Massive Lightning damage and has the off-chance of sending all targets into a seizure slowly draining them of HP.

It should be noted that the above spells use the Rune Master's HP in order to cast.

Skills - Metaheal (Heals all party members to full capacity at the cost of casters own life)
Darkburst (Blinds all enemies)
Runic (Uses enemy spells to restore party's MP)
Elemental Dischord (makes all elemental enemies susceptible to their own
element)

Physical Skills - Circle Slash (Slashes all surrounding opponents - sword only)
Holy Diver (Creates a vortex with the staff and dive-bombs a
random enemy for moderate physical damage.)
Faust (Massive physical damage to one enemy, but leaves Rune Master with one HP - sword only)
Ixion's Rise (Uses the staff to cause multiple hit damage on large enemies)

Weaknesses - Weak against chaos-type enemies and are susceptible to all attacks due to low agility. They also have little tolerance for heat or cold, so fire and ice magics are a sure fire way to get them to not like you. The only way you can get one to join your party is to best them in one-on-one battle. They make formidable opponents, but as allies they are irreplacable.

Story Example - A female Rune Master is wandering around near the last floor of the Final Dungeon. Her name is Linaen Vandril. She challenges you to a duel. Upon facing her, you haven't ever faced aything like her, but you perservere and she joins you. She tells you of her people and that her class is unique to those born into it. When she joins you, you gain the ability to cast high level black magics. Her armor and weapons are unique to her and have high defense and offense respectively, but are prone to make her HP drain more quickly with each spell cast.

Rune Masters are the ultimate living breathing double-edged sword. For as much good as they are capable of providing others, they harm themselves just as equally. Healing items are useless on them, for they know their fate. To revive one would take more than a Phoenix Down, it would take a miracle.

This post has been edited by LadyArmageddon on 28th September 2006 15:16

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Soul wrought of Terra infintum, I am here. I am Heaven's Dark Salvation
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Posted: 28th September 2006 14:41

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Dude on a Walrus
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One word, LadyArmageddon: BROKEN. You've obviously put some thought into this, but this thing has no weaknesses, no shortcomings, and has a moveset and equipset that's way too unbalanced. Sure, there are a ton of "cool" abilities, but I feel that your Rune Master's overpoweredness is unrealistic, and thus poorly-designed.

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Posted: 28th September 2006 14:51

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Cetra
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I'm curious for your thoughts on my Bow Master setup, Lasz.

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

~Pacifist Badge, 1978
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Posted: 29th September 2006 17:04

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Treasure Hunter
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I saw a topic similar to this on another forum site I'm a member of. I'll describe that same class to you guys:

Blademaster- A warrior that has mastered the use of several blade styles with control over the elements
Special Character Class (takes place of Squire) (me-Draco Moondragon (game name))
Abilities-
Action- Same as Samurai, Holy Swordsman, and Geomancer
Reaction- Power Drive 300 jp: Blocks the attack and boosts attack power by the attacker's
Support- Two Swords: same as Ninja
Movement- Teleport: same as Time Mage
Auto Two Swords
Can use any sword, katana, or ninja blade
Can equip any armor type

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


The love of a woman is a warrior's ultimate weapon!
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