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TrueGlowcat

Class Changes

Jan 11th, 2015
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  1. Unless otherwise mentioned, use 1.2v classes. Ignore standard Starting Weapons for all. Instead choose a single non-Devil's E rank weapon to start with (must have proficiency).
  2.  
  3. TRAINEE CLASSES:
  4. Archer Trainee
  5. -No Changes
  6.  
  7. Mage Trainee
  8. -No Changes
  9.  
  10. Rider Trainee
  11. -Starts with mount of player's choosing (Horse or Pegasus). This mount CANNOT be changed later in the game!
  12. -Start with +1 MAX HP.
  13. -All First Classes based on Rider Trainee (Social Knight, Pegasus Rider, Nomad) have Starting HP increased by +2 MAX HP.
  14.  
  15. FIRST CLASSES:
  16. Archer:
  17. -No Changes
  18.  
  19. Bandit:
  20. -Change 'Raid' to only provide 2 attacks against Supply Lines
  21. -Gain 'Conceal' as per Fighter (see changes below as well)
  22.  
  23. Bard:
  24. -No Changes
  25.  
  26. Dancer:
  27. -When using Dance weapons one also can use the 'Dance' ability, rather than having to choose between them.
  28. -Can Promote to Enchanter rather than Lore Master. Uses Dance (S) rather than Lyrics.
  29.  
  30. Fencer:
  31. -Both 'Pillar Dodging' and 'Sneak' abilities apply to all non-wilderness terrain with Cover. Does not necessarily mean Indoors.
  32.  
  33. Fighter:
  34. -The 'Conceal' ability applies to any terrain with the Conceal tag. If this terrain feature is not used, any Forest/Jungle counts for it.
  35. -Gain 'Weighted Blow' ability. On a Critical Hit the Fighter gains bonus Base Damage equal to any CON above their final weapon WT (after Proficiency). This is applied before the Critical multiplier itself.
  36.  
  37. Knight:
  38. -'Armored': Protects from 3 or less Physical damage above character's DEF. This protection threshold increases to 6 or less upon Promotion.
  39. -'Hold the Line': (Passive) Now drops enemy's movement to 0 if they pass through an adjacent tile not already occupied by an ally.
  40.  
  41. Mage:
  42. -No Changes
  43.  
  44. Mercenary:
  45. -'Inspiration' gives +10 Hit to all allies in 3-tile radius
  46.  
  47. Monk:
  48. -No changes
  49.  
  50. Myrmidon:
  51. -No changes
  52.  
  53. Bow Knight (Nomad):
  54. -No changes
  55.  
  56. Pegasus Rider:
  57. -Cloud Walking applies to all weather effects and ignores all penalties, not just movement.
  58.  
  59. Pirate:
  60. -Change 'Raid' to only provide 2 attacks against Supply Lines
  61. -Gain 'Smash'n'Crash': Grants 2 attacks against terrain obstacles or objects (cracked walls, doors) instead of usual 1
  62. -Gain 'Deflect': Against an enemy's counter attacks, receive +SKL to Evasion.
  63.  
  64. Priest/Sister:
  65. -No changes
  66.  
  67. Scavenger:
  68. - Change 'Scavenge' to "Enemies slain within 2 spaces drop any Trade Goods into the Scavenger's inventory. Additionally, Scavengers automatically detect and check Searchable map objects for extra treasure in the same range. If a personally slain enemy doesn't have a Trade Good, gain 25/50/100/200 Gold, where values correspond to Mook/Standard/Elite/Boss tiers respectively. Scavengers have unlimited inventory space for Trade Goods that is separate from their usual inventory."
  69.  
  70. Shaman:
  71. -Change 'Ancient Gamble' to be able to add up to STR in additional DMG but if the character misses this attack they directly suffer the bonus damage themselves and are Paralyzed until their next phase.
  72.  
  73. Social Knight:
  74. -Reliable Attack is now a Passive Effect
  75.  
  76. Soldier:
  77. -'Anti-Cavalry' only gives Damage bonus
  78.  
  79. Spy:
  80. -Vision now reveals all Hidden units, Traps, and Secrets within 8 tiles of the Spy.
  81. - Gains 'Sneaking' as per Fencer
  82.  
  83. Thief:
  84. -No changes
  85.  
  86. Troubadour:
  87. -No changes
  88.  
  89. Wyvern Rider:
  90. -'Wyvern' doesn't suffer Effective damage vs. Wind Anima.
  91.  
  92. PROMOTED CLASSES:
  93.  
  94. Assasin:
  95. -No changes
  96.  
  97. Battle Mage:
  98. -Imbue Arrow-Fire: On miss, the arrow explodes and deals damage to the target anyway, based on MAG of the Battle Mage and RES of the enemy, without including Battle Mage's weapon ATK.
  99.  
  100. Berserker:
  101. -Gains 'Critical Eye' skill.
  102.  
  103. Bishop:
  104. -No changes
  105.  
  106. Bounty Hunter:
  107. -'Steal Weapon' can only be used (Total Level / 10) times per battle. Declare intent to use it before attack (usage is not wasted if attack doesn't kill target). GM still has veto power over this skill.
  108.  
  109. Commander:
  110. -To receive the effect from either a Defensive or Offensive Order, character must remain within 3 distance of the Commander.
  111.  
  112. Crusader:
  113. -The 'Cover' ability applies to all non-wilderness terrain with Cover. Does not necessarily mean Indoors.
  114.  
  115. Dancing Blade:
  116. -Change 'Sword Dance' to : (Passive Effect) When using Sword weapons one also can use the 'Dance' ability, rather than having to choose between them. May also defend oneself using a Sword in inventory as per the Sidearm rule when wielding Dance weapons.
  117.  
  118. Druid:
  119. -Uses Memory Magic.
  120.  
  121. Duke Knight:
  122. -No changes
  123.  
  124. Enchanter:
  125. -No changes
  126.  
  127. Falcon Knight:
  128. -Change 'Charge' to have SPD+LUK% chance for getting an additional attack at the start of a combat. This trumps Vantage as it doesn't rely on flipping the Attacker->Counter order, though it is still subject to such if the enemy also is a Falcon Knight who successfully Charges.
  129.  
  130. Forest Knight:
  131. -'Trapper' range is lowered to adjacent tiles.
  132. - Gains 'Lumberjack' ability. When attacking enemies on a Forest Terrain (or other flora-based cover), any defensive bonuses are ignored and instead the Forest Knight gains bonuses against the target corrsponding to what would've been lost (i.e. -15 Hit becomes +15, Enemy +2 DEF becomes Forest Knight's +2 Damage). Units that would not receive the defensive bonus are not effected by Lumberjack.
  133.  
  134. General:
  135. -No changes
  136.  
  137. Great Knight:
  138. -Gain 'Trample': Activated Effect. The Great Knight can move in a straight line, dealing STR damage before Defense to all enemies traveled through. This ability ignores Zones of Control and otherwise functions similarly to the 'Pass' Character Skill for moving past enemies.
  139.  
  140. Hero:
  141. -'Lend me your strength' now provides a +1 DMG and +5 Crit for every Support within 3 distance of the Hero. The maximum bonus is +4 DMG and +20 Crit.
  142.  
  143. Holy Guard:
  144. -No changes
  145.  
  146. Lore Master:
  147. -Uses Memory Magic.
  148.  
  149. Mage Knight:
  150. -'Levitation' works only on DISMOUNTED Mage Knight
  151.  
  152. Master Spy:
  153. -Change 'Infiltration'. Master Spy will automatically be Hidden if outside target's vision radius (4 for most, 8 for units with 'Vision'). If behind any non-wilderness Cover the character is completely undetectable without the Vision skill or being adjacent to an enemy. Attacks do not break this Hidden status.
  154.  
  155. Mountain Warrior:
  156. -Boulder deals Total Level/2 pure damage rather than 15 flat.
  157.  
  158. Combat Medic (Nomad Healer):
  159. -Changed 'Medicine Man'. Now provides bonus healing to any consumable restorative item equal to the Combat Medic's MAG. This applies both to items that restore HP and items that restore Status.
  160.  
  161. Ranger (Nomad Ranger):
  162. -Gain 'Desertwalk'. Allows unit to move through Sand or Sandstorms without penalty.
  163. -Gains 'Flexible Weaponry'. If current weapon is incapable of countering or ambushing an enemy, Ranger will temporarily switch to secondary equipped weapon for that combat (if it would allow them to do so and one exists in Ranger's inventory).
  164.  
  165. Paladin:
  166. -Replace 'Nullify' with 'Divine Grace'. If the Paladin would be effected by any negative Status, reduce the duration by 1 turn (to a minimum of 0 turns).
  167. -Gain 'Chivalry': When enemies attack the Paladin outside their countering range, Paladin gains +5 DEF/RES
  168.  
  169. Rogue:
  170. -Gain 'Disarm Trap': Activated/Passive Effect. Remove a single adjacent trap. Also allows the Rogue to spot traps (at 4 distance) and ignore triggering them.
  171.  
  172. Sage:
  173. -Uses Memory Magic.
  174.  
  175. Saint:
  176. -No changes
  177.  
  178. Samurai:
  179. -No changes
  180.  
  181. Sentinel:
  182. -No changes
  183.  
  184. Shadow Sword:
  185. -No changes
  186.  
  187. Sniper:
  188. -'Sniping' is removed; instead, Sniper gains 'Sharpshooter' which changes any total Hit rate above 100 into bonus Crit Rate that cannot be reduced (as per 'Critical Eye' ability).
  189.  
  190. Summoner:
  191. -No changes
  192.  
  193. Swashbuckler:
  194. -'Sea Fighting' gives +2 to Attack Skill and Damage when Swashbuckler is in sea/boat battle
  195.  
  196. Swordmaster:
  197. -No changes
  198.  
  199. Valkyrie:
  200. -If Valkyrie promotes from Pegasus Knight, she has 'Pegasus'. If she promotes from Troubadour, she has 'Horseback'.
  201.  
  202. Wanderer:
  203. -Units with this skill can traverse any and all terrain. When wandering through Mountains, Cliffs or Water terrain, the unit suffers a -2 Penalty moving through them. They get -1 Penalty on Hills and Thick Forests. All other tiles are treated as 'Grass', and they receive no Weather penalties.
  204.  
  205. Warlock:
  206. -Changed 'Cursed Weapon' so that it must succeed as per an Ailment test with no range penalty.
  207.  
  208. Warrior:
  209. -Gains 'Flexible Weaponry'. If current weapon is incapable of countering or ambushing an enemy, Warrior will temporarily switch to secondary equipped weapon for that combat (if it would allow them to do so and one exists in Warrior's inventory).
  210.  
  211. Wyvern Hunter:
  212. -Replace 'Strong vs. Airborne' with 'Piercing Strike'. Wyvern Hunter ignores SKL/2 of the enemy's DEF when attacking (but not countering).
  213.  
  214. Wyvern Knight:
  215. -'Scatter' is removed; instead, Wyvern Knight gains 'Aegis' skill, which Protects from 5 or less Magical damage over RES. i.e. Magic version of Armoured.
  216. -Improved 'Dragon Scales' to +5 against all Anima magic (as per Manakete 'Dragon Scales')
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