Posted: 19th December 2006 10:16
|
|
![]() Posts: 1,897 Joined: 22/12/2003 Awards: ![]() ![]() ![]() ![]() ![]() |
I, too, shall try my hand at piracy.
--- Class: Pirate "Ruthless plunderer, most comfortable on the open seas." Weapons: Sword, Gun, Axe Shields: No Helmet: Hats, Mage Hats Armor: Light Armor, Vests (not robes) Accessory: Yes Innates: Equip Sword, Equip Gun Skillset: Pillage -["Daring display of thievery and destruction"] --- Skill: Powder Burn MP: 0 CT: Now Range: 1-2 Gun Only "Using an up-close-and-personal shot on the enemy, damage is increased slightly and has a chance at blinding the foe due to the flame/smoke clouds released." Damage = PA*(7~9) + Blind (Brave%) Can be guarded with shields. Skill: Shipshape MP: 0 CT: Now Range: Self "With sturdy sea legs, all actions become a bit easier." Bestows Haste on the user and, if Steal is the second skillset, chances of success increase by 15% (trigger: Brave%). If Sword is equipped, WP +1 for rest of battle (or until weapon is changed out). Can only be used once per battle, even through resurrection (applies to all pirates). Skill: Cannonfire MP: 10 CT: Now Target: 1 Range: Gun Gun Only "Magical bullets allow for heavy gunplay on the field of battle." The gun's next shot hits with 100% accuracy and inflicts Don't Move, Slow, or nothing (trigger: Faith%). Damage is multiplied 1.5x, but skill can only be used once per five turns. Skill: Parry MP: 0 CT: Now Target: 1 Range: Sword Sword only "Not all pirates are simple rogues; those who master swordsplay are destined for close-range success in the fray. A pirate can concentrate for very long periods of time." Guards against all physical sword attacks until a weapon of different sort is used, at which time that attack hits 100%. Can only be used once per battle. Speed -2 while in use. If pirate attacks after using Parry, Parry's effects cease (Speed defaults). Skill: Filth MP: 10 CT: Now Target: 1 Range: 3 "Not all filth is stuck to the sailor; some comes from within him. Using a foul mouth to invoke anger in the foes, the pirate eases himself to a more advantageous position in battle." Inflicts Berserk on one enemy (trigger: 35 + (Brave/2)% chance). Skill: Guiding Star MP: 20 CT: Now Target: Self Range: 1 "The bright North Star provides hope for the battle to be in the allies' favor." Pirate's HP is refilled by 20% of Max HP and his PA +1. Skill can be used thrice per battle. If Pirate is in or alongside a water panel, he gains Regen or Shell status also. Skill: Complete Defense MP: All CT: Now Target: Self Range: 1 Axe only "Attacking isn't the only way to win a battle; defense is a great way to stall unfavorable outcomes." Can only be used when there are less than three living units on the field. The warrior pirate's Attack/Pillage commands become unusable for ten turns, but he gains auto-Protect and acts as though he has 'Weapon Guard' on. Ally units who fall while in this state are thrown a phoenix down (if some are in inventory) automatically, regardless of CT. After tenth turn, user is disarmed and axe is put back into inventory (20% chance of it breaking). Skill: Wiles MP: 0 CT: Now Target: Self Range: 1 "Incredibly crafty and dexterous, the pirate focuses on the defensive aspect for but a moment." Class evasion +15% for rest of battle, PA -1. If the next physical attack is from a ranged weapon, it misses. Skill: Appropriate MP: 30 CT: Now Target: Enemy Range: 1 "The true spirit of the pirate is shown when his sleight of hand brings back spoils." Causes (PA^2) damage and has 10% of stealing equipped item from target. If attack misses (success: Faith%), unit suffers morale deficiency: PA -1, MA -1. Skill: Nameless Dance MP: 0 CT: 15 Target: All Enemies Range: Global "While onboard the ship, dancing is one of the sources of entertainment. By using a series of jigs, the pirate can bewilder its foe, using their fear and odd looks to play into his hand." Causes Darkness, Sleep, Poison, Slow, Frog, Don't Move, and Don't Act (success: 10%) on all enemy units on the field. One unit can be inflicted with one status effect per turn. If kept to his own devices, the pirate speeds up his dance -> +2 CT per successive turn (capped at 40 CT). Skill: Shatterslug MP: 0 CT: Now Range: Gun Target: Rock structures Gun Only "A smart pirate knows when to play the land against his foes. By shooting the area around him, he can impede the enemy's path...and maybe his own in the process." The pirate targets an area associated with the "Rock" type and destroys it and any adjacent panels. The "rock" spaces then become darkness (untraversable) and the rock debris moves one space in every direction, including diagonally. The panels where the debris lands then becomes "Rock" types. The resulting "H" (height) is ((Height of initial target panel - height of executor)/2). If pirate is higher than the target panel, debris is turned to dust and where the debris would fall remains its own panel type. Basic example: Code D = Darkness X Rock panels X X -> XDX X --- Reaction: Reload Gun only "Upon being hit with a close-range weapon, the pirate schemes and puts more powder in his gun for more powerful shots." Upon successful enemy attack, PA +1 (cap: +5). If pirate shoots gun and it misses or is deflected, PA defaults. Reaction: Ricochet Sword only "Fleet-footed pirates can use their swords as deflection devices as well as tools of death." Ranged weapon units (guns, bows, crossbows; not books, harps) that attack the pirate with this skill on suffer a 75% accuracy penalty; if shot misses, the bolt or bullet fired acts as though it was deflected (like magic in "Reflect" status) and passes into a different direction. Unsuspecting units that are hit (ally/enemy) are inflicted with Death Sentence due to the mortal wound incurred. Allies hit make the pirate's Brave -10; enemies make the pirate's Brave +10, PA +2 (no max cap). Shield and class evasion are not factored in while Ricochet is on the user. --- Support: Elevator Units attacking from a height below the pirate suffer -1 PA/WA (temporary) penalties and if their attacks succeed, are knocked back up to three spaces when applicable. Support: Brethren Band Any allied Pirate, Knight, Squire, or Geomancer gains +5 Brave per applicable unit and +2 PA when entering battle with the user of this support ability. This passive ability does not stack and the effects are mostly temporary (+1 permanent brave per battle). --- Movement: Skipper Shoes "Rainwear helps an agile seaman keep footing in any weather." User suffers no movement penalties in water; in fact, his range extends by (Move*1.5), rounded up. Movement: Earthen Storehouse "Any pirate up to snuff with his trade wouldn't get his hand caught in any treasure's trap." A pirate moving over a trap panel that has a treasure beneath it disarms the trap. Any treasure(s) that are beneath are added to the inventory and the trap panel disappears for rest of battle. -------------------- It's gonna be a glorious day I feel my luck can change |
Post #138709
|
Posted: 19th December 2006 20:34
|
|
![]() Posts: 1,207 Joined: 23/6/2004 Awards: ![]() ![]() ![]() |
The Professor is a very neat job. Good one and welcome to CoN, -Fordred- Aran!
-------------------- "Thought I was dead, eh? Not until I fulfill my dream!" Seifer Almasy "The most important part of the story is the ending." Secret Window "Peace is but a shadow of death." Kuja |
Post #138739
|
Posted: 20th December 2006 02:58
|
|
![]() Posts: 8 Joined: 19/12/2006 ![]() |
I thank thee friend ^^
-------------------- -What is a man if not a prisoner of his desire- ~Plato -Imagine a war with no hatred, now wouldn't that be a sight- ~Phillius -Fordred- Aran Ma.D |
Post #138768
|
Posted: 21st March 2007 14:56
|
|
![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
This thread has been neglected for far too long. So now, I give you a new class to discuss. The Spartan.
![]() Spartan: At the pass of Zirekile Falls, 10 Spartans once held an entire regement of Riovanes knights from crossing for 3 days and nights before dying to the last man. Skillset: Denique Caelum Spear Thrust Range: 2 panels JP: 300 A strong overhand spear thrust to the face of the foe. Does 250% weapon damage, 50% chance of hitting. Battle Cry Range: 3 panels JP: 500 The Spartan rallies his allies with a soul stirring scream. Brave +5 for all in range. Shield Bash Range: 1 panel JP: 300 The Spartan slams his shield into the body of his attacker. Causes one panel knockback effect to enemy, and inflicts a Don't Act stun for one turn. No damage is dealt, unless knockback effect causes a fall of significant height. Hellenic Battle Squire Range: n/a JP: 400 At the Spartan's command, his squire will rush to him on the battlefield and administer the strongest healing potion available in the inventory. Reaction Abilities Lizard Sticker Range: 1 panel JP: 300 When attacked at close range, the Spartan makes a quick counterattack with their xiphos. Phalanx Tactics Range: n/a JP: 1000 All physical attacks suffer a -50% to hit, due to superior shield training. Only usable if shield is equipped. All other dodge and block modifiers stack with this skill. Support Abilities Greek Battle Tactics Range: n/a JP: 1000 All alied units gain +1 speed, +1 AP, +1 move. Might of the Phalanx Range: n/a JP: 1000 If an allied unit is standing next to a Spartan and is physically attacked, the Spartan has a 50% chance of deflecting the blow. Only usable if shield is equipped. Move Abilities Superior Marching Training JP: 500 The Spartan suffers no movement penalties due to terrain. In addition, the Spartan does not lose their action turn in deep water. Inherint Abilities The Spartan has a 75% chance to block all ranged weapon attacks if shield is equipped. The Spartan can wield spears one-handed. Equipment Weapon: Spear Head: Helmets Body: Armor Shield: All Accessories: Bracers, Shoes/Boots, Mantles This post has been edited by Hamedo on 21st March 2007 14:56 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #146442
|
Posted: 22nd March 2007 01:42
|
|
![]() Posts: 165 Joined: 19/3/2007 Awards: ![]() ![]() ![]() |
well, ill fill in the details once i get a chance, but since we have Cloud in the game(just erase this if its been done)
class- Soldier *damn, forgot that it's Cloud's Class... hmmm...ive got another Class- DracoPyre gimmie a bit to fill in the details.. This post has been edited by Final Fantasy Guru on 22nd March 2007 18:08 |
Post #146469
|
Posted: 22nd March 2007 10:45
|
|
![]() |
Quote (Final Fantasy Guru @ 21st March 2007 21:42) well, ill fill in the details once i get a chance, but since we have Cloud in the game(just erase this if its been done) class- Soldier use ur imagination untill i fill it in... But... that IS Cloud's class. See? So, I guess we don't have to use our imaginations at all, and you don't have to bother posting about it! -------------------- "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 #146486
|
Posted: 23rd March 2007 06:48
|
|
![]() Posts: 65 Joined: 12/7/2005 Awards: ![]() ![]() ![]() |
Quote (Hamedo @ 21st March 2007 09:56) This thread has been neglected for far too long. So now, I give you a new class to discuss. The Spartan. ![]() Spartan: At the pass of Zirekile Falls, 10 Spartans once held an entire regement of Riovanes knights from crossing for 3 days and nights before dying to the last man. Skillset: Denique Caelum Spear Thrust Range: 2 panels JP: 300 A strong overhand spear thrust to the face of the foe. Does 250% weapon damage, 50% chance of hitting. Battle Cry Range: 3 panels JP: 500 The Spartan rallies his allies with a soul stirring scream. Brave +5 for all in range. Shield Bash Range: 1 panel JP: 300 The Spartan slams his shield into the body of his attacker. Causes one panel knockback effect to enemy, and inflicts a Don't Act stun for one turn. No damage is dealt, unless knockback effect causes a fall of significant height. Hellenic Battle Squire Range: n/a JP: 400 At the Spartan's command, his squire will rush to him on the battlefield and administer the strongest healing potion available in the inventory. Reaction Abilities Lizard Sticker Range: 1 panel JP: 300 When attacked at close range, the Spartan makes a quick counterattack with their xiphos. Phalanx Tactics Range: n/a JP: 1000 All physical attacks suffer a -50% to hit, due to superior shield training. Only usable if shield is equipped. All other dodge and block modifiers stack with this skill. Support Abilities Greek Battle Tactics Range: n/a JP: 1000 All alied units gain +1 speed, +1 AP, +1 move. Might of the Phalanx Range: n/a JP: 1000 If an allied unit is standing next to a Spartan and is physically attacked, the Spartan has a 50% chance of deflecting the blow. Only usable if shield is equipped. Move Abilities Superior Marching Training JP: 500 The Spartan suffers no movement penalties due to terrain. In addition, the Spartan does not lose their action turn in deep water. Inherint Abilities The Spartan has a 75% chance to block all ranged weapon attacks if shield is equipped. The Spartan can wield spears one-handed. Equipment Weapon: Spear Head: Helmets Body: Armor Shield: All Accessories: Bracers, Shoes/Boots, Mantles Pretty darn good my friend. You got some devotion to FFT. PREPARE FOR GLORY! AWOO AWOO AWOO. I haven't seen the actual movie, but I'm itching to x[. This post has been edited by Avi_Beoulve on 23rd March 2007 06:48 -------------------- "You say life is sacred, makes you feel noble. Well, then let me ask you this. If everything that ever lived is dead, and everything that's living is gonna die, where does the sacred part come in?" - George Carlin |
Post #146520
|
Posted: 13th April 2007 08:08
|
|
![]() Posts: 3 Joined: 13/4/2007 ![]() |
Quote (Ckaos @ 28th May 2005 17:00) Wow these are some pretty interesting classes, theyre' is only one problem with most of them, they are way too powerful, after reading through mosta the entries in here I TOTALLY agree with that statement. but man, I have gotta give props to whoever came up with this thread. I remember wanting to create my own after my first playthru of FFT. I jus found this website and this forum the other night, and I'm hooked! don't know if anyone did this already, but I thought I'd give my take of what I thought a Heavenly Knight (Balbanes) should be. I was kind of inspired by Elmdor's Arc Knight class and I love the Samurai class. HEAVENLY KNIGHT Prerequisite: Lv. 8 Squire, Lv. 8 Knight, Lv. 8 Monk, Lv. 8 Lancer, Lv. 8 Samurai Weapon: Katana, Spear, Sword Can use shield. Helmet: Armored Helmet Armor: Armor, Robe The highest rank a knight can achieve. Known to overcome impossible odds, he strikes fear in the hearts of his enemies. Always fights with 'Honor'. Pure Spirit-ability Move: 5 Jump: 4 Physical Evasion Rate: 30% ---------------------------------------------------------------------------------------------- Honor ---------------------------------------------------------------------------------------------- Bizen Boat Releases spirit of the katana. Ghost's whisper causes MP damage. JP: 520 Speed: Now Range: Auto Effect: 3, Vertical 3 enemy Murasame Releases spirit of the katana. Released spirit's tears restore HP. JP: 680 Speed: Now Range: Auto Effect: 3, Vertical 3 ally Kiyomori Releases spirit of the katana. Spiritual essence engulfs allies in a protective veil. JP: 750 Speed: Now Range: Auto Effect: 3, Vertical 3 ally Add: Protect, Shell Kikuichimoji Releases spirit of the katana. Vengeful spirit charges the enemy in rage. JP: 1320 Speed: Now Range: 4 directions Effect: 8, Vertical 3 enemy Masamune Releases spirit of the katana. Benevolent spirits enhance the strength and agility of allies. JP: 1110 Speed: Now Range: Auto Effect: 3, Vertical 3 ally Add: Regen, Haste Chirijiraden Releases spirit of the katana. Spirits become blue flame and attack living beings. JP: 1640 Speed: Now Range: Auto Effect: 3, Vertical 3 enemy Remedy (not to be confused with the item of the same name) Recovers abnormal status by emitting the yin spirit. JP: 600 Speed: Now Range: 1 Effect: 1 Cancel: Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison, Sleep Life Calls back dead units with a prayer. JP: 875 Speed: Now Range: 1 Effect: 1 Cancel: Dead [Revives dead unit, and restores full HP.] Mercy Allows enemy to live, dismissing them from battle. JP: 100 Speed: Now Range: 3 Effect: 1 NOTE: If successful, the Heavenly Knight receives a 300 JP bonus and a 50 EXP bonus for that turn. An extra incentive to use Mercy. ---------------------------------------------------------------------------------------------- [The Heavenly Knight does not have reaction abilities] ---------------------------------------------------------------------------------------------- Support Abilities: Pure Spirit Immune to all Holy Sword, Dark Sword, and Mighty Sword techniques. JP: 2000 ---------------------------------------------------------------------------------------------- [The Heavenly Knight does not have movement abilities] ---------------------------------------------------------------------------------------------- Comments: With the exception of 'Mercy', all 'Honor' abilities are 100% effective. Katanas will never break when using the Samurai abilities. Mercy's effectiveness depends on the following equation: [character's HP%] - [enemy's HP%] + [character's brave - enemy's brave] In other words, Mercy should be used on enemies who are almost dead. If successful it will dismiss them from the battle, so they can't be revived. ---------------------------------------------------------------------------------------------------- Attribute Growth: Key: HP, MP, Speed, AtPw, MgPw: The modifications to the basic attributes of the character when changing to this job. Of course, they will only be effective as long as he/she stays in that job. HP: 120% MP: 30% Speed: 100% AtPw: 140% MgPw: 170% He comes stock with a very high magic power b/c DrawOut is based on MgPw and not AtPw. b/c of this all of the DrawOut techniques cost more JP b/c they never break katanas (Kiyomori and Masamune cost 1.5x) and are significantly more powerful than a normal Samurai's (all others cost twice as much). ---------------------------------------------------------------------------------------------------- ================================================== ---------------------------------------------------------------------------------------------------- I know Sniper has been done a couple times on here but I had a whole buncha ideas which weren't really mentioned yet. Key: WP = Weapon Power Br = Brave CSp = Character's Speed ESp = Enemy's Speed CHt = Character's Height EHt = Enemy's Height NOTE: all final damage/accuracy calculations will round down to nearest 1 first of all, the sniper needs his own special type of weapon, the rifle. this was mentioned by someone else. well I sat there and thought about what a rifle should be like in FFT and came up with some ideas. a rifle's range would be from 4-12. a rifle's damage and accuracy would come from these formulas: damage = [1.5 * WP * (Br/10)] + (Sniper Job Lvl) accuracy = (Br/2) + (CSp - ESp) + (hit% as an Archer) + [10 * (CHt - EHt)] NOTE: the (Br/10) in the damage calculation rounds down to nearest 1. Rifle accuracy ignores enemy evade. Accuracy is 100% for any targets within 6. You can still do the crossbow/bow/gun trick and hit targets within the minimum range by lining them up. Rifle damage ignores zodiac sign compatibility. The rifles I've come up with: "SPENCER RIFLE" WP: 15 "MAUSER RIFLE" WP: 17 "HATHCOCK" WP: 22 now that that's taken care of, onto the Sniper himself. SNIPER Prerequisite: Lv. 8 Archer, Lv. 8 Geomancer, Lv. 8 Ninja Weapon: Rifle (requires both hands) Cannot use shield. Helmet: Hats Armor: Clothes A specialist in stealth and the rifle. He uses 'Marksmanship' to attack enemies from long distances. Move: 5 Jump: 3 Physical Evasion Rate: 10% ---------------------------------------------------------------------------------------------------- Marksmanship ---------------------------------------------------------------------------------------------------- Camouflage Blends in with the environment in order to move to a better position undetected. JP: 300 MP: 8 Speed: Now Range: Auto Effect: 1 Add: Transparent NOTE: Will have 100% accuracy if 5 or more spaces away from an enemy. Will have 50% accuracy if 3 or 4 spaces away from an enemy. Will never work if 2 or less spaces from an enemy. Tranquilizer Dart filled with a sleep inducing chemical. JP: 200 Speed: Now Range: 12 Effect: 1 Add: Sleep, Slow NOTE: Accuracy of a normal rifle shot. Status effects can be negated by equipment/accessories. Aim Takes position and spots the target. Is very vulnerable to any enemy attack. JP: 400 Speed: 1 turn Range: Auto Effect: 1 Add: Aim NOTE: The next shot taken will be 100% accurate and do 10% more damage. If the sniper shoots, moves before he shoots, is afflicted with a positive or negative status ailment, cured, damaged, etc, he will lose the 'Aim' status. In Aim status the Sniper's evade is halved and any damage he receives will be doubled. Perfect Shot Shot aimed to mortally wound the enemy. JP: 1200 Speed: Now Range: 12 Effect: 1 Add: Dead NOTE: Perfect shot can ONLY be used from the Aim status. It multiplies sniper damage by 2.3. It also has 25% chance of death (can be negated by equipment/accessories). Perfect shot's accuracy is determined ONLY (overrides all other rules mentioned) by this formula: accuracy = [100 + (Sniper Job Lvl)] - (37 + ESp) + [10 * (CHt - EHt)] This post has been edited by reyhan37 on 21st April 2007 21:44 -------------------- "Reality" is far harsher than you can possibly imagine! -Wiegraf Folles |
Post #147923
|
Posted: 16th April 2007 03:06
|
|
![]() Posts: 2 Joined: 15/4/2007 ![]() |
Hello everyone. As this is my first post here in CoN, I'd like to preface it with "you guys rock." I just spent a couple hours looking over all the classes presented in this thread, and I must say some of them are very well-designed and impressive. Shotgunnova and Hamedo, while not the only two who created some excellently thought-out classes, inspired me to try my hand at posting in this wonderful thread.
I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out. |
Post #148132
|
Posted: 16th April 2007 03:09
|
|
![]() Posts: 342 Joined: 3/11/2006 Awards: ![]() ![]() ![]() |
Quote (Kaikyou @ 16th April 2007 03:06) I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out. First off, welcome to CoN! Personally, I'd say don't worry about balance just yet, unless you see something that you think needs fixing before you post it. You'll get plenty of feedback, I'm sure, which will hopefully help you balance it out. ![]() |
Post #148134
|
Posted: 16th April 2007 15:23
|
|
![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Quote (Kaikyou @ 15th April 2007 22:06) Hello everyone. As this is my first post here in CoN, I'd like to preface it with "you guys rock." I just spent a couple hours looking over all the classes presented in this thread, and I must say some of them are very well-designed and impressive. Shotgunnova and Hamedo, while not the only two who created some excellently thought-out classes, inspired me to try my hand at posting in this wonderful thread. I have to admit, I don't have a class ready at the moment, but in an effort (most likely in vain) to make myself not look like a fool, I will post one or two when they are acceptably balanced out. I appreciate the comments. The postings of Shotgunnova are actually what inspired a good deal of the classes I came up with that I am most proud of, for instance my take on the Gunslinger class. Others were inspired by movies and books I've read (such as the Waylander series). Don't worry about making one that is too overpowered. Just make what youre creative juices tell you to make. As you go on and think of more, try to constrain them more to the confines of the game and make them more "balanced", but definitely don't limit yourself when you first start out. Good luck, mate! I'm anxious to see what classes we will be reading soon from you. Welcome to the Caves! -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #148153
|
Posted: 20th April 2007 02:50
|
|
![]() Posts: 236 Joined: 11/12/2004 Awards: ![]() ![]() ![]() |
Woodsman:A rouge who lives in the forest and defends its secrets from theives who would steal it for their own use.
Hp:350 Mp:120 ATK:13 MAG:10 Move:5 Something that i came up with from watching Robin Hood:Prince of Theives -------------------- Can't we get a better mission than this.I HATE CATS!!!! Quote from Naruto |
Post #148421
|
Posted: 25th April 2007 15:20
|
|
![]() Posts: 3 Joined: 25/4/2007 ![]() |
Name: Sorcerer
Prerequisite: Level 4 Knight, Level 4 Wizard, Level 4 Priest Job Stats HP: 105 MP: 110 Sp: 100 Pa: 100 Ma: 110 Move: 3 C.Ev: 15% HP Growth: 11 MP Growth: 10 Sp Growth: 100 Pa Growth: 50 Ma Growth: 50 Jump: 3 Type: Generic Equipment: Knife, Sword, Hat, Armor, Clothes, Robe, Accessory Skillset: Mystic Sword Abilities Healing Edge - Heals using the magic sword blade. JP: 220 MP: 12 Speed: Now Range: 4 Effect: 1 Elemental: None Damage Equation: Restore = Ma * ( Wp + 2) Firebrand - Attacks by sheathing the sword in fire, burning the target. JP: 300 MP: 14 Speed: Now Range: 4 Effect: 1 Elemental: Fire Damage Equation: Damage = Ma * Wp Icebrand - Attacks by encasing the sword in ice, freezing the target. JP: 300 MP: 14 Speed: Now Range: 4 Effect: 1 Elemental: Ice Damage Equation: Damage = Ma * Wp Thunderbrand - Attacks by surrounding the sword in electricity, shocking the target. JP: 300 MP: 14 Speed: Now Range: 4 Effect: 1 Elemental: Lightning Damage Equation: Damage = Ma * Wp Magebane - Magical sword causes energies to combust. JP: 600 MP: 25 Speed: Now Range: 3 Effect: 1 Elemental: Dark Damage Equation: Damage To MP = Ma * (Wp / 2) Damage = MP_Damage_Dealt Cyclonic - Attacks by causing chaotic winds from the sword to damage the target. JP: 800 MP: 36 Speed: Now Range: 3 Effect: 1 Elemental: Wind Damage Equation: Damage = Ma * (1..Wp) Reaction Magic Barrier - Returns magical energies, sending them away. JP: 350 Trigger: Targeted by: Black Magic, White Magic, Time Magic, etc. (Reflectables) Effects: Adds: Reflect Support Consume - Consumes the magical energies given off by an attack. JP: 900 Trigger: Attack command Effects: Restore MP = Damage_Dealt / 4 Move Fleetfoot - Moves quickly. JP: 500 Effects: Sp +1 (Data template used from the BMG by Aerostar.) That's my job class. If I forgot anything, blah. |
Post #148787
|
Posted: 27th April 2007 03:48
|
|
![]() Posts: 342 Joined: 3/11/2006 Awards: ![]() ![]() ![]() |
AtmaDragoon, I don't know if you've been checking the topic recently, but here's a set of Gameshark codes that ought to turn a character into your Rememberancer. For sake of coding ease, the person to be the Rememberancer needs to be both the third person in your party roster in the menu, and the third person placed in battle (in a Right to Left, Bottom to Top orientation - confusing, I know, but I can't explain it any better). Also, again for ease (I'm rather limited, time wise, at the moment), the character will start as having mastered the class, and the alterations won't have an effect outside of battle (other than making the character master his or her base class).
Character #3 is a "Rememberancer" 80192988 281B Ally 3 job name 8019298A 2830 8019298C 2530 8019298E 3528 80192990 3124 80192992 2826 80192994 FE35 3019285E 009B 'Act' menu command 1 modifier. 8005819E FFFF Abilities learnt: Squire / base class 300581A0 00FF 300659BA 0092 Skillset Modifiers 300659BB 0093 300659BC 0094 300659BD 0095 300659BE 00D4 300659BF 00A7 300659C0 009A 300659C1 00A5 300659C2 00A4 Given more time, I might be able to come up with an alternative setup where Rememberancer replaces the base class of the character in question. You'd still have to have the Gameshark on to keep the class name and necessary modifiers, unfortunately, but it would be more inclusive (meaning it would actually set the class' equippable items), wouldn't require you to have mastered the class right away, and if you seperate the Base Class change code from the rest (allowing you to turn that off while the rest are on), you'd be able to change jobs while the codes were on. Edit Hold off on using these codes for a while, unless the person you're using them on has a longer list of commands in their base class than your typical generic. Otherwise, everything after the Squire skills won't appear. This post has been edited by Suunok on 27th April 2007 23:41 |
Post #148973
|
Posted: 28th April 2007 07:30
|
|
![]() Posts: 23 Joined: 2/4/2005 Awards: ![]() ![]() |
Oh, wow! This...this is awesome, Sunnok! I may just have to go get a gameshark now.
![]() Hmmm...Feeling inspired now. Let me see if I can't come up with some other new class, that's actually new, and edit it in here... Edit: Okay, here's what I came up with. The idea struck me and I ran with it, so... Job: Ghoul Retainer – Warrior who has suspended himself between life and death in order to understand the world . Uses Forceful Will to manipulate combat towards his favor. Equip: Sword, Knight Sword, Spear, Book, Helmet, Armor Innate: Undead Move: 3, Jump: 4, Speed: 7, Evade: 0 Skillset: Forceful Will – Ghoul Retainer job command. A utilization of strange spiritual energy to decay living things. Action Skills: Corroding Touch – The Retainer reaches out to the target, channeling a weird energy to decay their body whilst keeping their soul intact. JP: 100, Range: 1, Effect: 1, Vertical: 2, Speed: Now, Add: Undead Corrode Spirit – The Retainer collects a ball of weird energy, hurling it at the target. The sphere crashes into the opponent’s spirit, disrupting the flow of life. JP: 300, Range: 4, Effect: 1, Vertical: n/a, Speed: 25, MP: 10, Add: Undead Decay Strike – The Retainer mutters an incantation as he attacks, harming an enemy physically and spiritually. JP: 600, Range: As Weapon, Effect: 1, Vertical: As Weapon, Speed: Now, MP: 15, Add: Undead Vital Feast – The Retainer draws upon another’s life energy, restoring his own “healthâ€. JP: 350, Range: 4, Effect: 1, Vertical: n/a, Speed: 35, MP: 35 Control – The Retainer eradicates the sense of self in an undead target, effectively making them his minion. JP: 100, Range: 3, Effect: 1, Vertical: 3, Speed: 20, Add: Invite Compel – The Retainer forces his will upon an undead target, suppressing their original motivations. JP: 350, Range: 4, Effect: 2, Vertical: 2, Speed: Now, Add: Charm Revert – The Retainer tampers with his own spirit, bringing his existence back to the realm of the fully living until for a time. JP: 150, Range: Self, Effect: 1, Vertical: n/a, Speed: Now, Cancel: Undead Purgatory – The Retainer summons the spirit of stasis and paralysis, tearing at spirit and mind with tendrils of weird energy. Causes MP damage. JP: 1,500, Range: 4, Effect: 4, Vertical: 6, Speed: 14, MP: 60, Add: Stop, Undead, Don’t Act, Don’t Move Reaction Skills: None Support Skills: Corpulescence – Ensures that the Retainer will be revived at the end of the crystal countdown. JP: 550 Indifference – The Retainer is detached from his direct experiences with the physical realm. Grants immunity to Talk Skill and some statuses. JP: 270, Cancel: Talk Skill, Poison, Silence, Darkness, Don’t Move, Don’t Act Movement Skills: Focus Inertia – The Retainer can cross great distances vertically and horizontally – but not at the same time. JP: 400, Gives either: +5 Move/-3 Jump; -1 Move/+4 Jump ((Purgatory seems maybe out of flavor with the rest, but I dunno...)) This post has been edited by AtmaDragoon on 2nd May 2007 03:52 -------------------- Bright light, shine down on bloody impurity! Hol...Pearl?? |
Post #149058
|
Posted: 29th April 2007 05:09
|
|
![]() Posts: 342 Joined: 3/11/2006 Awards: ![]() ![]() ![]() |
That's an awesome class, Atma.
![]() That said, my rendition of your Rememberancer has encountered some serious flaws so far. It seems to work okay if the character who is turned into a Rememberancer is a monster (I discovered this sheerly by accident - stupid Porkies breeding ![]() ![]() I should ask, though - do you own a cheat device, and if so, what kind of device is it? I ask because it may be possible for me to convert the codes to work with the appropriate device, once I've got them right. |
Post #149094
|
Posted: 29th April 2007 05:37
|
|
![]() Posts: 23 Joined: 2/4/2005 Awards: ![]() ![]() |
Thanks! I was kinda worried it would be either only narrowly useful, what with it's reliance on causing undead status, or way too powerful from equipping armor and such. But yeah, I wasn't really considering FFT-translatability; it's a fun thought though, eh?
Wow, that's...really funny. ![]() Well, I do have a Game Genie...for, uh, NES...but that's it. >_> However, that'll be a moot point eventually. I mean, what with you putting so much work into making the Remembrancer a reality, it's the least I can do to get a way to employ it. A Woodman Remembrancer wouldn't be so bad... ![]() -------------------- Bright light, shine down on bloody impurity! Hol...Pearl?? |
Post #149096
|
Posted: 30th April 2007 03:14
|
|
![]() Posts: 342 Joined: 3/11/2006 Awards: ![]() ![]() ![]() |
Quote (AtmaDragoon @ 29th April 2007 05:37) *Imagines a morbol using MBarrier* Try a Porky using Throw Stone. ![]() Out of Meliadoul, Agrias, Orlandu, and generic knights, which would you prefer to turn into Rememberancers? Using one of those classes as a base would greatly reduce the number of codes needed to make the changes. Alternatively, if you want something you can theoretically acquire early in the game, and that you'll never see the enemy using, I could alter one of the Bard/Dancer, Calculator, or Mime skillsets to become the Rememberancer. It wouldn't have the job's name, necessarily, but it'd have the right skillset. |
Post #149127
|
Posted: 30th April 2007 06:04
|
|
![]() Posts: 23 Joined: 2/4/2005 Awards: ![]() ![]() |
Of the easier-to-make-Remembrancer classes, I'd have to go with generic knight. And in the case of the theoretically-possible ones, I guess mime...although personally, I'm a huge Squire fan, and I had kind of envisioned it as a base class. Far be it from me to make your job any harder though -- I will be happy with whatever will get me a humanoid one.
![]() And just to keep the spirit of the thread going... Job: Synchromancer – One who believes in the universal manifestation of spirit and seeks to justify each instance of it. Uses Empathy to discern the nature of objects. Equip: All but katanas Inherent: Equip Change Prerequisites: Geomancer level 3, Samurai level 5 Move: 3, Jump: 3, Speed: 8, Evade: 0 Skillset: Empathize – Synchromancer job command. The life inherent within mundane objects is called forth to various effect. Action Skills: Weapon Empathy – The Synchromancer focuses on his equipped weapon, resonating his soul with its spirit. Causes HP damage with swords, knight swords, bows, crossbows, knives, hammers, axes, ninja swords, spears, non-magic guns; causes MP damage with sticks, staves, rods, dictionaries, harps, bags, fabrics, magic guns. JP: 850, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add: effect of weapon Shield Empathy – The Synchromancer focuses on his equipped shield, resonating his soul with its spirit. Increases evasion. JP: 300, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add: effect of shield Helmet Empathy – The Synchromancer focuses on his equipped headwear, resonating his soul with its spirit. Heals MP. JP: 200, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of helmet Armor Empathy – The Synchromancer focuses on his equipped armor, resonating his soul with its spirit. Heals HP. JP: 450, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of armor Accessory Empathy – The Synchromancer focuses on his equipped accessory, resonating his soul with its spirit. Heals stat damage. (PA, MA, speed, etc.) JP: 700, Range: Auto, Effect: 3, Vertical: 3, Speed: Now, Add/Cancel: effect of accessory Reaction Skills: Synchronize – The Synchromancer can feel the weaves of spells directed at him, and can better attune his mind to unraveling them as they're cast. Increases M-evade. JP: 600, Trigger: successful offensive magical attack Support Skills: Harmonize – The Synchromancer is at peace with the natural world, gaining the Earth’s blessing. Grants protection from status and absorbs elemental damage in accordance with Geomancy terrain effects. Also protects against Geomancy. JP: 500, Cancel: Geomancy Movement Skills: None (Alternately, I suppose it might be prudent to divide up the weapons into seperate abilities a la ninja, and also helmets into helmet/mage hat/hat, armor into armor/robe/clothes, and accessory into gloves/boots/rings/mantles/perfumes/etc...but I don't wanna type all that out just now. ![]() -------------------- Bright light, shine down on bloody impurity! Hol...Pearl?? |
Post #149133
|
Posted: 30th April 2007 23:56
|
|
![]() Posts: 342 Joined: 3/11/2006 Awards: ![]() ![]() ![]() |
Squire would be easy to do, too, but bear in mind that changes to generic classes will affect every character you come across that uses that class (Exception: alterations to the squire class will not affect Ramza, Delita, or Algus, as they actually use a completely different skillset).
The advantage to altering a pre-existing generic class is that you can change into and out of the job whenever you want. This added versatility, however, makes "naming" the class a lot more difficult. For the time being, I'll just create Rememberancer codes for Squires, and if I learn how to make conditional codes, I'll see what I can do about the name. Code Squires become Rememberancers 30061EA1 009C 30061EA2 0000 Equipable Items 30061EA3 0001 30061EB0 0004 Jump Value 30064B18 00D4 30064B19 00A7 30064B1A 009A Skillset Modifications 30064B1B 00A5 30064B1C 00A4 Things these codes don't do/possible flaws: - Ramza, Delita, and Algus are unaffected. - MBarrier and Deathspell2 have a JP cost of 0. - Ultima, being Ultima, can only be learned by surviving being hit by it. - The job still appears as Squire, and the skillset still appears as "Basic Skill". This has been tested, and other than the flaws I mentioned, it appears to be in working order. |
Post #149155
|
Posted: 1st May 2007 01:08
|
|
![]() Posts: 23 Joined: 2/4/2005 Awards: ![]() ![]() |
As it stands, that is an excellent set of codes. Fighting other Remembrancers would certainly make for an interesting situation [Edit: besides which, they're not too common later, if I remember correctly]; I'd hold off buying MBarrier/Deathspell 2 until the battle w/ Ovelia in chapter 2 anyhow; I can wait for Ultima too (I've gotten real used to that
![]() That said, unless everyone else is interested in these proceedings, perhaps we ought to take this particular discussion to PM? Otherwise I'mma have to keep coming up with new classes...like I will attempt to in the next 48 hours for this post... Edit: Alright, so here's number three. Hope it's interesting. Job: Transmogrifier – A wizard who effects bizarre modifications to the world around him through the synthesis of physiology and magonomics. Uses Mutate to combine living elements into one form. Equip: Sticks, Staves, Rods, Books, Robes, Mage Hats Move: 3, Jump: 2, Speed: 6, Evade: 0 Skillset: Mutate – Transmogrifier job command. Physical anatomy and magic structure are fused together to cause a unique transformation. Action Skills: Avian Mutation – Target is fused with the essence of a chocobo or juravis. JP: 350, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Beast Mutation – Target is fused with the essence of a panther or behemoth. JP: 500, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Evil Mutation – Target is fused with the essence of a skeleton, ghoul, or Lucavi demon. JP: 800, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Humanoid Mutation – Target is fused with the essence of a goblin, squid demon, or bull demon. JP: 250, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Odd Mutation – Target is fused with the essence of a bomb, flotiball, or morbol. JP: 650, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Peaceful Mutation – Target is fused with the essence of an uribo or dryad. JP: 300, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Serpent Mutation – Target is fused with the essence of a dragon or hyudra. JP: 800, Range: 3, Effect: 1, Vertical: N/A, Speed: 50, Add: Transmogrified Replicate – The Transmogrifier uses the natural elements available in lieu of a living target, creating a monster golem. Starts at half the Transmogrifier’s level. Can only be used when there are less than the maximum participants in the Transmogrifier’s party. JP: 750, Range: 3, Effect: 1, Vertical: N/A, Speed: 12, MP: 50 Reaction Skills: None Support Skills: Omega Strain – The Transmogrifier has developed his ability and knowledge to the point where he can mix the best traits of any one specie into a single mutation. He is able to choose which type of monster will be fused, and the target will gain access to all monster abilities from all three levels of that specie. Raises the initial level of replicated monsters to 3/4 the Transmogrifier’s. Becomes inherent once purchased, can be set to the support slot if the Transmogrifier changes to another class. JP: 1,500 Movement Skills: None Mutation Mechanics: When used on a human target, be it ally or enemy, that individual has their secondary action skill replaced with an action skill with the same name as the monster they’ve been fused with (ie: --> Morbol). They are also placed under the status “transmogrifiedâ€, which lasts from 3 to 7 active turns. This status can neither be healed nor dispelled. Characters affected by Mutate also acquire any inherent abilities/disadvantages of the monster fused in place of their own. They still retain their original support ability, however. When used on a monster, it simply adds on the new action abilities to their ability list, and all favorable inherent characteristics are chosen in place of disadvantages. Also lasts 3 to 7 active turns. When used on the Transmogrifier himself, the transmogrified status lasts indefinitely, and his Mutate action is replaced instead of his secondary. In addition to gaining the monster abilities, he also gains the action ability Separate, which cancels the transmogrified status immediately. Reaction, Support, and Movement abilities are treated the same way as for other human targets. In all cases, without Omega Strain, the family of monster is chosen, but the specific type is random, as is the class (A, B, C). This post has been edited by AtmaDragoon on 1st May 2007 05:06 -------------------- Bright light, shine down on bloody impurity! Hol...Pearl?? |
Post #149158
|
Posted: 3rd May 2007 18:31
|
|
![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
This is a direct result of having played World of Warcraft on a rogue for far too long.
Rogue- Operating on the outskirts of society, these assassins are the tool of choice for hire when a throat needs slitting or something needs stealing. Requirements: master thief, master ninja Skillset: Shadowcraft Backstab JP: 350 Range: 1 An attack that does 250% weapon damage and is almsot impossible to block. Can only be performed from the side or behind an enemy. Distract: JP: 250 Range: 6 A small pouch containing a mixture of gunpowder and certain herbs is thrown near an enemy unit, distracting them and making them face in the direction of the target panel. Can be done on the same turn as the move, does not use up the action turn. Vanish JP: 500 Range: n/a The rogue throws down a vial of flash powder, instantly giving them transparent status. Cloak of Shadows JP: 1000 Range: n/a Enveloping themselves in shadow, the rogue removes all negative status effects on them and becomes immune to all negative status effects for 3 turns. One use per fight. Shadowstep JP: 1000 Range: 6 Stepping through the shadows, the rogue instantly appears behind their target. The next attack, regular or special, does an additional 350% damage. One use per fight. Preparation JP: 5000 Range: n/a Preparing for the fight beforehand, this ability erases the cooldown on Cloak of Shadows and Shadowstep if they have been used in the current fight. One use per 3 fights. Ambush JP: 600 Range: 1 When stealthed, the rogue cam make a devastating attack on an unsuspecting opponent. Must be transparent and behind enemy. Attack does 300% weapon damage and removes transparent state. Blind JP: 400 Range: 2 Fighting dirty, the rogue tosses a handful of fadeleaf into an opponent's face, inflicting blind status. Cheap Shot JP: 800 Range: 1 When stealthed, the rogue can damage and stun an opponent with a swift blow to the head. Must be transparent. Inflicts don't move and don't act on enemy for 1 turn, does 25% weapon damage Mug JP: 200 Range: 1 Must be behind or beside target. 60% weapon damage is dealt and random amount of gil are stolen. Support Abilities Feign Weakness JP: 900 Enemies will target the rogue last so long as another ally is standing, regardless of position. Blackheart JP: 900 +10% damage to all humanoid opponents Unseen Assassin JP: 1000 Begin battle transparent Reaction Abilities Evasion JP: 1000 When the rogue takes damage, they go into auto-transparent state. Slice and Dice JP: 700 When the rogue takes damage, they are afflicted with haste. Movement Abilities Detect Traps JP: 300 All trap panels are visible to the rogue on any given battlefield, as well as all move-find item panels. Ignore Height JP: 600 Using climbing claws, the rogue can scale or descend heights easily. Move +5 JP: 1500 Light armor and gear, combined with superhuman agility, allow the rogue to cover battlegrounds more efficiently. Inherint Abilities +15% chance to dodge all physical attacks Inherint dual-wield Equipment Weapon: dagger, katana Head: hats Body: clothes Shield: none Accessories: all ![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #149314
|
Posted: 11th May 2007 05:43
|
|
![]() Posts: 2 Joined: 15/4/2007 ![]() |
My internets are finally up and running again, so here I am.
I've been toying with a few ideas for classes, but haven't come up with anything concrete yet. As a disclaimer, it's been almost 6 months since I last played FFT, so my ideas may be skewed pretty badly. I figured I'd try my hand at a Dark Knight, since it seems to be a popular choice for many others. Also some semi-original classes, a Red Mage, and a feeble attempt at humor (the last class). This is a huge post, so I apologise for the length. Coward Ability: Cowardice May Equip: (????) "A selfish braggart who hides behind a wall of steel." Uses tall shields to repel his opponents and has high move rates to avoid combat. Inherently low Brave. Shield Bash (Ability) Dash-style attack causing Tackle damage with blowback rate of (50 + ShieldPhysEva)%. Duck and Run (Reaction) When attacked from behind, evade rate rises by (Brave/4)% and move rate rises by +1. The effects of this ability may not stack. Overconfidence (Support) Sacrifices 3 Defense to gain 3 Attack. Timidity (Support) Sacrifices 3 Attack to gain 3 Defense. Equip Shield (Support) Allows Shields to be equipped regardless of Job. Plead (Reaction) Cancels attack as per Hamedo (activation rate is slightly higher), but instead of countering, you pay Gil equal to (Monster Level x Damage Avoided). So, if Pleading to a Level 15 monster that is attacking for 50 damage, you would avoid the damage by paying 750 gil. White Knuckled (Support) Reduces chance of your equipment being broken or stolen the lower your Brave is. Defense increases by 1. Move +2 (Movement) Movement increases by 2. Spread Panic (Ability) Temporarily lose 10 Brave (no permanent loss) to reduce an enemy's Brave by 20. Red Mage Ability: Red Magic May Equip: "An adept magician and fencer, skilled in many things but master of none." This is a mix of the Red Mages from all Final Fantasies, mainly FFXI and FFV, with a touch of Mystic Knight from FFV as well. Cure (Ability) Fire (Ability) Ice (Ability) Bolt (Ability) Cure2 (Ability) Fire2 (Ability) Ice2 (Ability) Bolt2 (Ability) Silence (Ability) Poison (Ability) Doublecast (Support) Cast two spells simultaneously. Convert (Ability) Swap HP and MP. Burning Edge (Ability) Fire elemental physical attack. Blizzard Slash (Ability) Ice elemental physical attack. Shock Spike (Ability) Lightning elemental physical attack. Dia Blade (Ability) Undead killing physical attack. Low random chance of inflicting Defense Down. Dread Knight Ability: Demon Skill May Equip: "A master of the dark arts who strikes terror in his foes." Drain (Ability) Steal HP. (Resist rate and potency as per spell.) Osmose (Ability) Steal MP. (Resist rate and potency as per spell.) Terror (Ability) Inflicts Brave Down. (Resist rate and potency as per spell.) Soul Wither (Ability) Inflicts Death Sentence. (Resist rate and duration as per spell.) Darkness (Ability) Consumes HP to inflict devastating blows. (Random damage increase, from 20% to 80%. Extra damage consumes that much in HP.)(Example: 100 dmg to be inflicted. Darkness adds 50%, increasing dmg to 150. User loses 50 HP.) Dead Aura (Reaction) Whenever HP or MP is stolen, reverse the effects. (Like undead monsters.) Mindless Rage (Support) Gain no EXP for any action to increase damage dealt by 50%. Destroy Essence (Ability) Detonates a crystal, inflicting damage to all creatures in a 2 square radius. Discord (Ability) Confuses, charms, or berserks an enemy. (Resist rate and duration as per Confuse.) Abyssal Gate (Movement) Step through a dark gate and choose a location as per teleport. Unit vanishes as per Jump (duration included). At the end of the duration, unit appears in selected location, able to act but not move until next turn (as though they had just moved.) This ability may not fail, even at long distances. Gravity Blade (Ability) 3-panel ranged attack. Strikes all units in area of attack with weapon damage. Low random chance of inflicting Slow. Heavy Blade (Ability) Normal range weapon attack with low accuracy and high critical rate. Spiral Hell (Ability) Attack as per Spin Fist. Low random chance of inflicting Death Sentence. Mire Blade (Ability) Normal range weapon attack. Moderate random chance of inflicting Don't Move. Stormwalk (Movement) When a rainstorm is present, Move is increased by 2 and unit recovers a small amount of HP after moving. Sage Ability: Ancient Lore May Equip: "One who peers into mysteries and unearths hidden knowledge." Hidden Lore (Support) Gains JP for picking up crystals. (JP gained is equal to an Accumulate.) Equip Book (Support) Allows Books to be equipped regardless of Job. Enemy Lore: Ice (Ability) Makes enemy weak to Ice. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.) Enemy Lore: Fire (Ability) Makes enemy weak to Fire. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.) Enemy Lore: Bolt (Ability) Makes enemy weak to Lightning. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.) Enemy Lore: Wind (Ability) Makes enemy weak to Wind. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.) Enemy Lore: Earth (Ability) Makes enemy weak to Earth. (If already weak, this ability has no effect.)(Resist rate and duration is as per Paralyze.) Transmute (Ability) Inflict random status effect on enemy. Teaching (Ability) Bestow own EXP to an ally. (EXP is tranferred 10 EXP at a time. If the caster has less than 10 EXP, they cannot use this ability.) Distortion (Support) Magic Evade rises to 100%. However, if unit is in the center of the attack, or is hit with a one-square spell like Flare, resist rate drops to 0%. Mana Lore (Ability) Converts current EXP into MP. (If EXP is 0, you gain 0 MP and the ability is wasted.) Skill Lore (Ability) Converts current JP into HP. (If JP is 0, you gain 0 HP and the ability is wasted.) Item Lore (Support) Treasure chests drop rare items when this unit picks them up. The Ultimate Mega Black Death Master Fighter of Overwhelmingly Pure Burning Evil Ability: Ultimate Fight May Equip: All "The name says it all." Instant Death (Ability) Kills an enemy instantly. Exploding Armor of the Infinite (Reaction) When attacked, interrupt the attack (as per Hamedo) and instantly kill attacking enemy. Summon All (Ability) All summons attack at the same time, instantly killing all enemies in the attack area. Move +20 of Fighting Power (Movement) Allows you to walk 20 spaces more. Also allows you to walk through opponents, which kills them instantly. Super Gained JP Up (Support) Increases JP gained by 500. Random enemy on the field is killed instantly. All Time Stops For All Time (Ability) Inflicts Don't Move, Don't Act, and Stop on all enemies. All allies gain Haste. These effects last until the end of the battle and may not be resisted. It may seem to you like killing the enemy takes a minute or two, but to them, they're getting killed so fast they don't realize they're being killed instantly. The Ultimate Sacrifice (Ability) Casts Autolife on self, then uses Self-destruct to kill all enemies instantly. Equip Everything At The Same Time (Support) Allows you to wear anything and everything simultaneously. Every time you equip an item in combat, the nearest enemy is instantly killed. Space Atom Bomb (Ability) Fires a space atom bomb, the most powerful weapon in space. All enemies are instantly killed, the battle instantly ends, the location you were at is instantly wiped off the map, you are instantly moved to the closest blue location, and you instantly gain a level. Breakfast (Ability) Make some instant oatmeal. (The brown sugar and maple kind.) Instantly recover all HP. Fast-Draw Oxygen from Earth (Ability) Allows you to fast-draw all the oxygen from Earth, killing all life on the planet instantly and giving you their HP and MP. Without warning, the credits roll. ...well, that's pretty much everything I have at the moment. I'm going to go through each class and post them individually when I have them figured out. Please feel free to make fun of them or whatever. Hopefully my next post will make more sense, be far more concise, and not suck so bad. Thanks for reading this. This post has been edited by Kaikyou on 11th May 2007 05:51 |
Post #149767
|
Posted: 20th July 2007 02:44
|
|
![]() Posts: 211 Joined: 16/7/2007 Awards: ![]() ![]() ![]() |
Wow, I really like a lot of the classes in this thread...I'm not really good at this stuff, but here goes nothing:
Mad Trickster Clownish magician with deadly tricks up his sleeves. As a result of dabbling in forbidden chemistry and magic, this joker is insane to the core. Prerequisite: Level 8 Chemist, Level 8 Wizard, Level 8 Time Mage Weapons: Knife, Gun, Rod, Staff Shields: No Armour: Robe, Vest (Can only wear hats on his/her head) Skillset: Trickery ----- Skill: Coin Flip JP: 100 MP: 0 Range: 1 CT: Now The Trickster flips a coin, and the target chooses Heads or Tails. The loser loses half of his/her current HP. Skill: Hat Trick JP: 175 MP: 0 Range: 1 CT: Now The Trickster pulls a chemical mix out of his hat, and sprays it on the enemy. A random status ailment is chosen and has a 75% chance of inflicting it on the the enemy. Skill: Deathly Deck JP: 250 MP: 0 Range: 2-5 (Can hit three panels side by side) CT: 30 A deck of cards is tainted with dark magic and chemistry, and quickly shot at the enemy for high damage. Skill: Egil’s Torch JP: 215 MP: 15 Range: 1-4 CT: 20 Elemental attack in which the Trickster lights a torch with flames known as Sunfire and hurls it at the enemy. Powerful Fire damage. "From a fallen kingdom do these flames arise! Egil’s Torch!" Skill: Thunder Shock JP: 215 MP: 15 Range: 1-4 CT: 20 Elemental attack in which the Trickster unleashes a blast of lightning from his finger at the target. Powerful Lightning damage. "Piercer of the sky, crafted into mortal hands! Thunder Shock!" Skill: Frostbite JP: 215 MP: 15 Range: 1-4 CT: 20 Elemental attack in which the Trickster summons a flurry of ice to freeze and damage the target. Powerful Ice damage. "Like a diamond that was once coal...Frostbite!" Skill: Mind Games JP: 320 MP: 25 Range: 1 CT: Now Toy with the target’s mind using a mystical metronome and darkly lie about their religion. Power is based on opponent’s Faith. A target with high Faith will take massive damage. Skill: Demonic Visions JP: 320 MP: 25 Range: 1 CT: Now Toy with the target’s mind using a mystical metronome and place images of their own death into their heads. Power is based upon opponent’s Brave. A target with low Brave will take massive damage. Skill: Voodoo Curse JP: 600 MP: 35 Range: 1-5 CT: 65 Creates a voodoo doll of the target and stabs it. Deals powerful Dark damage. Skill: Asper Wave JP: 1000 MP: 5 Range: Global CT: 150 Steal small amounts of MP from units all over the map, friends and foes alike. Skill: Dice Roll JP: 750 MP: 50 Range: 1-7 CT: Now The Trickster rolls a dice, and the effects vary based on the number rolled. ONE= Casts Death TWO= Steals random piece of equipment from the foe, success rate randomized THREE= Casts Frog with a 100% success rate FOUR= Massive damage, HP given to Trickster FIVE= Casts Stop with a 100% success rate SIX= Backfires and takes 3/4 of the Trickster's life Skill: Reality Trip JP: 800 MP: 65 Range: 1 CT: 85 The Mad Trickster temporarily sends both himself and the target to a projection of the world of the dead, showing the opponent visions of those long gone. The gore and horror seen in the temporary zone is enough to make one go mad, and deals damage to the foe based on both their Brave and Faith. Skill: Meteo Trick JP: 1200 MP: 85 Range: Global CT: 120 Five meteors are summoned from the cosmos, and strike random targets. Each meteor has great power, (Something between a Level 3 and 4 spell) but can strike the Trickster as well. "Judgement in the form of the Cosmos! Meteo Trick!" Skill: Zero Reality JP: 2000 MP: 185 Range: Global CT: 200 The Trickster sends all other units into his mind (including allies) and his insanity is unveiled. The dark visions within his soul lower all units’, except the Trickster’s, Brave and Faith by half for the next three turns. ----- Reaction Abilities Terror JP: 1300 When physically attacked, the Trickster sends a violent image into the attacker’s mind, lowering their Brave by 1-3 points. Reflex JP: 1300 When physically attacked, the Trickster’s evasion slightly raises for the rest of the battle. Stackable. ----- Support Abilities Elemental Mastery JP: 900 Having mastered the elements of Fire, Lightning and Ice, whenever the Trickster uses an attack of these elements, he gets a 1.25x boost in damage. He also takes reduced damage from these elements. (0.75) ----- Movement Abilities None ----- Stat Growth SPD= Speed HP: 50% MP: 180% ATK: 100% MGC: 210% SPD: 140% ----- I think I did OK, though he does seem overpowered now that I think about it... What do you guys think? This post has been edited by Samurai Bob on 21st July 2007 13:44 -------------------- FFIVDS looks awesome, right? Especially the character scans. I mean, look at that CGI scan of Yang. You see it and you just think...badass. And then you look at his polka-dot pants, likely stolen from a Dr. Seuss book. And then you just...shiver. |
Post #153572
|
Posted: 20th July 2007 02:55
|
|
![]() Posts: 495 Joined: 25/6/2007 Awards: ![]() ![]() ![]() |
If i could Invent a Class i would call it The Dashing Swordsman, ill add the abilities and stuff later.
![]() Moderator Edit Next time, don't post until you actually have something to say. -R51 This post has been edited by Rangers51 on 20th July 2007 12:24 |
Post #153575
|
Posted: 20th July 2007 21:58
|
|
![]() Posts: 1 Joined: 20/7/2007 ![]() |
Job Name: Contractor
a contracted hitman. uses covert skills to complete the most impossible jobs with pin-point accuracy. Required Jobs: Lv.4 Oracle, Lv. 4 Ninja Innate Abilities: Silent Walk Base Stats: Move: 4 Jump: 4 Class Ev.: 20% Max Stats (if leveled from 1 to 99 as this job) HP: 370-385 MP: 250-265 PA: 10(f), 11(m) MA: 6(m), 7(f) Speed: 12 Equip: Guns, Knives, Ninja Knives, Hats, Clothes, Robes, Accessories Job Command: Covert Skill skill used to eliminate targets ignoring enemy evasions Action Abilities: Illusion - Effect: 1 Range: Auto Speed: Now Add: Invisible Haymaker - Effect: 1 Range: weapon range Speed: Now normal attack, but damage is boosted by 1.5 (%=Br-PA) Deny:Chance - Effect: 1 Range: 1v2 Speed: Now this is pretty much 'Dash' with a 2 panel knock-back at 100% Without repost, lose any chance to escape! Deny:Chance! Deny:Act - Effect: 1 Range: 4 Speed: Now Add: Don't Act (%=Speed*6) Loss comes sudden as with the raging winds! Deny:Act! Deny: Move - Effect: 1 Range: 4 Speed: Now Add: Don't Move (%=Speed*6) Feet become as heavy as one thousand labours...Deny:Move! Deny: Health - Effect: 1 Range: 4 Speed: Now Add: Undead (%=Speed*5 + MA) Thurst without drink, tire without chance of rest...Deny:Health! Deny: Breath - Effect: 1 Range: 1v1 Speed: Now Add: Dead (%= [Br/2]+Speed*[MA/4]) Souls cut down like mere timber...Here's the end! Deny:Breath! Reaction Ability(s): Chance Cure - certain statii (poison, petrify, undead, sleep, don't act, don't move), during each CTR, have a 20% chance to be cured Last Resort - strikes down opponent that deals fatal damage. Add: dead (%=Br) Support Ability(s): Suppressor - certain commands will not trigger any reaction abilities Movement Ability(s): Silent Walk - will not trigger traps an ideal setup would be... Female, Br 97, Fa 03, worst comp. w/ scorpio Stone Gun - Thief Hat Rubber Suit Seteimson Covert Skill Item Chance Cure Suppressor Teleport strat: with this set, there's no worry of triggering ANY reaction abilities with your normal attack! wait until you're cured of petrify, then use haymaker at a safe distance and use elixers when necessary; auto-haste makes up slightly for initial petrify; the +1 MA on the seteimson is necessary only for the best results with Deny: breath (or Deny: bracelet, in the spirit of FFT), but you'll prob. wanna stay away anyways, usually waiting after you attack; rubber suit is for best natural HP and lower PA (higher haymaker acc.) than RoL option. probably the more stable of the two options ...or for males... Male, Br 97, Fa 03, Cancer or Pisces Rune Sword - Flash Hat Robe of Lords Genji Gauntlet Covert Skill Throw MP Switch Equip Sword Move MP Up strat: this is the RoL option, which tries to maximize the use of deny:breath, since males have higher PA anyways and lower MA, and need extra MA than females; this setup is used to walk up close to the enemy after a first turn Illusion, and attack from behind with haymaker or deny: breath. using the 'Deny' skills before an attack is a good idea as well. with this set, a very thorough understanding of CT is vital, because with it comes the capability of immobilizing two units (one dead, one don't act'd) before either can kill him. Well...? This post has been edited by neg0tiator on 21st July 2007 03:40 |
Post #153633
|
Posted: 22nd July 2007 06:24
|
|
![]() Posts: 1 Joined: 22/7/2007 ![]() |
I tried to keep this within believable NPC limits. I could have created something ridiculous, but I tried to make them seem like viable classes.
Name: Raijin Age: 21 Height: below average Build: Slim/Athletic Eye Color: Black Hair Color: Whitish Silver Hair Length: Middle of back untied, between shoulderblades in ponytail Birthplace: Warjilis Trade City Weapon: Ichihiro Nagamaki (2 Hands Atk: 24 PE:45% ME:45% Chance on hit: Stop ) Off-Hand: Genji Guantlet (atk+2 matk+2) Head: Snow Veil (+80 Hp Immune to silence, sleep, petrify and charm) Armor: Reverend Splint (+160hp spd+3 Always: Protect, Shell) Accessory: Hachimaki (atk+2 matk+2 spd+2 phys dodge+25% mag dodge+25%) Main: Forgotten Sword Secondary: Math Skill Reaction: Blade Grasp Support: Attack Up Movement: Move+2 Class: Wanderer - "A drifter with no hometown or affiliation. Fights according to own morals and values using Forgotten Sword" Growth: (+ means above average, = means average, - means below average) AT:+ MA:= Sp:+ HP:= MP: - Innate: Weapon Guard, Ignore Height, 2 Swords, can equip Gloves in off-hand with 2 handed weapons, May use Forgotten Sword skill with any non-dagger bladed weapon (sword, ninja sword, knight sword, katana, spear) Possible Equips: Weapon: Sword, Ninja Sword, Katana, Spear Armor: Clothes, Robes, Armor Skill: Forgotten Sword - "A Sword Skill who's art was lost a long time ago" Blaze - Releases a fire spirit from the sword (5 panel straight line, Fire) Freeze - Ice spirit from the sword charges enemies (5 panel straight line, Ice) Tide - Calls forth a water spirit to drown opponents (5 panel straight line, Water) Blitz - Lightning spirit from the sky smites enemies (5 panel straight line, Lightning) Fault - Earth spirit cracks open earth below enemies (5 panel straight line, Earth) Holy (same as in game) Dark Holy (same as in game) Hurricane (same as in game) Shock (Range:8 damage = max hp, physical) Shock! (Range:8 damage = min hp, physical) Giga Flare (same as in game) Ruin (Physical Attack that damages HP & MP) Focus (On Self: Atk+2, Spd+2, Brave+5) Energize (same as chakra, only it heals HP and MP equal to 50% of your max) Cleanse (AoE, Removes Poison, Petrify, Death Sentence, Blood Suck) Reaction: Counter Blade Grasp Abandon Support: Attack Up Magic Attack Up Movement: Move+2 Jump+2 This post has been edited by Desolation on 22nd July 2007 16:39 |
Post #153746
|
Posted: 23rd July 2007 10:00
|
|
![]() Posts: 24 Joined: 11/7/2007 Awards: ![]() ![]() |
Okay ummm how about (i don't know if this name is taken, my apolgies if so)
Master Alchemist Description: A alchemist who can change the materials of anything with just touch of his hands Equips- Staffs,Rods and Swords ![]() A-Abilty Carbon Wipeout A skill that changes the carbon in the body of anything (or there armor), severly reducing their defence. Explosive Human Changes a bone of an enemy charcter into a explosive, dealing fire dmg to him and anyone around him Mini Tornado Stops the air in a small area causing blind status Earth Wave Tranforms the Earth into a massive wave of earth dealing non-elemental damage to the closest enemy, if multiple enemys are close all are hit Melt weapon Same effect as Weapon Break Ice Blast Changes water vapour in the air to frezzing point and launching it at enemys Earth Change Changes the earth and weather to any type (useful with a Geomancer) Carbon Build-Up Changes carbon in you body increasing defence Support Skills Potion Skills Makes Items twice as effictive Alchemic Boost The master alchemist can boost the effect of All his Abiltes Reaction Evaporate When a element is coming towards him he dissolves with out taking damage Counter Self-Explantory Enemy Flip The Alchemis picks up his enemy and throws the 5 squares forward, you still take dmg but about 1/8 less Move Mole Hole Changes the ground into a tunnel system, can move anywhere but you have to wait 1 turn to come out DONE! ![]() any suggestions i will consider also when i can be bothered I will think of some MP and JP Costs -------------------- Black Mage: A master of destructive magic White Mage:A master of healing magic Red Mage: Jack of all trades, masters of none Blue Mage: Master of enemy skills Fighter: What the hell is he doing on the list! |
Post #153833
|
Posted: 27th July 2007 18:10
|
|
![]() Posts: 211 Joined: 16/7/2007 Awards: ![]() ![]() ![]() |
Well, here's another one.
Time Swordsman Powerful warrior skilled in the ways of Time Magic. The Time Swordsman devastates his foes with his time manipulating sword techniques. Prerequisite: Level 8 Squire, Level 4 Knight, Level 8 Time Mage Weapons: Sword Shields: No Armour: Robe, Vest, Light Armor Skillset: Chrono Swordskill ----- Skill: Haste Sword JP: 200 MP: 15 Range: Self, 4 spaces around CT: 50 The Time Swordsman harnesses positive magical energy into his blade, then stabs it into the ground, casting Haste on himself and those around him with a high success rate. Skill: Slow Sword JP: 200 MP: 15 Range: 5 spaces ahead CT: 50 The Time Swordsman harnesses negative magical energy into his blade, then slashes the ground in front of him, casting Slow on any units in the technique's range with a high success rate. Skill: Stop Sword JP: 300 MP: 25 Range: 1 CT: 30 A sword slash that does regular damage but casts Stop on the target. Skill: Swift Sword JP: 215 MP: 12 Range: 1 CT: Now Does regular damage, but makes the Swordman's next turn come faster. Skill: Delay Sword JP: 215 MP: 12 Range: 1 CT: Now Does regular damage, but slightly delays the target's turn. Skill: Meteo Mash JP: 600 MP: 50 Range: 1 CT: Now The Swordsman channels cosmic energy into his blade, and strikes with the power of a meteor. Massive damage. Skill: Star Sword JP: 320 MP: 25 Range: 1-4 CT: 50 The Swordsman unleashes a blast of cosmic energy from his blade at the target. Hits the selected panel, along with all four panels around it. Skill: Moonlight JP: 500 MP: 0 Range: Self CT: 80 Power is channeled from the moon to heal some of the Swordsman's MP. Skill: Speed Steal JP: 700 MP: 18 Range: 1 CT: 30 Stabs the target, dealing damage, and uses the blade as a link between the Time Swordsman and the target. The blade absorbs the enemy's Speed stat, lowering it by 1-3 points, and transfers the lost points to the Swordsman, making him faster. The effect is neutralized at the end of battle. Skill: Chrono Cross JP: 500 MP: 10 Range: 1 CT: Now The Time Swordsman slashes the target four times. Damage is based on the difference between the Swordsman's and the target's speed. Skill: Time Distortion JP: 950 MP: 65 Range: 1-3 CT: 140 Creates a rift in time around the target, dealing high damage and greatly delaying their next turn. Skill: Spacial Rend JP: 950 MP: 85 Range: 1-3 CT: Now Creates a rift in the time-space continium, dealing massive damage to the target. ----- Reaction Abilities Tick Tock JP: 1000 Every time the Time Swordsman takes damage, their CT goes up by 5. ----- Support Abilities Wasted Time JP: 1250 Each turn, the Time Swordsman's CT goes up by an additional 1 point. ----- Movement Abilities None ----- Stat Growth SPD= Speed HP: 95% MP: 110% ATK: 125% MGC: 110% SPD: 175% Too overpowered? What do you guys think? -------------------- FFIVDS looks awesome, right? Especially the character scans. I mean, look at that CGI scan of Yang. You see it and you just think...badass. And then you look at his polka-dot pants, likely stolen from a Dr. Seuss book. And then you just...shiver. |
Post #154138
|
![]() |
|
![]() Posts: 4 Joined: 30/7/2007 ![]() |
Jester -A clown that uses jokes to harm enemies.
Reation Command :Jack-In-The-Box(harms enemy that attacked). Attack Abilities Noise Maker :Causes Silence to all enemies. Cream Pie :Causes Blindness to enemies. Pop!!! :Uses weapon to hurt enemy. Weapons :Fake Gun,Staff,and Fists Prerequists :Theif LvL 5,Squire LvL 8,Geomancer LvL 8 ~~~~~~~ :yes: Colin :yes: ~~~~~~~ |
Post #154527
|