Posted: 8th June 2006 00:13
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![]() Posts: 744 Joined: 29/4/2006 Awards: ![]() ![]() ![]() |
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 -------------------- Kel'Thuzad: She is persistent. Reminds me of you, death knight. Arthas:Shut up you damned ghost. -Warcraft III Kel'thuzad comparing Arthas and Sylvanas Windrunner. |
Post #119098
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Posted: 11th June 2006 19:28
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![]() Posts: 291 Joined: 11/6/2006 Awards: ![]() ![]() ![]() |
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! -------------------- 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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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
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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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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. -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #120048
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Posted: 13th June 2006 23:20
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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
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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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
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
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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. -------------------- "To create something great, you need the means to make a lot of really bad crap." - Kevin Kelly Why aren't you shopping AmaCoN? |
Post #120059
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Posted: 13th June 2006 23:24
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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
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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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
i dont have much time u know and u know what hurricanes and stuff r
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Post #120061
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Posted: 15th June 2006 10:30
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![]() Posts: 63 Joined: 4/2/2005 Awards: ![]() ![]() ![]() |
Aw, hell, I'll just throw our Astrologer out there anyway.
![]() 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 -------------------- Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice. |
Post #120216
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Posted: 15th June 2006 12:07
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Very good, Kablizzy!
Shotgunnova would love that class. He is addicted to status effects. ![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #120221
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Posted: 15th June 2006 12:56
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![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
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. -------------------- 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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![]() Posts: 2 Joined: 21/6/2006 ![]() |
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 -------------------- Jarakai |
Post #121022
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Posted: 23rd June 2006 12:09
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![]() Posts: 52 Joined: 17/6/2006 Awards: ![]() ![]() ![]() |
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. ![]() |
Post #121112
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Posted: 23rd June 2006 13:20
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![]() Posts: 564 Joined: 2/7/2004 Awards: ![]() ![]() ![]() ![]() |
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. ![]() 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 -------------------- Sayonara |
Post #121122
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Posted: 23rd June 2006 15:19
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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. ![]() -------------------- 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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![]() Posts: 48 Joined: 8/2/2006 Awards: ![]() ![]() |
Angel knight
Deleted profile by accident, so i'll do a brief summary. i'll post it in full when i can be bothered. ![]() 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 ![]() ![]() |
Post #121157
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Posted: 23rd June 2006 20:49
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![]() 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 ![]() This post has been edited by Jarakai on 24th June 2006 17:59 -------------------- Jarakai |
Post #121164
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Posted: 26th June 2006 04:52
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![]() Posts: 11 Joined: 26/6/2006 Awards: ![]() ![]() |
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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![]() Posts: 52 Joined: 17/6/2006 Awards: ![]() ![]() ![]() |
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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![]() Posts: 488 Joined: 30/3/2006 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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 -------------------- 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
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![]() Posts: 39 Joined: 12/6/2006 Awards: ![]() ![]() |
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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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
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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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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. ![]() Bow Master ![]() 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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![]() Posts: 1 Joined: 28/9/2006 ![]() |
I'm new here
![]() 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
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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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![]() Posts: 65 Joined: 12/9/2006 Awards: ![]() ![]() ![]() |
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 -------------------- Soul wrought of Terra infintum, I am here. I am Heaven's Dark Salvation |
Post #131553
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Posted: 28th September 2006 14:41
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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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Post #131555
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Posted: 28th September 2006 14:51
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
I'm curious for your thoughts on my Bow Master setup, Lasz.
-------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #131557
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Posted: 29th September 2006 17:04
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![]() Posts: 66 Joined: 12/7/2006 Awards: ![]() ![]() ![]() |
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 -------------------- One to be born from a dragon hoisting the light and the dark arises high up in the sky to the still land. Veiling the moon with the light of eternity it brings another promise to mother earth with a bounty and mercy. -Mysidian Legend, FFIV The love of a woman is a warrior's ultimate weapon! |
Post #131665
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