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

Posted: 1st August 2007 18:33

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Lunarian
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I love your Jester character, colinmacdonk. It's nice to see this old thread continually receive more new replies.

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"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 #154541
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Posted: 1st August 2007 22:49

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Magitek Soldier
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I haven't read every single page of this thread, but what I have read has been a lot of awesome classes that I really wish I had a method of implimenting, even if they only work in an emulator.

Come to think of it, does anyone know if this is possible?
Post #154567
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Posted: 3rd August 2007 16:44

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Arch Mage: Archer with magic fused in the Bow and Arrows.
Command:Magic Bow.
Weapons:Bow,Crossbow.
Prerequists:Lv:6 Archer, LV:4 wizard, Lv:2 Knight.
Abilities
Fire-Bow:Shoots a flaming arrow at the target. 200JP, 23mp.

Fira-Bow:Shoots a flaming arrow at the target. (stronger then fire-bow )350JP, 30mp.

Ice-Bow:Shoots a freezing arrow at the target. 200JP, 23mp.

Icera-Bow:Shoots a freezing arrow at the target. (stronger then ice-bow) 350JP, 30mp.

Thunder-Bow:Shoots an electifying arrow at the target. 200JP, 23mp.

Thundera-Bow:Shoots an electifying arrow at the target. (stronger then thunder-bow) 350JP, 30mp.

Arrow of Darkness:Shoots an arrow engulfed with darkness at the target. Causes-Blind, and Silence. 600JP, 40mp.

Arrow of Hatred:Shoots an arrow filled with anger at the target. Lowers targets physical strength by 2. 700JP.

Hamedo-Arrow:Shoots an arrow at the target before being hit.(trigger ability) 1050JP.

Jump+4: Raises jump by 4.(move-ability) 625JP.

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May fire raise from
the earth beneath,
into the arrow
sent from the heavens,
FIRE-BOW!
Post #154713
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Posted: 16th August 2007 05:08

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It's probably been done, but...

Shield Dancer
A stalwart warrior who has chosen to forgo traditional weapons in favor of a pair of shields.

Equip: Shields, Clothes, Hats, and the traditional accessories.

Special Feature: May equip two shields simultaneously.

Command Set:
Shield Dance

Actions

Guard - 100 JP
The Shield Dancer assumes a defensive position and prepares to be attacked. All facings are considered Front for the purpose of evasion. Lasts until the Shield Dancer's next turn.

Guard Impact - 500 JP
Has the same effect as guard, however it adds a counterattack whenever an enemy attack is successfully evaded. The counterattack is calculated as a barehanded attack with Martial Arts.

Absorb Energy - 500 JP
The Shield Dancer neglects all physical defense to create a mystical field that transforms all offensive magical energy into healing energy. Until the Shield Dancer's next turn, all magic attacks that hit him heal instead of damage, and Shield Evade is reduced to zero.

Shield Bash - 200 JP
A sudden, brutal attack with a shield that leaves the target stunned. Damages as per a bag hit, Adds: CT 0.

Shield Toss - 200 JP
A short range attack that consists of throwing one of the Shield Dancer's shields at a target, then catching it as it bounces back. Does roughly 1.5 times the damage of a barehanded attack with Martial Arts.

Reaction Abilities

Deflect Attack - 100 JP
Enemies who are foolish enough to attack the Shield Dancer are thrown off balance by his smooth deflection. Adds: CT 0 on successful evasion.

Support Abilities

Equip Shield - 250 JP

Dual Shield - 600 JP
Allows the equipping of a shield in both hands.

Movement Abilities

Short Step - 500 JP
Increases CT at the end of the turn by 5 for each unused movement panel.
Post #155699
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Posted: 23rd August 2007 01:49
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How's this? It needs work, I know.

Spirit Dragoon
Special warriors who are actually ingrained with the spirits of various dragons themselves.

Weapons: Spear, Sword, Knight Sword
Equipment: Hats, Helmets, Clothes

Action Abilities:
Long Range Jump - 250 JP
Jump anywhere on the field. Requires a spear to use.

Double Jump - 200 JP
When jumping, strikes the foe twice at half power

Lancet - 140 JP
Drains HP and MP equal to 1/2 of total damage done

Dragon Trance - 600 JP
Raises Attack, Defense and Speed of the user for rest of battle

Dragon Spirit - 550 JP
Sends the fury of a spirit rushing to nail a line of foes

Dyna-Dragon Blast - 600 JP
Blasts a foe with the raw power of dragons. May instantly kill the foe

Reaction Abilities-
Guardian Spirit - 250
When hit by any attack that forces him into critical status, he automatically gains boosts in Attack, Defense and Speed

Support Abilities-
Equip Lance - 170
Equip a spear regardless of job

Strengths:
High Attack, Speed, HP
Spears have a 2 Panel attack range
Abilities are balanced and useful

Weaknesses:
Low Defense, Magic, MP
Abilities are really expensive
Magic Abilites require too much charge time
No movement abilties

Any Comments?
Post #156122
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Posted: 31st August 2007 00:08

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This is my third attempt at a fictional Tactics class for thread. The other two are here and here

Class: Spirit Medium

Description: A ninja priest with the ability to communicate with souls of the departed; uses thrown paper seals to execute powerful magic attacks.

Prerequisities: Master Oracle, Master Ninja

Can Equip: Clothes, Robes, Hats, Sticks

Magic Seal: Spirit Medium job command

Base Statistics: Ninja's HP+20%, Oracle's MP, Ninja's PA, Oracle's MA+1, Ninja's Speed -1, 4 Move, 3 Jump

Inherent Abilities: Counter-Life, Counter-Death

Magic Seal

Flame Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal explodes and sets the target aflame

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Fire-elemental, 100% hit rate, 70% Add: Don't Act

Wave Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal conjures a deluge of saltwater to drown the target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Water-elemental, 100% hit rate, 70% Add: Sleep

Storm Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The thrown seal creates a powerful cyclone around the target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Wind-elemental, 100% hit rate, 70% Add: Confusion

Earth Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: The ground violently quakes at the target's location

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Earth-elemental, 100% hit rate, 70% Add: Don't Move

Volt Seal (450 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: A powerful lightning bolt strikes the seal's target

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Lightning-elemental, 100% hit rate, 70% Add: Darkness, 70% Add: Silence

Frost Seal (600 JP)
MP: 9
Speed: now
Range: same as Spirit Medium's Move stat

Description: the seal's target is encased in a thick layer of ice

Mechanics: MA*18*(cFaith/100)*(eFaith/100), Ice-elemental, 100% hit rate, 70% Add: Slow

Holy Light (750 JP)
MP: 27
Speed: now
Range: 1

Description: cleanses and restores the soul of an ally lost to darkness

Mechanics: if target is dead, then 70% chance to restore life; 100% hit rate, removes Blood Suck, removes Undead, restores HP equal to MA*27*(cFaith/100)*(eFaith/100)

Exorcism (550 JP)
MP: 3
Speed: now
Range: same as Spirit Medium's physical attack

Description: sends a tortured soul to the afterlife with a sacred striking technique

Mechanics: 70% hit rate; 999 damage to undead units, 1 damage to living units

Reaction

Counter-Life(450 JP)

Description: Grants a second chance at life to a skilled Spirit Medium

Mechanics: If character dies with MP>99, then character loses 99 MP and returns to life with 99 HP

Support

Counter-Death (540 JP)

Description: Protects against many death-dealing attacks

Mechanics: immunity to Blood Suck, Undead, and Petrify status; any attacks that Add: Dead (i.e. instant death spells) are ineffective

Movement (I use pretty much the same Movement skills everywhere)

Crouching Tiger (2500 JP)

Combines Move+2 and Jump+2

Hidden Dragon (2500 JP)

Combines Move+1 and Fly

This post has been edited by laszlow on 31st August 2007 00:09

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Post #156543
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Posted: 7th September 2007 02:10

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Here's my take on a "Gambler" class. Just so you know, each one of the abilities in this class can actually be Gamesharked into existence. If there's enough interest, I can make it happen.

Gambler
"Take a chance and roll the dice; the big win is never out of reach."

May Replace: Mediator
Equips: As Mediator

Command Set: Magic

[Actions]
Damage Flare - 200 JP
Element: Fire; Range: 4; Effect: 2 (As basic spells); Vertical Effect: 3; Speed: 25
Strikes randomly within the target area.
Invoking Lady Luck, the Gambler calls down a random bolt of flame.

Level+ Roll - 1000 JP
Range: 4; Effect: 2; Vertical Effect: 3; Speed: 25; Allies Only; Inflicts Stop or Dead or Petrify on caster. One random ally within the area of effect gains a level.
At great risk to himself, the Gambler seeks to bolster the abilities of an ally.

Level Loss - 400 JP
Range: 4; Effect: 2; Vertical Effect: 3; Speed: 25. If it hits, target loses a level.
When asked to rob someone of their experience, demons are often all to glad to obey...

Roulette - 500 JP
Strikes one random target on the battlefield. Add: Dead (100% chance unless immune). May hit allies or enemies.
The Gambler calls in a favor from Death himself, though the Incarnation may have other plans...

Soul of Morbol - 100 JP
Range: All Enemies; Effect: One target; Add: Petrify, Darkness, Confusion, Berserk, Frog, Poison, Slow, Sleep (25% chance each)
Calling upon a little known god of Morbols, the Gambler attempts to inflict a magical malady on his enemies.

Ajora's Blessing - 100 JP
Range: All Allies; Effect: One target; Add: One of Haste, Shell, Protect, Regen, Reraise (100% chance of a random one).
Showing true faith in the power of Saint Ajora, the Gambler gives a blessing to a friend.

[Reactions]
Gilgame Heart - 200 JP
Trigger: HP Damage. The character receives Gil equal to the amount of damage taken.
True Gamblers can't resist a bet - even if it involves them getting smacked around.

[Support]
Martial Arts - 200 JP
Barehanded attacks are as effective as those of a Monk.
A little experience brawling goes a long way.

[Movement]
None, though Move - Find Item is recommended.

Opinions? Interest in seeing this in game? Let me know, please! happy.gif

This post has been edited by Suunok on 7th September 2007 02:28
Post #156865
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Posted: 16th September 2007 16:37

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Black Mage
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The Floral Fallal, Machina Maw, and Full Throttle count as 3 people when creating a party. Each of the main part’s support always stays to the panel to the main part’ left side and right side, so in order to move or wait, all 3 must be on a panel with a height difference of 3.

user posted image

Class: Floral Fallal – The ultimate magical job.
Prerequisites: MASTER Priest, MASTER Wizard, MASTER Calculator
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+60%, Summoner MP+70%, Summoner SP -1, Ninja PA, Wizard MA +2, 6 Move, 5 Jump

Commands
Attack: Follows Staff formula

Libra [10 JP]: Highlights the target’s compatible units in Blue and incompatible units in Red

Great Whirl [2000 JP][Can only be learned after learning all other Fallalery, Right Pistilplay, and Left Pistilplay abilities][Usable only in Floral Fallal]:
o Magical attack that strikes all enemies 10 times at random

Fallalery:
Heat Whirl [350 JP][Now]
o A chain of fire spells on an area.

Ice Whirl [350 JP][Now]
o A chain of ice spells on an area.

Electric Whirl [350 JP][Now]
o A chain of thunder spells on an area.

Aqua Whirl [350 JP][Now]
o A chain of water spells on an area.

Barrier [700 JP][MP: 36][SP: 16]
o Completely protects the party from 1 magical attack.

Shield [700 JP][MP: 36][SP: 16]
o Completely protects the party from 1 physical attack.

Flare Whirl [1000 JP][MP: 64][SP: 10]
o A chain of flare spells on an area.

All-Life [1500 JP][MP: 70][Now]
o Revives all allies to 1 HP.

Class: Right Pistil – The Floral Fallal’s right supporter.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+50%, Summoner MP+80%, Priest PA, Wizard MA +1

Commands
Right Stigma: Ranged attack using Crossbow formula and range.

Right Pistilplay:
White Pollen [300 JP][SP: 17]
o Casts Regen on all allies.

White Honey [400 JP][SP: 20]
o Heals all allies.

Hard Leaves [600 JP][SP: 12]
o Casts Shell on all allies.

Tough Nuts [600 JP][SP: 12]
o Casts Protect on all allies.

Mirror Petals [600 JP][SP: 12]
o Casts Reflect on all allies.

Floral Rush [780 JP][SP: 10]
o Casts Haste on all allies.

Floral Bomb [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their PA.

Fallal Bomb [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their Brave.

Floral Magisol [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their MA.

Fallal Magisol [800 JP][MP: 26][SP: 15]
o Damages all enemies and increases their Faith.

Class: Left Pistil – The Floral Fallal’s left supporter.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+50%, Summoner MP+80%, Priest PA, Wizard MA +1

Commands
Left Stigma: Ranged attack using Crossbow formula and range.

Left Pistilplay:
Dream Pollen [900 JP][SP: 17]
o Damages all enemies and lulls them to sleep.

Mad Seeds [770 JP][SP: 24]
o Damages all enemies and makes the Berserk.

Sticky Honey [830 JP][SP: 12]
o Damages all enemies and slows them down.

Halfdeath Petals [1200 JP][SP: 10]
o Halves the HP of all enemies.

Poison Leaves [600 JP][SP: 25]
o Damages all enemies and poisons them.

Death Petals [900 JP][SP: 15]
o Instantly kills an enemy.

Silent White [290 JP][SP: 20]
o Damages all enemies and inflicts Silence and Darkness on them.

Congealed Honey [800 JP][SP: 15]
o Damages all enemies and stops them.

Panic Floralysis [640 JP][SP: 17]
o Damages all enemies and confuses them.

Ash Floralysis [2000 JP][SP: 15]
o Damages all enemies and inflicts Petrifiction on them.

Support Abilities
Double HP [1500 JP]
o Doubles Max HP


user posted image

Class: Machina Maw – The ultimate status infliction job.
Prerequisites: MASTER Oracle, MASTER Geomancer, MASTER Bard/Dancer
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+80%, Summoner MP+40%, Summoner SP -1, Knight PA, Priest MA, 6 Move, 5 Jump

Commands
Attack: Follows Stick formula

Revival [670 JP]: Revive one ally.

Vajra [2000 JP][Can only be learned after learning all other Machinations, Smash, and Crush abilities][Usable only in Machina Maw]:
o Physical attack that damages all enemies.

Machinations:
Death Missile [950 JP][MP: 12][Now]
o Instant kill an enemy.

Bio Missile [350 JP][MP: 12][Now]
o Damages an enemy and may inflict Poison.

Break Missile [750 JP][MP: 12][Now]
o Damages an enemy and may inflict Petrification.

Berserk Missile [530 JP][MP: 12][Now]
o Damages an enemy and may inflict Berserk.

Stop Missile [610 JP][MP: 12][Now]
o Damages an enemy and may inflict Stop.

Confuse Missile [300 JP][MP: 12][Now]
o Damages an enemy and may inflict Confusion.

Shockwave [600 JP][MP: 36][SP: 20]
o Damages all enemies.

Shockstorm [1000 JP][MP: 36][SP: 15]
o Damages all enemies and may reset CT.

Class: Smasher – The Machina Maw’s right hand.
Auto Abilities: Magic Defend UP, Ribbon
Base Stats: Mime HP+60%, Time Mage MP, Samurai PA, Geomancer MA

Commands
Homing Ray: Ranged attack using Crossbow formula and Bow range.

HP Repair [100 JP]: Heals the Machina Maw’s, Crusher’s, or its own HP.

MP Repair [100 JP]: Heals the Machina Maw’s, Crusher’s, or its own MP.

Smash:
Howitzer [200 JP][MP: 12][Now]
o Damages 1 enemy.

Sleep Shell [620 JP][MP: 12][Now]
o Damages an enemy and may inflict Sleep.

Slow Shell [360 JP][MP: 12][Now]
o Damages an enemy and may inflict Slow.

Anti-Power Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its PA.

Anti-Armor Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its Brave.

Scan [10 JP][Now]
o Highlights the target’s compatible units in Blue and incompatible units in Red

Shelter [550 JP][SP: 30]
o Casts Shell on all allies.

Protector [550 JP][SP: 30]
o Casts Protect on all allies.

Class: Crusher – The Machina Maw’s left hand.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+60%, Time Mage MP, Samurai PA, Geomancer MA

Commands
Homing Ray: Ranged attack using Crossbow formula and Bow range.

HP Repair [100 JP]: Heals the Machina Maw’s, Smasher’s, or its own HP.

MP Repair [100 JP]: Heals the Machina Maw’s, Smasher’s, or its own MP.

Crush:
Howitzer [200 JP][MP: 12][Now]
o Damages 1 enemy.

Blind Shell [200 JP][MP: 12][Now]
o Damages an enemy and may inflict Darkness.

Silence Shell [380 JP][MP: 12][Now]
o Damages an enemy and may inflict Silence.

Anti-Magic Shell [800 JP][MP: 12][Now]
o Damages an enemy and lowers its MA.

Anti-Mental Shell [800 JP][MP: 12][Now]
o Damages an enemy and increases its Faith.

Booster [780 JP][SP: 10]
o Casts Haste on all allies.

Offense [400 JP][SP: 20]
o Increases one ally’s PA.

Defense [400 JP][SP: 20]
o Increases one ally’s Brave.

Support Abilities
Double HP [1500 JP]
o Doubles Max HP


user posted image

Class: Full Throttle – The ultimate physical job.
Prerequisites: MASTER Knight, MASTER Lancer, MASTER Ninja
Auto Abilities: Ribbon
Equipment: Accessories only
Base Stats: Mime HP+70%, Chocobo MP, Summoner SP -1, Mime PA, Chemist MA, 6 Move, 5 Jump

Commands
Attack: Follows Knight Sword formula

Fright [690 JP]: Damages one enemy, confuses them, and resets their CT.

Sword Dance [2000 JP][Can only be learned after learning all other Throttle, Dextral Arts, and Sinistral Arts abilities][Usable only in Full Throttle]:
o Physical attack that damages all enemies.

Throttle:
Aestus [140 JP][Now]
o Fire damage on one enemy.

Winterkill [140 JP][Now]
o Ice damage on one enemy.

Levin [140 JP][Now]
o Lightning damage on one enemy.

Whelman [140 JP][Now]
o Water damage on one enemy.

Wisenen [250 JP][Now]
o Decreases HP by ¼.

Fiers [300 JP][MP: 10][Now]
o Inflicts critical damage on one enemy.

Deeth [900 JP][SP: 20]
o Instant kill an enemy.

Assoil [455 JP][Now]
o Holy damage on one enemy. Instantly kills undead.

Class: Dextral Wing – The Full Throttle’s right wing.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+50%, Wizard MP, Geomancer PA, Oracle MA

Commands
Stamina [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own HP.

Mettle [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own MP.

Reboot [200 JP]: Revives an ally.

Dextral Arts:
Venom Wing [350 JP][MP: 12][Now]
o Damages an enemy and may inflict Poison.

Blind Wing [200 JP][MP: 12][Now]
o Damages an enemy and may inflict Darkness.

Mute Wing [380 JP][MP: 12][Now]
o Damages an enemy and may inflict Silence.

Rock Wing [750 JP][MP: 12][Now]
o Damages an enemy and may inflict Petrification.

Lazy Wing [620 JP][MP: 12][Now]
o Damages an enemy and may inflict Sleep.

Violent Wing [530 JP][MP: 12][Now]
o Damages an enemy and may inflict Berserk.

Still Wing [610 JP][MP: 12][Now]
o Damages an enemy and may inflict Stop.

Crazy Wing [300 JP][MP: 12][Now]
o Damages an enemy and may inflict Confusion.

Class: Sinistral Wing – The Full Throttle’s left wing.
Auto Abilities: Defend UP, Ribbon
Base Stats: Mime HP+50%, Wizard MP, Geomancer PA, Oracle MA

Commands
Stamina [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own HP.

Mettle [100 JP]: Heals the Full Throttle’s, Sinistral Wing’s, or its own MP.

Reboot [200 JP]: Revives an ally.

Sinistral Arts:
Steel Feather [710 JP][MP: 20][SP: 18]
o Increases party’s PA.

Diamond Feather [710 JP][MP: 20][SP: 18]
o Increases party’s Brave.

White Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their PA.

Buckle Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their Brave.

Cloudy Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and lowers their MA.

Pointed Feather [800 JP][MP: 26][SP: 15]
o Damages all enemies and increases their Faith.

Pumice Feather [780][SP: 10]
o Casts Haste on the entire party.

Ma’at’s Feather [10 JP][Now]
o Highlights the target’s compatible units in Blue and incompatible units in Red

Support Abilities
Double HP [1500 JP]
o Doubles Max HP


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And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license.
Post #157259
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Posted: 17th September 2007 02:02

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Lunarian
Posts: 1,207

Joined: 23/6/2004

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It's cool how you included artwork with your classes. Nice touch!

--------------------
"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 #157299
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Posted: 18th September 2007 22:59

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Black Mage
Posts: 172

Joined: 8/10/2004

Awards:
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Thanks! smile.gif I really like the Machina Maw the best.

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And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license.
Post #157370
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Posted: 30th September 2007 06:25

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Joined: 30/9/2007


I thought this was the INVENT a class forums. Not Steal-a-Class from Squaresoft's Final Fantasy X-2 (Floral Fallal, Machina Maw, and Full Throtle).



~ blackwolf_fang ~

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[FONT=Arial][SIZE=1]~Blackwolf_Fang
Post #157763
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Posted: 17th October 2007 14:46

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SOLDIER
Posts: 734

Joined: 8/7/2004

Awards:
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Seraphim Knights

Angelic blade:

Angel Sin Harvest: User has to have two swords to use. Summons angelic powers to deliver massive damage. Damaged increased with lower faith. length: Feild Status : Chicken (200jp)

Morning Star Attack: Stirkes enemy several times with sword inflicting massive amounts of damage. Length : Three squares status: Poision, Blind, Confusion (50 jp)

Hades Gate: Sends evil to the nether world with a KO attack. Length: 1 square Status: Death (150jp)

Four horsemen: Summons the four horse men to the feild to lay waste to there enemies. Powerful holy magic. Length : Feild (300 jp)

Curaga: Powerful cureitive magic, helps restore allies to full. Length 15 squares status Heal (25 jp)

Ark Angel : Invokes the power of michale to deliver a powerful finishing blow. Lenght 10 squares (40 jp)

Movement
Walk water : Allows user to walk on water (50 jp)
Float : User is floating above the ground (200 jp)
Teleport : Teleports a user to different area. (200jp)

Support
Blade grasp: Catches a sword before it has a chance to hit. (25jp
Ribbon: Gaurds against all status attacks. (400 jp)
Equip sword : Allows user to equip a sword (10 jp)

Equipment
Weapons:

Swords
Spears
Daggers
Maces

Armor:
Any armor knights or samauris can use

Helm:
Any helm that a knight or a squire can use.

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Don't fear the reaper!
Wonderful system this "Democracy" is no mechanism to break a tie -Dinobot-
It's spelled Raymond Luxray Yatch but it's pronounced Throat Wobbler Mangrove.
Vi Veri Veniversum Vivus Vici
Sic Semper Tyrannis bush.
Post #158611
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Posted: 17th October 2007 14:53

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
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Second place in CoN Fantasy Football, 2008. 
Quote (blackwolf_fang @ 30th September 2007 01:25)
I thought this was the INVENT a class forums. Not Steal-a-Class from Squaresoft's Final Fantasy X-2 (Floral Fallal, Machina Maw, and Full Throtle).



~ blackwolf_fang ~

Perhaps you should read more of the thread, to get into the spirit of it and see what people are trying to do in here.

We've taken characters from our own imagination, star wars, movies, books, history, ect, and adapted them to the FFT class system. Essentially, we're taking square pegs and jamming them into circular holes. You may not like everyone's adaptation, but snarky comments are not needed.

Welcome to the Caves, by the way, seeing as how that was your first post here.

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

~Pacifist Badge, 1978
Post #158612
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Posted: 18th October 2007 19:39

*
Black Mage
Posts: 162

Joined: 30/1/2004

Awards:
Second place in CoNCAA, 2017. Member of more than ten years. Participated at the forums for the CoN's 15th birthday! Third place in CoN Fantasy Football, 2010. 
Second place in CoNCAA, 2010. Member of more than five years. Second place in CoNCAA, 2006. Third place in CoNCAA, 2008. 
See More (Total 10)
Why the hell does full throttle have hands bigger than his head?

--------------------
And have you found your joy, in this near dead world of ours?
Post #158683
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Posted: 19th October 2007 01:48
*
Returner
Posts: 3

Joined: 19/10/2007


Sirus
Angel Knight-One who has set a path to the heavens and been granted the powers that of a Knight and Angel.

Brave: 90
Faith: 50

Divine Blade-Angel Knight Command. Allows user to uses divine power to cut his enemies.
Ascend-Angel Knight Command. Uses heavenly powers to protect and attack.
Blade Grasp
Two Hands
Move+3

Shiro Tenshi(Custom Class Weapon, Type: Katana)-A heavenly sword that chooses who can wield it. Its lore depicts that it was forge by the angels themselves.
White Headband(Normal custom headgear)
Maximillion
Genji Gauntlet


Divine Blade Skills

Shiro Tenshi (JP-200)
Spirit in the katana unleashes a divine power that attacks all those who dare harm its chosen wielder. 5 panel attack radius. Shiro Tenshi does not break.

Sacred Blade (JP-150)
Envokes the blade with a sacred power and then attacks the opposition. 30% chance of causing Blind. Attacks the four panels around user.

Aura Sword (JP-500)
Aura surrounds the blade and strikes. 10% chance of causing confusion. Attacks a target up to 3 panels ahead.

Punishment (JP-700)
Sword strikes into the ground and sends a shockwave straight forward. Attacks 7 panels ahead.

Grand Cross (JP-300)
Sacrifce a quarter of your HP to deal holy damage to those around you. Attacks 2 panels in all directions.

Heavenly Execution (JP-600)
Slash at your opponents vital spots with a a holy strike. 15% chance of causing instand death.

Blade Grasp (JP-700) Reaction
Allows the character to evade attacks from weapons and some abilities. Bow, Crossbow and Gun attacks can also be evaded, despite what the in-game description says. The higher the character's Brave points, the higher the evasion percentage.

Force Back (JP-250) Reaction
Push an enemy back 3 panels after being attacked. 35% chance.

Two Hands (JP-900) Support
Allows the character to hold his or her weapon with both hands, increasing its attack power.

Move+3 Increases character's movement range by three panels.

Ascend Skills

Angel Aura (JP-400)
Surround oneself with an angels aura. Heals user.

Heavenly Protection (JP-300)
The heavens grant the user their protection. Casts Protect, Shell, and Auto-Life.

Heaven's Grace (JP-280)
User receives the grace of the heavens. Casts Regen and Haste.

Judgement (JP-1000)
The ultimate Ascend skill. Deals massive holy damage to the enemy.

Serenity (JP-600) Support
User takes 10% less physical and magic damage.

This post has been edited by Sirus on 19th October 2007 01:49
Post #158694
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Posted: 19th October 2007 13:25

*
Black Mage
Posts: 172

Joined: 8/10/2004

Awards:
Member of more than five years. 
user posted image

The pic is a character from my story, so pay attention to the clothing rather than how he looks.

Savior- Holy defenders that concentrate on protecting allies.
+ Prerequisites – Lvl. 3 Knight, Lvl. 3 Priest, Lvl. 3 Time Mage
+ Equips: Shield (weapon), Hats, Clothes, Robes, Accessories
+ Base Stats: Knight’s HP -20%, Priest MP+ 10%, Knight PA -1, Time Mage MA +1, Priest Speed, Move 4, Jump 4

+ Job Command -
Salvation -

Resist – Casts a protective spell on a panel that decreases damage dealt by physical and magical attacks by 35%.
JP: 400
MP: 27
Speed: 25
Range: 5
Effect: 1 Panel
*Note: Can only be cast on 3 panels overall. Any subsequent castings will disintegrate the oldest Resist.

Quicken – Casts a protective spell on a panel that increases Speed and Evasion by 25%.
JP: 550
MP: 42
Speed: 20
Range: 5
Effect: 1 Panel
*Note: Can only be cast on 3 panels overall. Any subsequent castings will disintegrate the oldest Quicken.

Elongate – Extends the time support spells last on.
JP: 370
MP: 36
Speed: 25
Range: 5
Effect: 1 Panel/1 Target

Protection Steal – Steals all positive status effects from the target.
JP: 350
MP: 44
Speed: Now
Range: 1
Effect: 1 Target

+ Reaction Abilities –
Cover – Takes physical damage for any allies standing next to Savior.
JP: 460

Guardian – Takes magical damage for any allies standing next to Savior.
JP: 510

+ Support Abilities –
Salvation Promised – Resist’s and Quicken’s effects are increased by 15% if the Savior has Cover or Guardian equipped and is standing next to an ally.
JP: 590

+ Movement Abilities –
Holy Steps – Clears all traps and dangerous field effects when the Savior moves across them.
JP: 320

--------------------
And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license.
Post #158705
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Posted: 21st November 2007 08:12

*
Returner
Posts: 4

Joined: 21/11/2007


Ninja+ *Note : "+" means more (duh)*

Skill type name : Ninjutsu

Skills : Phsyical/Magical

Stealth Strike : "Disappear" then attack with 100%
Shadow Strike : Attack with dark aura
Death Needle : Uses a needle to throw at the enemy that inflicts instant death
Hana(Flower) : Heals Unit and all other units around unit
Final Strike : Uses 100% of units power , Results in units HP going to 1

Skills : Reaction

Summon Sakura Leaves : When the enemy attempts to attack , The unit summons thousands of sakura leaves to take the attack for the unit

Conceal : Disappear before enemy attacks , resulting in a miss

Skills : Support

Duel Swords : Same , Allows you to use 2 swords

Skills : Movement

Wide Range : Adds on 4x more movement range on your unit.

This post has been edited by Kikuichimonji on 21st November 2007 08:16

--------------------
Person 1 : Yes! I just learned the copycat ability!
Person 2 : Heh heh... "I'm an idiot who lives with his momma!"
Person 1 : "I'm an idiot who lives with his momma!" DRAT!
Post #159802
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Posted: 26th November 2007 23:42

*
Black Mage
Posts: 172

Joined: 8/10/2004

Awards:
Member of more than five years. 
user posted image

Scholar- Military tacticians that use magical books known as “Grimoires” to incorporate skill with magic.
+ Prerequisites – Lvl.5 White Mage, Lvl.5 Black Mage, Lvl.5 Time Mage, Lvl.5 Mystic
+ Equips – Books, Staves, Knives, Hats, Robes, Accessories
+ Base Stats – Black Mage’s HP+10%, White Mage’s MP-15%, White Mage’s PA, Summoner’s MA -1, Black Mage’s Speed, Move 3, Jump 3

+ Action Abilities – Tacticks


Light Arts – Decreases White Magicks’ and Time Magicks’ MP cost and charge time by 10% and allows Stratagem to be used, but increases Black Magicks’ and Mystic Arts’ MP cost and charge time by 10%.
JP: 0000
Speed: Now
Effect: User

Dark Arts – Decreases Black Magicks’ and Mystic Arts’ MP cost and charge time by 10% and allows Stratagem to be used, but increases White Magicks’ and Time Magicks’ MP cost and charge time by 10%.
JP: 0000
Speed: Now
Effect: User

Clear Sky – Changes the weather to a clear sky. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Thunderstorm – Changes the weather to a thunderstorm. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Rain – Changes the weather to rain. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Snowstorm – Changes the weather to a snowstorm. Doesn’t work in certain areas.
JP: 200
MP: 38
Speed: Now
Range: Auto

Pyrohelix – Gradually decreases the target’s HP. Greatly affected by Clear Skies (+20% damage) and Rain (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Cryohelix – Gradually decreases the target’s HP. Greatly affected by Snowstorms (+20% damage) and Clear Skies (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Ionohelix – Gradually decreases the target’s HP. Greatly affected by Thunderstorms (+20% damage) and Snowstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Hydrohelix – Gradually decreases the target’s HP. Greatly affected by Rain (+20% damage) and Clear Skies (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Anemohelix – Gradually decreases the target’s HP. Greatly affected by Thunderstorms (+20% damage) and Rain (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Geohelix – Gradually decreases the target’s HP. Greatly affected by Rain (+20% damage) and Thunderstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Noctohelix – Gradually decreases the target’s HP. Greatly affected by Snowstorms (+20% damage) and Thunderstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Luminohelix – Gradually decreases the target’s HP. Greatly affected by Clear Skies (+20% damage) and Snowstorms (-20% damage).
JP: 550
MP: 69
Speed: 20
Range: 3
Effect: One

Stratagem – Allows Grimoires to be used to grant varying effects to different magic schools.
JP: 0000
Speed: Now
Effect: User
*Stratagem can only be used once Light Arts or Dark Arts have been used.
*Using Stratagem will open up a menu showing the list of different usable Grimoires.

Light Arts Stratagems:
Penury
– Decreases White and Time Magicks’ MP cost by 50%.
JP: 200
Speed: Now
Effect: User

Celerity – Decreases the charge time for White and Time Magicks by 50%.
JP: 450
Speed: Now
Effect: User

Accession – Extends the effect of all White and Time Magicks to target all party members or enemies, but triples MP cost and charge time.
JP: 600
Speed: Now
Effect: User

Rapture – Greatly increases the potency of White and Time Magicks.
JP: 800
Speed: Now
Effect: User

Dark Arts Stratagems:
Parsimony
– Decreases Black Magicks’ and Mystic Arts’ MP cost by 50%.
JP: 200
Speed: Now
Effect: User

Alacrity – Decreases the charge time for Black Magicks and Mystic Arts by 50%.
JP: 450
Speed: Now
Effect: User

Manifestation – Extends the effect of all Black Magicks and Mystic Arts to target all party members or enemies, but triples MP cost and charge time.
JP: 600
Speed: Now
Effect: User

Ebullience – Greatly increases the potency of Black Magicks and Mystic Arts.
JP: 800
Speed: Now
Effect: User

The Scholar gets access to the following spells: Cure, Cura, Raise, Regen, Protect, Shell, Fire, Fira, Thunder, Thundara, Blizzard, Blizzara, Haste, Slow, Float, Gravity, Umbra, Quiescence, Fervor, and Delirium.

+ Reaction Abilities
None

+ Support Abilities
None

+ Movement Abilities
Modus Veritas – Increases the damage of the Helix spells by 30%.
JP: 720

This post has been edited by Auragaea on 26th November 2007 23:43

--------------------
And don't drive your car off a cliff like I did. Girl, no man is worth 10 points on your license.
Post #159936
Top
Posted: 20th December 2007 20:23
*
Returner
Posts: 4

Joined: 20/12/2007


I fear I haven't, nor am I really willing, to sit down and read 10 pages of classes right now[though I have looked at a select few and am liking what I see], so I apologize if something similar has been done.

Job Title: Jailor
Job Description: Unsavory individuals who are put in charge of prisoners. These masters are more than willing to inflict torture or even death upon innocent and guilty alike.
Physical Description: Larger than the average person these individuals use a very large and long ball and chain weapon that appears to be a mix of a Manriki Gusari and a standard flail. A large and heavy spiked ball resides on one end of a unbelievably long chain and on the other is a small oblong weight[which can be used as a handle].
Prerequisites: Level 4 Squire, Level 3 Thief, Level 2 Monk
Equips: Clothes, Hats, Knives, Flails, Accessories
Growth: HPC-8, MPC-17, SpC-95, PAC-38, MAC-80
Multipliers: HPM-90, MPM-50, SpM-110, PAM-135, MAM-50
Move: 5
Jump: 2
C.Ev: 20%
Innate: Chain-and-Ball

Skillset: Torture
-----------------------------
Flagellation- Whip your opponent raw without the benefit of having their wounds cleansed.
JP: 100
Speed: Now
Range:1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * PA * 9] damage and [CBr/100 * TBr/100 * (PA + 150)] chance of inflicting poison.

Lead Sprinkler- Sprinkle your foes with molten lead. Your foes may be slowed by their injuries.
JP: 150
Speed: Now
Range: 3
AoE: 2v2
Effect - Deals [CBr/100 * TBr/100 * PA * 12] damage to all in the area. [CBr/100 * TBr/100 * (PA + 140)] chance of slowing.

Thumbscrew -Crush the targets fingers with a painful vice that may render them unable to use their hands.
JP: 200
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 125)] chance hitting. Upon hitting it has a 75% chance of inflicting don't act. Deals [CBr/100 * TBr/100 * PA * 14] damage.

Tongue Tearer- Tear the tongue from the targets mouth.
JP: 300
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 150)] chance of hitting. If it hits it inflicts silence. Deals [CBr/100 * TBr/100 * PA * 17] damage.

Knee Splitter- Painfully destroy the knees of your foe.
JP: 400
Speed: Now
Range:1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 125)] chance hitting. If it hits 75% chance that it inflicts Don't Move else wise it inflicts stop. Deals [CBr/100 * TBr/100 * PA * 20] damage.

The Head Crusher- Painfully and skillfully crush the head of your foe.
JP: 600
Speed: Now
Range: 1
AoE: 1v2
Effect - [CBr/100 * TBr/100 * (PA + 120)] chance of hitting. If it hits it inflicts confusion. Deals [CBr/100 * TBr/100 * PA * 26] damage.

Heavy Handed- Strike your foe with bone rattling force.
JP: 800
Speed: Now
Range: 1
AoE: 1v0
Effect- Deals [PA * WP * 1.5] damage and has a 33% chance of doing a critical. Attack only has [CBr/100 * TBr/100 * (PA + 110)] accuracy.

..::: Reaction Abilities :::..
----------------------------------------
None

..::: Support Abilities :::..
---------------------------------------
Brutal- Your a brute who lashes out wildly at foes.
JP: 400
Effect - Ups critical hit rate to 25% but you are unable to avoid any counter attacks.

Chain-and-Ball - Master of the chain and ball style weapons.
JP: 1200
Effect - De-randomizes flail style weapons and gives innate two hands[can-not equip shields or two weapons] when a flail weapon is equipped. Also if you couldn't equip flails before this skill enables you to equip them as well as its normal boosts.

..::: Support Abilities :::..
--------------------------------------
Enraged - You are very impatient and quickly get angry when things don't go smoothly.
JP: 500
Effect - Every time you move you have a 20% chance of increasing PA by 1.


For those not used to the M's and C's. He has slightly better hp growth than a monk but has the thief's HP multiplier. This would give him more hp than a thief but not by much. His speed growth is slightly higher than a monks but less than a thief's. This would land him between the speed of a monk and the speed of a thief[monks have the same modifier as thief's in speed]. His physical attack is what brings him up. With a higher multiplier than the monk and slightly higher growth than a knight/lancer this would put him as the strongest PA class[though the mime has better growth it has a lower multiplier].

He isn't really balanced. After all any physical character would want to level as this class due to the completely broken growth... but hey that is real strength. After all other than his physical multiplier he doesn't exactly have stellar stats.

This post has been edited by Shun on 20th December 2007 23:01
Post #160651
Top
Posted: 8th May 2009 04:27

*
Holy Swordsman
Posts: 2,116

Joined: 18/7/2004

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. User has rated 300 fanarts in the CoN galleries. Participated at the forums for the CoN's 15th birthday! 
User has rated 150 fanarts in the CoN galleries. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
Riskbreaker (Ashley Riot)

"Reinforcements? I am the reinforcements."
"I will cut you, next we meet. Leave the city before sundown if you value your life."

Stats: (Identical to Ramza's Squire)
HPM: 125 | MPM: 105 | SpM: 107 | PAM: 111 | MAM: 102 | Move: 4 | C.Ev: 10%
HPC: 11 | MPC: 11 | SpC: 95 | PAC: 50 | MAC: 48 | Jump: 3 | TYPE: Special

Weapons: Daggers, Swords, Knight Swords, Axes, Maces, Staffs, Spears, Crossbows
Shields: Any
Head: Any (excluding Ribbon types)
Armor: Any
Accessory: Any (excluding perfumes)


--------------
Break Arts
--------------


-----------------------------------------
Vile Scar JP: 300
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley strikes out, inflicting damage and poisoning the target.
HP Damage and Adds: Poison

-----------------------------------------
Killer Mantis JP: 300
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley executes a blinding rush and saps MP from foe.
Moderate HP damage and small MP damage

-----------------------------------------
Wyrm Scorn JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 1; Effect: 1; Risk +1]

Ashley splits his blade to attack from all directions.
Regular attack which resolves itself as though Ashley had struck from behind (i.e. ignore CE%)

-----------------------------------------
Papillon Reel JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +1]

Ashley calls heavenly light down.
Holy-elemental HP Damage

-----------------------------------------
Iron Ripper JP: 400
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 1; Effect: 1; Risk +1]

Ashley executes a powerful blow that damages both armor and foe.
HP damage and Destroys: Armor

-----------------------------------------
Advent Sign JP: 500
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: '+' area; Risk +2]

Rippling holy energy shreads foes.
Holy-elemental HP Damage

-----------------------------------------
Accursed Umbra JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 2/Vertical 2; Effect: 1; Risk +2]

Ashley curses foe with a damaging strike.
Dark-elemental HP Damage and Adds: Slow, Undead, Confusion

-----------------------------------------
Emetic Bomb JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 1/Vertical 2; Effect: 1; Risk +2]

Ashley unleashes a series of blows.
Ashley ATTACKS and may possibly ATTACK additional times, the first at 60%, the second at 40%, and a third at 25%

-----------------------------------------
Retribution JP: 600
-----------------------------------------
[Speed: Now; MP: 0; Range: 3/Vertical 3; Effect: '+' area; Risk +2]

Ashley Turns the power of Dark against itself.
Massive HP damage against anyone equipped with or currently capable of using a Dark-elemental skill (like Dark Holy)


-------------------
Reaction
-------------------


-----------------------------------------
Heavy Shot JP: 300
-----------------------------------------

Counters with a critical hit, but also increases Risk by 1

------------------
Support
------------------


-----------------------------------------
Ward JP: 300
-----------------------------------------

Prevents Don't Move, Don't Act, and Stop

-----------------------------------------
Temper JP: 400
-----------------------------------------

Increases the effects of the Risk Meter (Hit % goes down further and chance to score a critical hit goes up. Also increases the damage Ashley takes.)

-----------------------------------------
Blood Price JP: 400
-----------------------------------------

Allows expenditure of HP instead of increasing Risk [I'm not sure whether this would be to cheap, or whether it makes having a Risk meter at all worthless. I might possibly consider altering this to allow HP expenditure when Risk has reached 10, which is a very real possibility in all but the shortest of battles.]


---------------------
Movement
---------------------

none

---------------
About Risk
---------------
As in Vagrant Story, Ashley's Risk meter changes certain aspects of his combat ability, namely:


1. Ashley's Hit% decreases by 3 (or 5 with Temper equipped) for each point of Risk Ashley has. [I was thinking of capping the Risk meter at 10 for simplicity's sake. Also, note that not even concentration would offset this effect; if Ashley had 10 Risk and attacked a 'bare' wizard from behind, Ashley would still only have a 50% chance to hit]

2. Ashley takes more damage the higher his Risk climbs. For each point of Risk, Ashley takes an additional 5% (or 7% with Temper equipped) of damage (from physical attacks that is).

3. Ashley's chance to score a critical hit increases. For each point of Risk, Ashley's chance to score a critical hit increases by 2% (or 3% with Temper equipped).

[I'm thinking Risk should drop by one during each round if Ashley hasn't used one of his Break Arts.]

This post has been edited by Kane on 8th May 2009 04:29
Post #177250
Top
Posted: 24th May 2009 21:10

*
Holy Swordsman
Posts: 2,116

Joined: 18/7/2004

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. User has rated 300 fanarts in the CoN galleries. Participated at the forums for the CoN's 15th birthday! 
User has rated 150 fanarts in the CoN galleries. User has rated 75 fanarts in the CoN galleries. User has rated 25 fanarts in the CoN galleries. Member of more than five years. 
Gambler

Skillset—Odds

Coin Toss (800 JP)—Throws Gil at the opponent.
[Range = 4. Damage = (Gil Thrown) * (2/3) with a maximum amount thrown of 999 Gil.]

Snake Eyes (400 JP)—Gambler rolls a pair of dice: if each die comes up 1, then all enemies’ HP become 1.

Roulette (1000 JP)—One random character, enemy or ally, dies.

Shuffle (900 JP)—All characters’ positions are randomly swapped. [Only occupied squares are eligible targets for new positions. Switch positions rather than everyone being transported to random squares; that way, you may be able to escape the area of a charging attack, or place another even weaker individual in the attack's wake.]

Mulligan (500 JP)—Remove any status effects currently held by target, replacing them with an equal number of random status effects [50/50 shot at receiving ‘good’ status effects, unless Gambler has House Edge equipped; in which case, ‘good’ statuses are received 70% of the time.]

Bribe (500 JP)—Give the enemy money in the hopes they will leave the battle. [Each monster type would have a different ‘acceptance price’ assigned to them, going above said price sometimes results in the Gambler being given a gift in addition to the enemy’s departure.]

Ante Up (500 JP)—The Gambler and anyone surrounding him in a ‘+’ formation takes as small amount of un-blockable damage. [I’m thinking Damage = Character_Lvl]

Payout (600 JP)—Damage equal to all damage inflicted by Ante Up is doled out to a random character [Resets each time Ante Up is used; therefore, the maximum damage possible is 495 (though, this damage is immutable and un-blockable)]

Slots (400 JP)—Slot machine appears and each set of reels results in a different outcome:

Three 7s: All enemies die, immunity ignored. (Joker Doom)
Two 7s and a Bar: All allies die, immunity ignored. (Joker Doom)
Three Chocobos: Fat Chocobo falls from the sky (non-elemental damage to all enemies).
Three Dragons: Random breath weapons hit all enemies.
Three Airships: Airship attacks, dealing non-elemental magic damage to all enemies.
Three Bars: All enemies hit with random negative status effects.
Three Ladies: All allies gain random positive status effects.
Any Other: All allies are restored a small amount of HP and are cured of some statuses.

Reaction

Ace up the Sleeve (700 JP): 1st attack on Gambler always fails (Once per battle, but applies to any sort of attack).

Gambler Defense (300 JP): Acts similarly to Defense Up, but could set damage to “normal,” “2/3,” or “1/3.”

Support

Lady Luck (400 JP): Increases Critical Hit Rate (From 5 -> 25 or something like that)

House Edge (400 JP): Increases odds of getting beneficial outcomes with Odds.

Gillionaire (250 JP): Double money received from battles.

Movement

Move Gil Up (200 JP): Gain money as you move. [Character_Lvl Gil for each square of movement.]
Post #177657
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Posted: 25th June 2009 19:50

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
I got a very strange feeling today - I went back through all of my old HoI stuff, and found our old Master Class drafts. Enjoy.

Dragoon

- Must have every Lancer ability.
- Must be at least Level 20.
- Must have felled LESS THAN 3 dragons of any type.
- Must have successfully tamed a whelp (baby dragon), adult dragon, or tiamat (master dragon) of any elemental type.
- Must have (in current inventory) at least one one-handed spear and one two-handed spear.
- Must have Dragon Scale item.

Quote:
Dragoon
HP + 19
MP + 2
Brave + 5
Move + 0
Jump + 2
Evade + 10%
PA + 2
MA + 0
Speed + 2
Growth Rates: HP+15, MP+4, PA+1(every 4 levels), MA+1(every 7 levels)


Once a Lancer becomes skilled in the ways of the Dragoon, he undergoes a spiritual metamorphosis, melding his mind with that of the Dragon Spirit itself. As such, the Dragoon can communicate readily with Dragons, and can tame them, mounting them in combat as one would mount a chocobo.

Leader Bonus: Rider Units gain +2 Attack, +2 Defense, +1 Range on Attack
Equipable items: Daggers, Spears, Shields, Armor, Robes, Helmets

------------------
Dragon Essence
------------------

Fire Shear
The Dragoon adopts the mindset of the dragon and breathes fire.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Fire
Inflicts [MA * 10] damage

Ice Shear
The Dragoon adopts the mindset of the dragon and breathes ice.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Ice
Inflicts [MA * 10] damage

Bolt Shear
The Dragoon adopts the mindset of the dragon and breathes lightning.
JP: 300
Range: 1 v 2
Effect: "T" directly infront of caster
Element: Thunder
Inflicts [MA * 10] damage

Infuse
The Dragoon focuses his mental energy into strengthening his next attack. [PA + 25%, MA - 50%] Once per turn in a skirmish. Gone after first attack.
JP: 450
Range: Auto

Double Jump
Using his ability to jump, the Dragoon can jump twice upon his opponent in one fluid motion.
JP: 575
Range: 5 v 8
Effect: 1
Add: Death Sentance
First Jump - [PA+Speed] * (WP/3)
Second Jump - 50% damage
Jump Speed = 50/Speed

Leap
Instead of simply moving across the ground, the Dragoon uses his jumping ability to launch himself to any point within (Move + Jump) Hexes, regardless of height.
JP: 1000

--------------------
Reaction Abilities:
--------------------

Counter Jump
The Dragoon counters a physical attack with a vicious jump attack.
Trigger: Physical attack
Cost: 1260
Triggers [Brave]% of the time

------------------
Support Ability:
------------------

Mystical Fortitude
The Dragoon takes on the tough skin of the Dragon, causing attacks to mysteriously fall to the wayside.
JP: 800
EV + 25%
M-EV + 25%
-50% damage from piercing attacks

Lance Mastery
The Dragoon's affinity with the spear is so refined, he has developed the ability to wield a two-handed spear in a single hand.
JP: 475
Addition: +10% Damage, +10% accuracy

Enduring Spirit of the Dragon
The Dragoon has become entwined with the spirit of the dragon, and takes on the spiritual bonuses of the dragon.
JP: 700
Add: Regen

Steel Bravery
The Dragoon gains +1 Brave each turn, and any abilities that would lower brave instead add to it.
JP: 750

----------------
Move Abilities:
----------------

Ignore Height
Allows the character to jump to any height, regardless of jumping ability.
JP: 500

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178588
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Posted: 25th June 2009 19:52

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

- Must have every Squire ability.
- Must be at least Level 25.
- Must have total 500 bond with at least 25 NPCs.
- Must have "heroic", self-sacrificing qualities (through RP)
- Must have some defining feat that would make others define him/her as "heroic"

Quote:
Hero
HP + 40
MP + 15
Brave + 10
Faith + 5
Move + 2
Jump + 1
Evade + 12%
M. Evade + 5%
PA + 3
MA + 2
Speed + 2
Growth Rates: HP+20, MP+10, PA+1(every 3 levels), MA+1(every 5 levels) (NOTE: The +/- 7 HP/MP variable growth rate still applies)


The Hero is all about two things: Swordmanship and self-sacrifice. Only by showing their resolve in the face of impossible odds, their seemingly careless attitude toward their own lives in place of others and by showing acts of valiance can a humble Squire become a mighty Hero.

------------------
Bravery
------------------

Concentrate
By concentrating upon his strike, the warrior raises his accuracy attack chance by 30%, and Critical Hit chance by 10%.
JP: 350
Range: Self
Works [Brave/2]% of the time

Valiant Strike
The Hero focuses his energy and strikes with all of his might.
JP: 500
MP: 45
Damage = [(Brave * PA) / 9]

Undaunted
Even when faced with overwhelming odds, the Hero is unfazed, and filled with a renewed sense of dedication and purpose.
JP: 600
Range: Auto
Effect: 1
Add: +5 Brave for each enemy in excess of the number of allies.

Aero Blade
The Hero takes a giant leap in the air and slashes down with enough force to create an earth-ripping gust of wind.
MP: 20
JP: 425
Range: 5v1
Effect: Straight line
Element: Wind
Inflicts [(PA+MA)*7] damage

Pyro Blade
Igniting his weapon with the power of his soul, the Hero swings it in a circle, igniting all around him in a powerful blaze.
MP: 20
JP: 425
Range: Self, v1
Effect: 2
Element: Fire
Creates a wall of fire around the Hero
Inflicts [(PA+MA)*7] damage to all targets who touch the wall

Aqua Blade
Infusing his blade with the power of water, the Hero swings it forward, creating an ultra high-powered jet stream of water to burst out at his foes.
MP: 20
JP: 425
Range: 5v1
Effect: Straight line
Element: Water
Inflicts [(PA+MA)*7] damage

Sword of the Soul
The Hero is so in-tune with his weapon, he can take a part of his very soul and infuse it with his weapon, increasing its power for a time and making it impossible to take the weapon from his hands.
JP: 350
MP: 35
HP: 5%
Adds 3 WP and makes weapon un-disarmable and undestructable for 1d5 rounds.

Shield of the Soul
The Hero focuses his soul to stretch out and engulf his allies, shielding them in a protective light.
JP: 400
MP: 25
HP: 10%
Range: Self, v1
Effect: 2
Reduces physical damage by 50% and magical damage by 25% for 1d5 rounds. The Hero cannot move during this time.

Spear of the Soul
Focusing the power of his soul into a ball of energy, the Hero shapes it into a spear and then throws it at his target.
JP: 700
MP: 30
HP: 5%
Range: 4v4
Effect: 1
Element: Holy
Inflicts [(MA*3) + (Brave)] damage

Lifeline
The Hero connects his soul with someone else's and donates his lifeforce to them.
JP: 300
MP: Must be specified how much the Hero is willing to donate (at least 10%)
HP: Must be specified how much the Hero is willing to donate (at least 15%)
Range: 3v3
Effect: 1

Anima Effect
Digging into the energies of his very soul, the caster creates a swirling vortex of energy around himself that aids allies and impedes foes, sacrificing himself for the good of the remainder of his party.
MP: 100%
HP: 100%
Range: 8v8 (note: does not affect caster)
Add (Allies): Haste, Regen, Protect, Shell, Reraise, Transparent, Strengthen: All
Add (Enemies): Slow, Blind, Poison, Don't Move (50%), Don't Act (25%), Berserk (25%), Sleep (50%), Confuse (25%), Silence, Charm (5%)
JP: 1500
Inflicts [MA * 6] damage (to enemies), heals [MA * 6] HP (to allies)
Note: HP and MP must be at MAX, and the hero KO's himself automatically.

--------------------
Reaction Abilities:
--------------------

Deflect
The Hero deftly turns any attack aside, so long as the attack is direct.
JP: 770
(75% Evade if attack comes from the front)
Activates [Brave]% of the time

--------------------
Support Abilities:
--------------------

Swordsmanship
The Hero has refined his swordsmanship abilities to the point where they are unmatched.
JP: 600
(+50% accuracy, +25% Damage)

Equip All
The Hero is so versatile and skilled in the ways of combat and weaponry, that he has access to all weaponry options.
JP: 1200

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178589
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Posted: 25th June 2009 19:53

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

- Must have every Time Mage ability.
- Must be at least Level 20.
- Must have successfully Hasted, Stopped, Slowed and Don't Act/Moved targets a combination of 75 times.
- Must have Silver Hour Glass item.
- Must have Time Emblem item.
- Must have Eternal Clock item.
- Must study under Old Man Time for 6 months.

Quote:
Chronomancer
HP + 9
MP + 16
Move + 2
Jump + 0
Evade + 5%
PA + 1
MA + 3
Speed + 4
Growth Rates: HP+10, MP+17, PA+1(every 7 levels), MA+1(every 4 levels)


After many years of study, a Time Mage can begin to feel the ebb and flow of time around them and manipulate it at their very whim.

All Chronomancer gain a +30 CT bonus to spells being cast.

Leader Bonus: Magi Units gain +3 Defense, +1 Movement
Equipable items: Daggers, Staves, Rods, Robes, Hats

------------------
Chronomancy
------------------

Slow 3
The Chronomancer weaves thick Time Magic, bringing his foes to a crawl.
JP: 800
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Add: Slow
JP: 800

Slow-All
Focusing on the strings of time that bind his enemies, the Chronomancer Slows all his foes, no matter their location.
MP: 50
CT: 50
Range: Unlimited
Effect: All enemies
Add: Slow
Success%: [CFa/100 * TFa/100 * (MA + 180)]
JP: 1150

Haste 3
The Chronomancer weaves thick Time Magic, commanding his allies to move more quickly.
MP: 38
CT: 35
Range: 3, Vertical 3
Effect: 1
Adds: Haste
JP: 900

Haste-All
Focusing on the strings of time that bind his group, the Chronomancer Hastes all his allies, no matter their location.
MP: 50
CT: 50
Range: Unlimited
Effect: Party
JP: 1150
Success%: [CFa/100 * TFa/100 * (MA + 180)]

X-Zone
The Chronomancer calls upon the fabric of time to whisk his opponents away to another dimension.
JP: 1400
MP: 93
CT: 55
Range: 3, Vertical 0
Effect: 1
Removes target from battle for five rounds [(MA * 10)/7]% of the time for sentient beings, and [(MA * 10)/3]% of the time for objects. When target returns, it is returned to a random location (GM note: you must roll a random X and a random Y coordinate and return them to that spot. If the hex is shared with another unit, then reroll one of the values)

Quarter
The Chronomancer forces the very existence of spacetime to crush his foes.
JP: 900
MP: 52
Range: 3, Vertical 1
Effect: 1
(75% Of Opponent's Max HP) Damage

Fullstop
The Chronomancer bends the threads of time around his foes, forcing them to stop their motions.
JP: 1250
MP: 64
Range: 3, Vertical 3
Effect: 1
Add: Stop (50%)
Duration 2-5 Turns

Telechain
The Chronomancer can reach accross the strings of time to bring an ally from far away to his side in the blink of an eye.
MP: 30
CT: 20
Range: 5v5
Effect: 1
JP: 600

--------------------
Reaction Abilities:
--------------------

Counter Chronomancy
The Chronomancer reacts to a blow by slowing the fabric of time to afflict his foes.
Trigger: HP Damage
Cost: 960
Add: Slow (100%), Stop (10%), Don't Move (25%), Don't Act (10%)
Activates [Faith]% of the time

Counter Teleport
Upon being struck, The Chronomancer teleports to a random hex within his move radius.
JP: 440

------------------
Support Ability:
------------------

Doubletime
The Time Wizard has become so in tune with time, that he is constantly moving quicker than normal.
Cost: 1540
Always: Haste, Cumulative with other haste spells.

----------------
Move Abilities:
----------------

Teleport 2
The Time Wizard's mastery of time and space is so succinct, he can bend his will to move to any place in sight.
JP: 1500

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178590
Top
Posted: 25th June 2009 19:54

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

- Must have every Ninja ability.
- Must be at least Level 25.
- Must have KOed or killed over 30 enemies.
- Must have AT LEAST 5 one-hit kills.
- Must have had thrown at least 10 throwing items.
- Must have successfully spied for a Kingdom at least 5 times.
- Must have "Spy" skill.

Quote:
Assassin
HP + 14
MP + 9
Move + 2
Jump + 1
Evade + 15%
PA + 2
MA + 1
Speed + 4
Growth Rates: HP+13, MP+8, PA+1(every 5 levels), MA+1(every 5 levels)


Assassins are killers at heart, and can do it with practiced ease and accuracy.

Equipment: Daggers, Ninja Swords, Katana, Flail, Hat, Robes, Clothing

------------------
Assassin Tech
------------------

Stop Bracelet
The Assassin strikes out against his target with all his might, striking his opponent faster than the eye can follow.
JP: 2000
Range: 1 v 0
Effect: 1
Add: Stop, Death Sentence (50%)
(Level/10) + (MA * 2)%

Shadow Stitch
The Assassin strikes out suddenly at his target, quickly inflicting multiple slashes against his target.
JP: 1000
Range: 1 v 0
Effect: 1
Add: Stop
(Level/4) + (MA * 2)%

Throat Slash
The Assassin takes a shot at his opponent's throat, causing massive damage, and rendering them unable to speak.
JP: 750
Add: Silence
100% if attacking from behind. Otherwise, Level + (PA * 2)%

Backstab
The Assassin manipulates the ether about him, fading into nothingness, and appearing behind his target, stabbing them viciously. (The only bonus from this is the ability to attack from the back, no matter where the Assassin may be.)
JP: 1100
MP: 25
Range: Assassin's Move Rate

Shadow Stab
The Assassin forces the essence of darkness into his weapon, causing it to take on a shadowy, dark property.
JP: 550
Range: 1 v 2
Effect: 1
Element: Darkness
Add: Darkness

Blitz
The Assassin charges the air with electricity, unleashing the power of lightning upon his opponents.
JP: 450
MP: 16
Element: Lightning
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Flame
The Assassin concentrates upon the fires raging inside, and strikes out at his opponents with an inferno of fire.
JP: 450
MP: 16
Element: Fire
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Flood
The Assassin concentrates upon the seas, bringing a wave of liquid-y fury.
JP: 450
MP: 16
Element: Water
Range: 3 v 3
Effect: 1
Damage = [CFa/100 * TFa/100 * MA * 11]

Image
The Assassin fades into the ether, making him nigh-invisible to everyone, and more difficult to strike.
JP: 850
MP: 17
Add: Transparent
C-EV + 15%, M-EV + 15%
Duration: 1d4 turns

Pin
The Assassin weaves the magic of darkness, coiling tightly-organized strands of shadow about the enemy, holding them fast.
JP: 600
MP: 30
Range: 3 v 2
Effect: 1
Add: Don't Move (75%), Don't Act (25%)

Void Cloak
Trigger: Physical Attack
JP: 900
The Assassin unleashes a void within his cloak, causing anything within to be lost.
-20% HP
Dodges attack
Chance for opponent's weapon to be lost: 8%

--------------------
Reaction Abilities:
--------------------

Shadow Dance
The assassin deftly jumps aside, stabbing quickly in response.
JP: 400
C-EV + 25%
Counterattack at 30% damage.

------------------
Support Ability:
------------------

Knife Mastery
The Assassin's affinity with knives is so refined, he has developed the ability to wield a knife in a each hand, while being just as deadly with both.
JP: 675
+25% Damage, +15% accuracy in each hand.

Precise Killing
The assassin has been trained so well in the ways of killing, that their blows rarely miss or hit anything but vital points.
JP: 800
+25% accuracy, +15% chance of critical blow

----------------
Move Abilities:
----------------

Shadow Step
The Assassin uses the darkness to his advantage, jumping from shadow to shadow across the battlefield. If the Assassin disappears from everyone's view, he can re-appear behind any object within a (Remaining Move * 2) radius. The spot where the Assassin reappears must also be out of direct view.
JP: 1000

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178591
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Posted: 25th June 2009 19:55

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

- Must have all Rune Knight abilities.
- Must be at least level 25.
- Must have been KOed at least once.
- Must have collected all 8 of the Elemental Rune Stones (Fire, Ice, Water, Thunder, Air, Earth, Holy, Darkness).

Quote:
Templar
HP + 20
MP + 20
Move + 1
Jump + 0
Evade + 10%
M. Evade + 10%
PA + 2
MA + 2
Speed + 2
Growth Rates: HP+12, MP+12, PA+1(every 4 levels), MA+1(every 5 levels)


Templars are defenders, guardians, if you will. They will fight to the death for a cause, and will never back down from a fight.

Equipment: Any, save for Spears, Katanas, Rods, Guns, and Longbows.

-------
Runic Knowledge
-------

Rune of Snubbing
The Templar enchants his weapon with a forceful rune and attacks.
JP: 110
Normal damage
Add: Knockback

Rune of Flight
The Templar enchants his weapon with a feathery rune and attacks.
JP: 1110
Weapon gains a range equal to Templar's PA/3.
Damage: 75%

Rune of Quaking
The Templar enchants his weapon with an ancient, powerful Earth Rune and strikes the Earth, damaging all around it.
JP: 860
Element: Earth
Range: Auto
Effect: 1v3
Add: Quake
Chance to raise/lower ground within radius: 25%

Rune of Striking
The Templar embues his weapon with a sharp, powerful rune.
JP: 500
+35% Accuracy

Rune of Draining
The Templar embues his weapon with a dark, hungry rune, then strikes, draining the life and magical force from his target.
Range: 1V2
Effect: Drain (MA * 10) HP and (MA * 5) MP
JP: 650

Rune of Weakening
The Templar embues his weapon with a mysterious rune, then strikes, lowering the target's PA and MA by 30% for three rounds (note: effects cannot stack).
Range: 1V2
JP: 1000
-25% Accuracy

Rune of Devitalization
The Templar focuses energy into a rune, striking, draining HP from his enemies.
Range: 1v2
Effect: 1
JP: 440
Add: Drain HP (50% of inflicted damage)

Rune of Devoidness
The Templar Focuses energy into a rune, nullifying any counterattacks his enemy may have.
Range: 1v2
Effect: 1
JP: 650
Block: Counter Effects

--------------------
Reaction Abilities:
--------------------

Rune of Explosion
The Templar Enchants his Armor with an explosive rune, conflagrating all about him on impact.
JP: 1650
Damage = ([Templar Max HP] - [Templar Current HP] * MA * 15) / 500
Range: Auto
Effect: 2
Trigger: Physical attack [Brave]% of the time--and only if HP is at 30% or less.

------------------
Support Ability:
------------------

Rune of Blockading
The Templar Enchants his shield by inscribing a holy rune.
620 JP
+15% Evasion

Rune of Endurance
The Templar Enchants his Armor by inscribing a sacred rune.
740 JP
+20% Max HP

Rune of Mysticism
The Templar Enchants his Armor by inscribing it with a mystical rune.
320 JP
+15% Max MP

Rune of Spectralism
The Templar Enchants his Armor and weapon by inscribing them with a multitude of elemental runes.
JP: 1700
To Weapon:
Element: Fire, Ice, Bolt, Water, Air, Earth, Holy, Dark
To Armor:
Reduce: Fire, Ice, Bolt, Water, Air, Earth, Holy, Dark

----------------
Move Abilities:
----------------

Rune of Swiftness
The Templar Enchants his boots with a rune to allow him to move faster.
JP: 400
Move +1

Rune of Jumping
The Templar Enchants his boots with a rune to allow him to jump higher.
JP: 300
Jump + 1

Rune of Flotation
The Templar Enchants his boots with a rune to allow him to float in midair.
JP: 350
Add: Float

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178592
Top
Posted: 25th June 2009 19:58

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Champion
- Must have every Knight ability.
- Must be at least Level 20.
- Must have taken and dealt a combined total of 7,500 HP damage.
- Must have successfully blocked/parried/dodged 25 attacks.
- Must have successfully disarmed at least 5 times.
- Must have Knight Crest item.


Quote:
Champion
HP + 30
MP + 5
Move + 1
Jump + 0
Evade + 10%
PA + 3
MA + 0
Speed + 1
Growth Rates: HP+17, MP+3, PA+1(every 4 levels), MA+1(every 8 levels)


Champions are masters of defense. They have trained for untold amounts of time to harden their body and their mind in order to become a human walking tank that can take untold amounts of damage while dealing just as much in return.

Equipable items: Swords, Knight Swords, Shields, Armor, Helmets, Robes

------------------
Noble Code
------------------

Dancing Blades
The Champion executes a maneuver that slashes the enemy in three precise cuts, doing 1.5x damage.
Range: 1
Effect: 1v1
JP: 200

Cross Slash
The Champion sends a mighty blow horizontally that crushes defenses. 1.2x dmg, no defend.
Range: 1
Effect: 1v1
JP: 300

X Slash
The Champion slashes in an X pattern that can pierce magic. Dispels any status effect.
Range: 2
Effect: 1v2
JP: 500

Air Cutter
The Champion makes a regular attack, but has an increased chance of deflecting incoming arrows until his next turn.
+50% evasion against arrow attacks on all sides
Range: 1
Effect: 1v1
JP: 700

Double-Strike
The Champion has a chance of making a second attack at half strength.
JP: 900
Note: Two attacks, the first, a normal attack. The second, an attack at 50% strength. Both have a chance to miss, and

Tackle
The Champion slams into his enemy, knocking it to the ground and making it incapable of acting in it’s next turn.
Range: 2
Effect: 1v0
JP: 850

Break
The Champion focuses his attack on the weak spots of his enemy. If attempted parry, the enemy sword will break. If attempted block, the enemy shield will break. Otherwise the enemy armor or helm will break depending on random roll.
On a 1d4 roll, will break a weapon (1), shield/offhand weapon (2), helmet (3) or armor (4) with a [PA*2]% success rate. Cannot break Unique equipment.
Range: 1
Effect: 1v0
JP: 1200

Full Disarm
The Champion attempts to disarm his foe's weapon and shield/offhand weapon in a display of swordsmanship and martial arts.
Range: 1
Effect: 1v0
Disarms weapons/shield in both hands at a [PA*2.5]% chance (note: a roll must be made for each item).
JP: 1250

--------------------
Reaction Abilities:
--------------------

Intercept
The Champion intercepts an attack and evades it, while slamming his fist or shield into them, forcing them back and possibly stunning them.
JP: 700
Activation: Incomming physical attack
Activates [Brave]% of the time
Add: Knockback, Stun (50%)
Counter is at 35% damage

------------------
Support Ability:
------------------

Impregnable Defense
A Champion is a complete master of defense. Therefore, over his time, he has learned out how to stop incoming attacks and/or completely absorb their shock. This also carries over to magical spells too.
Upon activation, the Lord takes -90% damage from physical attacks, -30% damage from magical attacks
Note: The Lord cannot move or attack while in this state, but he has his normal evasion stats.
JP: 900

Toughness
The Champion is used to having his body constantly punished, and therefore has a much higher pain tolerance than the average person.
+25% HP, -10% physical damage, -5% magical damage
JP: 1250

----------------
Move Abilities:
----------------

Forced Marching Orders
The Champion is adept at being able to command troops and have them speed up their pace.
Range: Auto
Effect: 2
Move+1, Jump+2
JP: 900

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178593
Top
Posted: 25th June 2009 20:00

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
Member of more than ten years. Member of more than five years. 
Hatamoto (Name in-progress)
- Must have every Samurai ability.
- Must be at least Level 25.
- Must have Drawn Out a combined total of 100 times.
- Must have killed at least 10 enemies with normal attacks.
- Must have a Bokken in inventory.
- Must have attacked less than 5 foes from either the side or behind.

Quote:
Hatamoto
HP + 15
MP + 12
Move + 1
Jump + 1
Evade + 5%
M. Evade + 5%
PA + 2
MA + 2
Speed + 0
Growth Rates: HP+15, MP+9, PA+1(every 4 levels), MA+1(every 5 levels)


Equipable items: Daggers, Katanas, Armor, Helmets

------------------
Soul Blade:
------------------

(GM note: a seperate roll must be made for each status effect)

Saotome
Summoning the soul of a defeated warrior because of his lethargy in combat, the sould of Saotome inflicts those around him with his own pain and sadness.
JP: 600
MP: 15
CT: Now
Range: 5, V3
Effect: Auto
Add: Stop (30%), Slow (100%)
Inflicts [MA*10] damage

Tenkai
Calls upon the spirit of the Medicant Tenkai to greatly heal allies.
JP: 900
MP: 25
CT: Now
Range: 3, V3
Effect: Auto
Restores [(MA*20) + (Brave/3)] HP

Moritamo
The spirit of the cowardly General Moritamo is released, inflicting those with his cowardace.
JP: 1000
MP: 25
CT: Now
Range: 3, v3
Effect: Auto
Add: Chicken (20%), Slow (50%)
Inflicts [MA*15] damage

Banpaiaoketsu
Unleashing the hellish souls of bygone vampires trapped forver in limbo, the souls stretch out and inflict those living with their pain.
JP: 1500
MP: 40
CT: Now
Range: 3v3
Effect: Auto
Add: Blood Suck (45%), Petrification (30%)
Inflicts [MA*10] damage

Douyoubureido
Tricky spirits from the neatherworld appear and sing a lullyby that robs the living of their mindforce as they are forced to listen.
JP: 925
MP: 28
CT: Now
Range: 5, V3
Effect: 2
Add: Sleep (75%), Blind (50%)
Inflicts [MA*12] MP damage

Ryouseipurinsu
The long lost soul of a frog prince appears and lets those around him feel the pain his his heart at not being able to marry a beautiful maiden.
JP: 1250
MP: 27
CT: Now
Range: 2, V2
Effect: 1
Add: Frog (35%), Charm (50%)
Inflicts [MA*13] damage

Genwakuchuppara
The soul of Garz the Great is released, infusing those around him with the blinding rage that lead him to many victories...and eventually his death.
JP: 1300
MP: 30
CT: Now
Range: 2, v2
Effect: 2
Add: Blind (90%), Berserk (40%)
Inflicts [MA*17] damage

--------------------
Reaction Abilities:
--------------------

Gekidokufukusuu
JP: 1150
Add: Poison (100%), Confusion (25%)
Trigger: HP Damage, [Brave/1.5]% of the time

------------------
Support Ability:
------------------

Ken Shouten
Focusing energies around his sword to dangerous levels, the Hatamoto can use a Draw Out or Soul Blade attack at 150% power. However, the Hatamoto's blade has a chance to break. Should the Hatamoto be carrying another katana, he will be allowed to equip it in its stead if his weapon is broken, without the need for an Equip Change skill.
Breaks equipped katana 25% of the time.
Note: Unique katanas that are broken may be repaired for 10,000 gil.
JP: 1100

----------------
Move Abilities:
----------------

Kun’iki
The Hatamoto can transverse any terrain that may impede them.
JP: 900

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178594
Top
Posted: 25th June 2009 20:01

*
Treasure Hunter
Posts: 63

Joined: 4/2/2005

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

- Must have every Archer ability.
- Must be at least Level 20.
- Must have KO'ed or killed at least 30 enemies with a Longbow and 20 with a Crossbow.
- Must have (in current inventory) at least one Longbow, one Crossbow and one Gun.
- Must have hit at least 60% of your targets.
- Must have Sniper's Cross item.

Quote:
Sharpshooter
HP +20
MP +9
Move +1
Jump +1
Evade +10%
PA +2
MA +0
Speed +1
Growth Rates: HP+10, MP+4, PA+1(every 5 levels), MA+1(every 7 levels)
Leader Bonus: Archer Units gain +5 Attack, +3 Defense


Equipable items: Longbows, Crossbows, Guns, Clothing, Robes, Hats

Once an Archer has sharpened his skills to the point where he can hit a target from extralong distances with deadly accuracy, he is known as a Sharpshooter. These men and women are feared for their prowess with any ranged weapon known to man as well as their precision shooting.

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Sharpshoot
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Hail of Arrows/Bullets
The Sharpshooter fires his bow/gun in the air multiple times, creating a rain of missiles upon his targets.
Range: Weapon equipped
Effect: 2
Inflicts 1.10x more damage than normal. Can hit allies. Accuracy reduced by 10%--no chance of a critical.
JP: 975

Critical Shot
The Sharpshooter aims for his target's vitals for a devestatingly powerful attack.
MP: 30
Range: Weapon equipped
Effect: 1
Inflicts 2x damage, 25% chance of knockback.
JP: 1200

Spin Shot
The Sharpshooter spins in a circle while firing his weapon in all directions.
Range: Weapon equipped.
Effect: 1
Note: hits every target within the weapon's radius, including allies.
JP: 600

Snipe Shot
The Sharpshooter takes his time in making sure that his shot hits its mark, inabling him to be more accurate from a longer distance.
Range: Weapon equipped, +2.
Effect: 1
Note: Sharpshooter acts last.
JP: 300

Immobolization Shot
In a display of trained reflexes and speed, the Sharpshooter attempts to shoot out the legs and arms of his target.
Range: Weapon equipped, -1.
Effect: 1
Add: Don't Move (70%), Don't Act (20%)
JP: 800

Eye Shot
The Sharpshooter attempts to hit his target's eye with a special energy bullet/arrow, blinding him.
Range: Weapon equipped.
Effect: 1
Add: Blind (35%)
Inflicts 1.10x more damage than normal
JP: 500

Annurisim Shot
The Sharpshooter takes aim for his target's head with a special energy projectile designed to throw its target into a berserker rage.
Range: Weapon equipped.
Effect: 1
Add: Berserk (40%)
Inflicts 1.10x more damage than normal
JP: 500

Head Shot
The Sharpshooter attempts to hit his target in the head, killing them instantly.
Range: Weapon equipped.
Effect: 1
Adds: Death (50%)
Note: Status effect is added only after a normal accuracy roll has been made.
JP: 1350

Energy Shot
The Sharpshooter aims at his target with a special bullet/arrow made of pure energy that can shoot through multiple bodies.
MP: 20
Range: 5v3 (Line)
Effect: Targets in line
Add: Slow (10%), Stop (1%)
Inflicts [MA*10] damage

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Reaction Abilities:
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Counter Shot
The Sharpshooter counters a physical attack with a point-blank shot from his gun.
Trigger: Physical attack
Cost: 1000
Triggers [Brave]% of the time, inflicting 1.25x more damage than normal. Must have a gun equipped.

Counter Arrow
The Sharpshooter counters a physical attack with a point-blank shot from his bow.
Trigger: Physical attack
Cost: 1000
Triggers [Brave]% of the time, inflicting 1.25x more damage than normal. Must have a Longbow or Crossbow equipped.

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Support Ability:
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Bullet Sense
The Sharpshooter has such refined senses and reflexes that he is able to dodge quickly enough to possibly avoid bullets.
Allows the Sharpshooter to have a normal evasion chance against bullets from any direction with a 5% bonus.
JP: 1100

Arrow Sense
The Sharpshooter has such refined senses and reflexes that he is able to dodge quickly enough to possibly avoid arrows and bolts.
Allows the Sharpshooter to have a normal evasion chance against arrows and bolts from any side with a 5% chance of evasion.
JP: 900

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Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
Post #178595
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Posted: 25th June 2009 20:02

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Treasure Hunter
Posts: 63

Joined: 4/2/2005

Awards:
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Vagabond

- Must have every Ranger ability.
- Must be at least level 20.
- Must have sucessfully attacked at least 10 different types of monster.
- Must have KOed or killed at least 25 monsters.
- Must have fought at least 20 rounds of skirmish in harsh terrain (swamp, volcano, ice fields, etc) or during harsh weather (incredible heat, snowstorm, hurricane, etc).
- Must have visited Sweegy Woods, Araguay Woods, Volcano, Dolbodar Swamp, Bed Desert, Zeklaus Desert, Zigolis Swamp and Yuguo Woods at least once.

Quote:
Vagabond
HP +20
MP +4
Move +2
Jump +1
Evade +10%
M. Evade +0%
PA +2
MA +0
Speed +1
Leader Bonus: In Forest Terrain, Unit gains +5 Attack, +3 Defense, +2 Movement
Growth Rates: HP+13, MP+5, PA+1(every 5 levels), MA+1(every 6 levels)

Other Bonuses: The Vagabond has innate "Any Weather". Also, can automatically disarm traps if/when he has the Ranger skill "Spot Trap" equipped.

Usable Equipment: Daggers, Swords, Axes, Flails, Crossbows, Longbows, Clothes, Robes, Hats.

Having spent an abnormal amount of time in the wilds, a Ranger loses almost any sense of belonging to the human community. Instead, he/she becomes a wanderer, completely able to survive on his/her own in the wilderness--a Vagabond.

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Survival Training
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Ambush
The Vagabond hides in a covered spot and attacks the first enemy to come by by surprise.
The first enemy that gets near the Vagabond when he/she is hidden in ambush will make the Vagabond get out and attack him/her with an automatic critical hit and 25% chance of Confusion. The enemy, however, has 50% chances of spotting the ambush (10% if Blind or Berserked or Confused), transforming the Vagabond's attack in a normal attack. Ambushes can only be laid in Forests, tall grass or behind an obstacle. No enemy must be able to see the hex where the Vagabond hides for the Vagabond to enter in ambush sucessfully. Moving out of place negates the Ambush. The Ambush is sprung when the target comes within 3 hexes for Bow weapons and 1 hex for all other Vagabond (melee) weapons. This skill stops the movement of the enemy target when it is activated.
Range: 1 (melee), 3 (Bow), Vertical: 2
Effect: 1
JP: 900

Flurry
The Vagabond makes 2 to 5 very quick strikes.
All attacks are at -15% accuracy and deal 50% of the normal damage. The number of attacks made is rolled.
Range: Range of Weapon, Vertical: 2
Effect: 1
JP: 775

Precision Strike
The Vagabond aims at the vital organs of an enemy and strikes.
Attack at [/b]-10%[/b] accuracy. +50% chance of critical hit. In case of critical hit, 20% chance of the enemy's HP falling immediately in terminal level (if the enemy is not already terminal).
Range: Range of Weapon, Vertical: 2
Effect: 1
JP: 1000

Pheromone
The Vagabond uses the special powder made of the grinded up organs of various monsters that, when combined, serve as powerful and somehow all-purpose aphrodisiac. The Pheromone can be used thrice per skirmish and gains an additional +1 range for every two addition heights it is tossed from.
Range: 2, Vertical: Auto
Effect: 1
Add: Charm (100%)
JP: 1200

Thrival
The Vagabond is not only used to harsh climates, but he/she flourishes in them, gaining back 5% MAX HP every turn. (This does not stack with Regen, but it does somewhat negate Poison by 5%. It shuts off if Burning, Petrify, Stop, Frog, and/or KO/Dead statuses are inflicted on the Vagabond. It then turns back on automatically if/when statuses are removed).
Range: Auto
Effect: Self
JP: 900

Stalk
The Vagabond easily track any person he battles if he/she loses sight of them, to the point that he/she made their prey feel on uneasy as if they know they being followed while aiding his/her own allies in directing indirect attacks. Does not work on those inflicted with the Float status unless such people have gone through forested areas. Also, does not work if the Vagabond can see his/her prey (which must be specified in tactics when this skill is activated).
Range: Auto
Effect: 1
Add: -25% Sp (20%), +5 Chance to Critical Failure (20%), Confusion (10%), Lose Next Turn (10%) [Note: Neither -25% Sp nor +5 Chance to Critical Failure stack with themselves for they are allows active as long as this skill is maintained.]
JP: 800

Fight
In a skirmsh, the Vagabond gains +10 HP for every enemy that outnumbers his/her party OR gains +1 PA for every two enemies that outnumbers his/her party.
Range: Auto
Effect: Self
JP: 700

Flight
If in a defending scenario, the Vagabond can always choose to retreat any time that he/she wants to. Flight only applies to the Vagabond and cannot be used the Vagabond is currently inflicted with Petrify, Don't Move, Stop, Sleep, Berserk, Confusion, Blood Drain, or KO/Dead. However, it CAN be used even if the Vagabond has been afflicted with Don't Act.
Range: Auto
Effect: Self
JP: 500

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Reaction Abilities
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Entangle
When attacked, the Vagabond tries to use his cloaks to block the assault and disarm the weapon of the enemy.
Trigger: Physical attacks.
Vagabond's P-EV +25% when dodging the triggering attack.
The attacker suffers a 15% chance of getting his weapon disarmed if he used a melee attack (including Whips and Lances).
JP: 700

Swift Moves
The Vagabond is so quick on his feet that his opponent is unable to keep up with what is happening, giving the time for the Vagabond to counter with an accurate attack.
Trigger: Direct Attacks.
Vagabond's EV +20%
Counter attack with +5% accuracy.
JP: 1050

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Support Abilities
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Swiftness
+10% Accuracy to all physical attacks,
+10% EV for Vagabond.
JP: 825

Tenacity
When the Vagabond is attacked, his next physical attack will deal 25% more damage. (Including counter attacks). [This does stack with itself.]
JP: 625

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Movement Abilities
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Sneak
The Vagabond cannot be seen when he moves through forests, deep water and swamp, or tall grass.
JP: 625

Fire's proposed stuff wrote:
Moss Bomb
The Vagabond throws a little ball of moss, lichen and mushroom spores that quickly cover an entire area as a carpet. When someone is hit by those incredibly fast-growing plants, he/she generally doesn't have the time to get away before being covered by the thick vegetation. This bomb can also be put on a bolt or arrow. Once per skirmish.
Range: 4 + (PA/5), Vertical 2 + (PA/10) OR Bow/Crossbow Range.
Effect: 2
Add: Don't Move (40%), Don't Act (40%), Blind (35%), Silence (25%).
JP: 850

Courage (Too similar to Fight?)
If the Vagabond fights alone against his enemies, he automatically gains +10 Brave, +2 PA and +50 Max HP.
JP: 1000

Musk (Extremely similar to Pheromone)
Using a mix of the musk of certain animals, the Vagabond can create a substance that calms and charms most beasts. Only works on monsters (The Undead, Demons, Mechanical creatures and other non-living beasts excluded). Once per skirmish.
Range: Auto, Vertical 1
Effect: 2
Add: Sleep (35%), Charm (25%), Invite (5%).
JP: 700

Herbalism (Maybe too similar to Thrival. Not that bad now that I think of it though. I also strangely feel like I alreasy saw a class with a skill named that way. Hummm...)
Using his extended knowledge of plants and natural remedies, the Vagabond can use the plants surrounding him to heal himself or his allies. Only works if the Vagabond is in forests, grass or swamps.
Range: 1, Vertical 1
Effect: 1
Remove: Poison, Blind, Don't Move, Don't Act, Berserk, Confusion, Petrification, Charm, Frog, Sleep, Death Sentence, Slow, Stop, Silence (70%).
JP: 700

--------------------
Head Administrator, Lead Developer, and Official Proposition-Master of Heroes of Ivalice.
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