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FFd6 Prestige Jobs

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Apr 5th, 2015
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  1. All Prestige Jobs cannot be taken until Lv11. They possess two Job Abilities to choose from at Level 12/14, a Limit Ability at Lv13, and a unique Capstone Ability at Lv15.
  2. All Prestige Jobs are treated as the Job they require Levels in for the purposes of conditions such as Equipment.
  3. A character may choose not to take a Prestige Job's Ability or Limit Ability, and instead choose from its Base Job.
  4. A character can never have more than 1 Prestige Job.
  5. A character who changes Jobs out of a Prestige Job cannot re-enter that Prestige Job.
  6.  
  7. MAGUS
  8. "The absolute, undisputed master of Black Magic."
  9. Black Mage 4, Arcane Insight
  10.  
  11. HP: 16
  12. MP: 10
  13. ACC: 3
  14. AVD: 4
  15. Weapons: Arcane
  16. Armors: Light
  17. Spells (Black Magic): [Superior] 11/11/11/11, 12/12/12, 13/13/13 [Ancient] 14/14, 15/15
  18.  
  19. STAFF OF THE MAGI (Innate): A Magus may designate any T5 or greater Arcane Weapon while resting as their Staff of the Magi, and may grant it a number of Negative Auto-Status Properties equal to their Magus Level. For each imbued Negative Status their Staff inflicts upon the Magus, they reduce the MP Cost of all Black Magics of Expert and below by 10x(Magus Level), and for every odd Status (1-3-5) they increase their Damage Steps with all Black Magics by +1.
  20. A Magus may ignore any Negative Auto-Status Properties on their Staff as an Instant Action, however they lose their Staff of the Magi Bonuses and it still takes 4 rounds for the status to go away.
  21. "This staff is more than a weapon; it is the symbol of one who possesses both knowledge and skill."
  22.  
  23. Adaptation: Any time the Magus casts an Elemental Black Magic against a foe, the Magus may treat that foe's Resistance to the appropriate Elemental Damage as if it were one Step closer to Neutral (Absorb > Immune > Resist > Neutral).
  24. "Some seek shelter from the storm, others call the storm to them and revel in its chaos."
  25.  
  26. Elementalist: As an Instant Action after casting an Elemental Black Magic, the rest of your party gains [Element]-Strike for the corresponding Element for one Round.
  27. In addition, a Magus with the Specialization Ability may now change their Chosen Element during a Rest.
  28. "Sometimes the right spell is all it takes to awaken the potential within."
  29.  
  30. STAFF OF THE ARCHMAGI (Limit Ability): As Staff of the Magi, but the Magus may imbue their Staff with one Spellburst (Known Black Magic) per Magus Level. They may only imbue Superior or lower Black Magics, and may only trigger these Spells once per session per spell. However, a Staff of the Archmagi cannot be broken by casting a spell contained within unless the Magus willingly chooses to break the Staff, at which point all contained Spells are released with a target of 'Local' rather than whatever they possessed before.
  31. "Cast aside the doubt in your mind, pick up this staff, and watch the light of clarity shine down upon your path."
  32.  
  33. CONVERGENCE (Lv5 Magus): As an Instant Action when casting a spell that targets a Group, the Magus may instead choose to change the target to Single. If they do so, the spell hits the Single Target an amount of times equal to the size of the Group that would be targetted.
  34. "If one masters the forbidden black magics, they may be able to destroy all..."
  35.  
  36.  
  37. HERITOR
  38. "The Heritor relies on insight to see them through to victory."
  39. Blue Mage 4, Observe
  40.  
  41. HP: 14
  42. MP: 2
  43. ACC: 3
  44. AVD: 6
  45. Weapons: Arcane, Blade, Brawl, Concealed, Huge
  46. Armors: Light
  47. Spells (Blue Only): [Expert] 11/13 [Ancient] 14/15
  48.  
  49. INSTINCT: As a Blue Mage's Learning, but at the start of each Session the Heritor may add their Learning Bonus to any one Skill of their choice.
  50. "Is it just me, or are there more monsters now than ever before?"
  51.  
  52. Copycat: As an Instant Action after witnessing any Spell being cast, the Heritor may Burn 1 Destiny to add it to their Spell List.
  53. "The secrets of others are the weapons of the Heritor."
  54.  
  55. Through Another's Eyes: As a Standard Action, make an Opposed Roll to inflict CHARM on one Target. If successful, the Heritor also learns a complete list of all Spells, Job Abilities, and Limit Breaks possessed by the Target.
  56. "When I came to, I looked around to find myself quite alone..."
  57.  
  58. LIMITLESS POTENTIAL (Limit Ability): The Heritor gains an additional full set of Limit Breaks.
  59. "A man it was, but with a power no man has ever known."
  60.  
  61. A THOUSAND FACES (Lv5 Heritor): On a Full Rest, the Heritor may Burn as many Destiny as they require to Cheat Death in order to redo their Leveling, with the following benefits and restrictions:
  62. -The Heritor may reselect all Job Levels, Abilities, and Stat Totals.
  63. -The Heritor must still meet all requirements for the Heritor Prestige Job.
  64. -The Heritor does not gain or lose spells from their new Levels.
  65. -The Heritor does not benefit from any Abilities that would change their Species permanently.
  66. "I walk the road I walk because it is *mine* to walk."
  67.  
  68.  
  69. Fell Knight
  70. "Fallen Knights who do what must be done."
  71. Dark Knight 4, Night Sword
  72.  
  73. HP: 20
  74. MP: 5
  75. ACC: 3
  76. AVD: 5
  77. Weapons: Arcane, Blade
  78. Armors: Heavy, Shields
  79. Spells (Black Magic): [Superior] 11/12/13 [Ancient] 14 (Scathe Only)/15 (Ultima Only)
  80.  
  81. EYE FOR AN EYE (Innate): As a Dark Knight's Darkside Innate, however a Fell Knight deals an Additional Step of Damage for each 25% of their Maximum HP they are missing when using Eye For An Eye.
  82. "The whole world is blind."
  83.  
  84. Dusk Sword: As an Instant 1/Combat, the Fell Knight's next attack benefits from Lucky, Sleep-Touch, and restores an amount of MP equal to Damage Dealt, and may target foes at Long Range.
  85. In addition, you may instead expend your usage of Dusk Sword to use Night Sword in its place, or vice versa.
  86. "Dead or alive...slash magic power!"
  87.  
  88. Dark Seal: As a Standard Action, the Fell Knight may treat the Target of this effect as if they did not possess the Shadow-Immune or Shadow-Absorb Abilities for the remainder of Combat.
  89. In addition, all of the Fell Knight's Weapons are treated as if they possessed the Arcane Property, allowing for them to Fastcast 1/Combat and use MND for Damage.
  90. "Perhaps bowed heads would take less offense."
  91.  
  92. SCARLET DELIRIUM (Limit Ability): As a Standard Action, the Fell Knight may make an Opposed Force Roll against one foe. At the end of the Fell Knight's following turn, that foe takes Shadow Damage equal to the amount of Damage taken by the Fell Knight after using Scarlet Delirium.
  93. This Ability counts as a Status Effect for the purposes of Deteriorate, and some Bosses may be Immune to it.
  94. "What is the life of one, when weighed against the greater good?"
  95.  
  96. RUN AMOK (Lv5 Fell Knight): As a Standard Action, the Fell Knight automatically gains the Berserk Status for 1 Round, and then as an Instant Action makes a number of Attacks using Eye For An Eye against Random Foes, until their HP is reduced to <25% its Maximum.
  97. The Fell Knight may not regain HP from any source while using Run Amok.
  98. "Don't presume to tell me what to do. I'll take no orders from you."
  99.  
  100.  
  101. VALKYR
  102. "A Dragoon hunts Dragons. A Valkyr hunts Souls."
  103. Dragoon 4, Threaten
  104.  
  105. HP: 20
  106. MP: 0
  107. ACC: 3
  108. AVD: 5
  109. Weapons: Reach
  110. Armors: Medium, Heavy, Shields
  111.  
  112. SOUL HUNT (Innate): As a Dragoon's Jump. However, as an Instant Action 1/Combat, a Valkyr may act as if they scored a Critical Hit against one target struck by Soul Hunt, gaining all benefits of a Critical Hit except 200% Damage and activating the Follow-Through Property.
  113. "There is no greater Champion than the Valkyr, except maybe their prey."
  114.  
  115. Bravely Default: As an Instant Action at the start of their turn, a Valkyr may Default, taking no action this Turn and gaining one 'Brave Point' for the remainder of Combat, up to a limit of 3 Brave Points. During any of their following Turns, they may expend 1 Brave Point to take an additional Turn immediately following this one.
  116. "To share a Vision, a Dream, and fight for the Future."
  117.  
  118. Spirit Surge: As an Instant Action once per Combat, a Valkyr may use their Spirit Surge. They increase their HP, ARM, and MArm by 10x(Valkyr Level) for the remainder of Combat, and for Four Rounds they gain HASTE, PROTECT, and SHELL. At the end of the Four Rounds however, they suffer from ARMOR, POWER, and MAGICK BREAK for Four Rounds.
  119. "A lust for power leads always to a lust for blood..."
  120.  
  121. JORMUNGANDR/HEL/FENRIR (Limit Ability): A Valkyr chooses one of the following Limit Abilities, and may only choose one for which they took the prerequisite Dragoon Limit Ability.
  122. Jormungandr(Dragonheart): The Valkyr reduces the cost of triggering Dragonheart to merely Spending 1 Destiny, and in addition gains the following Breath Attacks while in Dragon-Form:
  123. -Ice Breath: Deals 2d6+MND(1/2 Level) Ice MArm to all in Short, inflicts STOP on Opposed Finesse Roll
  124. -Storm Breath: Deals 2d6+RES(1/2 Level) Water MArm to all in Short, inflicts POISON on Opposed Force Roll
  125. -Stone Breath: Deals 2d6+RES(1/2 Level) Earth MArm to all in Short, inflicts SLOW on Opposed Force Roll
  126. -Cloud Breath: Deals 2d6+DEX(1/2 Level) Wind MArm to all in Short, inflicts SLEEP on Opposed Finesse Roll
  127. Hel(Velocity): Every time a Valkyr slays a foe, increase their Critical Range by 1, to a maximum of a Critical Rate of 7+.
  128. Fenrir(Highwind): A Valkyr may make an Opposed Force Roll to immediately fling all foes raised by Highwind into the ground as well as to inflict STUN for One Round, and the Dragoon may affect all foes targetted by Highwind with Whirling Spear.
  129. "Three things are sacred to a Valkyr; the first drink after a battle, the echo of crashing steel, and the everchanging moon."
  130.  
  131. MIMISBRUNNR/URDARBRUNNR/HVERGELMIR (Lv5 Valkyr): A Valkyr gains one of the following Final Abilities, based on their chosen Valkyr Limit Ability. If they do not possess a Valkyr Limit Ability, they may instead gain one for which they Qualify.
  132. Mimisbrunnr(Jormungandr): The Valkyr is always considered to have spent Destiny to trigger Dragonheart, and gains the following Breath Attacks:
  133. -Radiant Breath: Deals 2d6+MND(1/2 Level) Holy MArm to all in Short, inflicts TRANSFORM on Opposed Finesse Roll
  134. -Dark Breath: Deals 2d6+MND(1/2 Level) Shadow MArm to all in Short, inflicts DOOM on Opposed Force Roll
  135. -Mist Breath: Deals Nonelemental MArm Damage equal to 2x(Current HP) to all in Short, inflicts ZOMBIE on Opposed Roll
  136. Urdabrunnr(Hel): The Follow-Through Property may now trigger itself.
  137. Hvergelmir(Fenrir): As an Instant Action once per Combat, a Valkyr may make an Opposed Finesse Roll to inflict CONFUSE, BERSERK, and ARMOR BREAK on all foes in Short Range. As a Standard Action once per Combat, a Valkyr may make an Opposed Force Roll to cause Short Knockback; and regardless of the result all foes in Short Range suffer 2d6+Forcex50.
  138. "A Valkyr gleams as a Spirit in Battle, but shines as a God in War."
  139.  
  140.  
  141. ALCHEMIST
  142. "An expert in the use of items to recover HP or remove vexing status ailments."
  143. Engineer 4, Efficiency
  144.  
  145. HP: 20
  146. MP: 0
  147. ACC: 3
  148. AVD: 4
  149. Weapons: Arcane, Brawl, Concealed, Ranged
  150. Armors: Light, Medium
  151.  
  152. ITEM LORE (Innate): As an Engineer's Invent Innate, however an Alchemist may store additional copies of up to three Items in their Inventory, to a maximum of 10 copies per Item.
  153. In addition, the Alchemist always benefits from the Alchemist Equipment Property. An Alchemist also gains a bonus to their Systems and Synthesize (Alchemy) Skills equal to their Alchemist Level.
  154. "The secrets of the heart are the ultimate knowledge."
  155.  
  156. Bombardier: as an Instant Action an Alchemist may grant any Consumable the Explosive Property as often as they wish.
  157. In addition, Explosive Consumables used by an Alchemist instead deal damage to a Single Target, rather than in the Local area. An Alchemist also gains a bonus to their Synthesize (Weapons) Skill equal to their Alchemist Level.
  158. "I hate to waste 'em, but here they come!"
  159.  
  160. Nihopaloa: As an Instant Action, an Alchemist may make an Opposed Force Roll vs a foe to use a Status-Cure Consumable from their Inventory, instead inflicting any Status it would normally cure.
  161. In addition, Libra now reveals Status Immunities of the foe. It does not, however, reveal if the foe possesses the Impervious quality. An Alchemist also gains a bonus to their Synthesize (Armor) Skill equal to their Alchemist Level.
  162. "Need to take enemies down in a pinch? I've an item for that."
  163.  
  164. TRANSMUTE (Limit Ability): As an Instant Action 1/Combat, an Alchemist may turn any one Consumable into another of an equal or lesser Tier.
  165. In addition, for 2 Destiny as a Slow Action, 1/Combat an Alchemist may make an Opposed Force Roll vs a foe. If successful, the foe immediately is KO'd and turns into an Item of a Tier equal to 1/2 their Level. This is an Instant Death Effect. An Alchemist also gains a bonus to their Systems and Synthesize (Tinkering) Skills equal to their Alchemist Level.
  166. "The skills of the Alchemist center on their ability to alter matter to suit their whims."
  167.  
  168. DISPENSARY (Lv5 Alchemist): As a Slow Action 1/Combat, for 1 Round using a Consumable in the Alchemist's Inventory will not actually Consume it.
  169. In addition, all Consumables used by an Alchemist gain the Party Effect Property thus allowing them to Target Groups, and an Alchemist may Spend 1 Destiny as an Instant Action on their Turn to use any Consumable in their Inventory. An Alchemist also gains a bonus to their Systems and all Synthesize Skills equal to their Alchemist Level.
  170. "Booyaka!"
  171.  
  172.  
  173. BARD
  174. "Bards wander the land with instrument in hand and song in tongue."
  175. Entertainer 4, Center Stage
  176.  
  177. HP: 16
  178. MP: 4
  179. ACC: 3
  180. AVD: 6
  181. Weapons: Arcane, Brawl, Concealed, Ranged
  182. Armors: Light
  183.  
  184. VIRTUOSO (Innate): As an Entertainer's From The Heart, but the Bard also adds their Bard Level to their Perform Skill.
  185. "All Bards are a source of delight and wonder."
  186.  
  187. Sing: As a Slow Action, the Bard may grant the entire party various Positive Statuses through a Song, assuming their Perform is high enough to pass the Skill Test. The Song they can use depends on their Bard Level.
  188. -Nameless Song (1): Protect & Shell; TN14
  189. -Life's Anthem (2): Regen & Reflect; TN17
  190. -Seraph Song (3): Flight & Invisible; TN20
  191. -Battle Chant (4): Haste & Auto-Life; TN25
  192. -Finale (5): Party gains an extra turn; may only be attempted once per combat; TN30.
  193. "Sing melodies in an exquisite voice to cause various mysterious effects."
  194.  
  195. Dance: As a Slow Action, the Bard may make an Opposed Roll to inflict all foes with various Negative Statuses, using 1/2 their Perform Skill for the roll. The Dance they can use depends on their Bard Level.
  196. -Mincing Minuet (1): Power Break & Magic Break
  197. -Witch Hunt (2): Blind & Seal
  198. -Polka (3): Poison & Sleep
  199. -Heathen Frolick (4): Confuse & Berserk
  200. -Forbidden Dance (5): KO & Petrify; may only be attempted once per combat.
  201. "Perform mysterious dances to create unusual effects."
  202.  
  203. WANDERING FEET (Limit Ability): A Bard moves a Medium Distance as a Movement Action. In addition, they gain +3AVD against any attacks made against them at a range.
  204. "Don't forget to have a little fun~"
  205.  
  206. SON OF A SUBMARINER! (Lv5 Bard): A Bard adds twice their Bard Level to their Perform Skill, in addition to the benefit of Virtuoso.
  207. "You Spoony Bard!"
  208.  
  209.  
  210. PIRATE
  211. "I play the leading man, who else?"
  212. Gambler 4, Save The Day
  213.  
  214. HP: 20
  215. MP: 0
  216. ACC: 3
  217. AVD: 6
  218. Weapons: Blade, Concealed, Huge
  219. Armors: Light, Medium
  220.  
  221. LIFE OF CRIME (Innate): As a Gambler's Slots Innate, but a Pirate rolls an additional dice and then picks 3 of the 4 rolled for determining their Slots Result.
  222. "Tell these fates of yours to leave me out."
  223.  
  224. Fold: As an Instant Action a number of times each Session equal to 1/2 the Pirate's Finesse (rounded down), a Pirate may end any ongoing Reel Effect prematurely.
  225. In addition, the Pirate's Skip Town Ability no longer requires an Escape Roll to work, and the Pirate may return to Combat as an Instant Action, though they gain 1 Bad Luck as a result.
  226. "Exit stage right."
  227.  
  228. Razor's Edge: As an Instant Action 1/Session or as a Standard Action, a Pirate adds their Pirate Level to their AVD and ACC for one round and gains Haste.
  229. In addition, a Pirate now rolls 5 dice and chooses 3 when using their Life of Crime Innate.
  230. "Hasty, aren't they? I think it's a little early to be throwing away our lives just yet."
  231.  
  232. RISKBREAKER: A Pirate gains access to a Unique Slot Reel called the Riskebreaker Reel:
  233. -Bust: The Pirate immediately gains 1 Bad Luck, is afflicted with Stun, and cannot score Critical Hits for the duration of the Reel.
  234. -Hit: The Party re-rolls all 1's and the Pirate gains immunity to the effects of Bad Luck for the duration of the Reel.
  235. -Jackpot: The Party re-rolls all 1's and the Pirate gains immunity to the effects of Bad Luck for the duration of the Reel. The Pirate also increases all Damage by a number of Steps equal to their Bad Luck.
  236. SPECIAL: The Riskbreaker Reel counts as a Restricted Roll for the purpose of Gambler Abilities, and does not benefit from Life of Crime or Razor's Edge. The Riskbreaker Reel is immune to the effects of Bad Luck.
  237. "Incidentally, what is the going rate for rescuing princesses these days?"
  238.  
  239. MODULATING PHASE (Lv5 Pirate): For each point of Bad Luck the Pirate possesses, a Pirate may Reroll any or all of the dice when using their Riskbreaker Reel.
  240. In addition, the Free Agent benefits from Impervious while under the effect of any Reel 'Hit' or 'Jackpot'.
  241. "You know what they say about the leading man. He never dies."
  242.  
  243.  
  244. SUMMONER
  245. "They call upon great beings of the World of Illusion, though the answers they receive..."
  246. Geomancer 4, Grand Summoner
  247.  
  248. HP: 16
  249. MP: 4
  250. ACC: 3
  251. AVD: 4
  252. Weapons: Arcane, Brawl
  253. Armors: Light
  254. SPECIAL: A Summoner gains the Grand Summoner Ability additional times at Levels 2 & 4.
  255.  
  256. SUMMONING: As a Slow Action, a Summoner requests either Physical or Magical Assistance and then rolls 2d6, using the result for any dice calculations for the Esper. If Physical Assistance is requested, the Esper uses a random Ability before fading. If Magical Assistance is requested, the Esper uses a random Spell before fading. If the 2d6 roll results in a 12, the Esper uses its Astral Flow before fading.
  257. The Esper that can be called is determined by the current terrain, as follows.
  258. Plains: Pandemona Town: Ramuh Swamp: Catoblepas Mountains: Titan
  259. Desert: Ifrit Forest: Fenrir Water: Leviathan Underground: Phantom
  260. Snow: Shiva Lava: Cerberus Cosmic: Seraph
  261. "I have a favor I wish to ask of you..."
  262.  
  263. Chosen Summon: Choose one Esper for which you possess the Grand Summoner ability; that Summon costs 1 less Destiny to Summon, and you may always use the Summoning Ability on that Summon. After defeating a Boss Monster, a Summoner may change their Chosen Summon if they have taken Grand Summoner multiple times.
  264. "This battle is ours as much as anyone's."
  265.  
  266. Summoning Surge: Using the Summoning Ability is now a Standard Action, though it may only be performed once per Round.
  267. "I survived the storm."
  268.  
  269. INVOCATION (Limit Ability): You automatically know all Spells possessed by all Espers you have the Grand Summoner Ability for.
  270. "I'm a god! I'm all-powerful! Uwee-hee-hee! I'll collect more Espers! I'll extract their magic!"
  271.  
  272. CONJUROR (Lv5 Summoner): You may spend Destiny to Summon all Espers of Rank 4 or below, even if you do not possess the Grand Summoner Ability for them.
  273. "Solitude - I don't want to be alone anymore..."
  274.  
  275.  
  276. MASTER MONK
  277. "A warrior, devoted to physical training, whose unarmed attacks are deadly."
  278. Monk 4, Formless Strikes
  279.  
  280. HP: 35
  281. MP: 0
  282. ACC: 3
  283. AVD: 5
  284. Weapons: Brawl
  285. Armors: None
  286.  
  287. DARK FIST (Innate): A Master Monk's Pugilist Ability deals 2d6+PWR(1/2Level + 1) regardless of their current Job. In addition, every time a Master Monk deals damage with an Unarmed Attack or Improbable Weapon they gain a Chain Point -to a maximum of 5 points- which may be spent on the following Chain Finishers as follows. If the Master Monk gained the Final Heaven ability as a Monk, add Final Heaven's effects to this list.
  288. -(1) Accelerate: As an Instant Action, a Master Monk now moves a Medium distance and increases their ACC and AVD by +1 for the remainder of combat.
  289. -(2) Super Sonic Strike: As a Standard Action, a Master Monk makes a normal Attack against the entire enemy group and inflicts STUN on an Opposed Roll.
  290. -(3) Emperor's Fist: As a Standard Action after making a Movement Action, a Master Monk makes an Attack using their highest stat at +1 Damage Step that cannot be reduced in damage and automatically inflicts Medium Knockback.
  291. -(4) Nianfo: After activating Nianfo as a Slow Action, the Master Monk's next Attack heals whomever it hits for MNDxLevel HP. If it hits an Undead or Fiend target, they instead take 2MNDxLevel Damage, and lose their Undying Property.
  292. -(5) Asura's Wrath: As an Instant Action, roll 2d6 and make a number of Attacks equal to 1/2 the result. Any Attack that scores a Critical Hit grants you an Extra Attack.
  293. "The martial arts of the Master Monk are without equal."
  294.  
  295. Inner Focus: As a Slow Action once per combat, a Master Monk immediately regains 100% of their Health and purges themself of all debuffs except CHARM. This ability may be used even if the Master Monk is incapable of taking any actions. If the Master Monk already knows the Chakra Monk Ability, this becomes a Standard Action.
  296. "I would sooner emerge the victor, let us fight to make it so."
  297.  
  298. Unscarred: While a Master Monk has full HP, they increase their ARM and MARM by 50%, and may choose to reroll the lower dice on an Opposed Roll to resist a Status Effect.
  299. "Burning anger rising... Burst!"
  300.  
  301. PUMMEL (Limit Ability): Once per Round as an Instant Action, a Master Monk may make an additional Unarmed Attack.
  302. In addition, a Master Monk adds 3x their Job Level to all Athletics Rolls.
  303. "Cast down to hell with your fingers! Secret Fist!"
  304.  
  305. CHAKRAVARTIN (Lv5 Master Monk): Once per Session as a Slow Action, a Master Monk may automatically gain 5 Chain Points.
  306. "I can be... quite fierce, when I put my mind to it."
  307.  
  308.  
  309. ASSASSIN
  310. "They owe allegiance to no one, and come and go like the wind."
  311. Ninja 4, Sunken State
  312.  
  313. HP: 15
  314. MP: 0
  315. ACC: 3
  316. AVD: 8
  317. Weapons: Blade, Concealed, Dual-Wield, Ranged
  318. Armors: Light, Medium
  319.  
  320. ASSASSINATION (Innate): As a Ninja's Throw, and as an Instant Action at the start of any Combat the Assassin may automatically Throw one Black Market Good in their possession.
  321. "An Assassin corners and dispatches foes with ease."
  322.  
  323. Oblivion: An Assassin gains the Sleep-Touch and Poison-Touch properties on all weapons they wield, and may use both effects at the same time.
  324. "The abilities of the Assassin mark their targets for death."
  325.  
  326. Kishi Kasiei: As an Instant Action after being targeted by a Physical Attack that misses, the Assassin may immediately make a Counterattack.
  327. "A unique technique from a distant land."
  328.  
  329. LAST BREATH (Limit Ability): As a Slow Action, an Assassin may strike with a Concealed Weapon to make an Opposed Force Roll. If successful, they automatically deal 999 Shadow Damage to their Target. They may only do this on their first attack of the combat, consuming the benefit of their Concealed property.
  330. "The finely honed skills of the Assassin enable her to strike with deadly force."
  331.  
  332. THOUSAND MOTIONS (Lv5 Assassin): An Assassin is no longer limited to how many actions they may take in a single Round. In addition, any time during their turn they may spend 1 Destiny to make an additional Standard Action.
  333. "The Reaper is always one step behind me."
  334.  
  335.  
  336. TEMPLAR
  337. "Templar knights wield powerful weapons and have a repertoire of potent support magicks."
  338. Paladin 4, Sentinel
  339.  
  340. HP: 30
  341. MP: 0
  342. ACC: 3
  343. AVD: 0
  344. Weapons: Arcane, Blade, Reach
  345. Armors: Light, Medium, Heavy, Shields
  346. Spells (White Magic): [Superior] 11/13 [Ancient] 14 (Holy Only)/15 (Lux Only)
  347.  
  348. KNIGHT'S CODE (Innate): As Cover, but there is no limit to the amount of allies one can target with it.
  349. "I had someone more important to defend."
  350.  
  351. Ironclad: As a Standard Action, a Templar's Arm & MArm are Tripled for one round. While under the effect of Ironclad, a Templar has an AVD of 0 and cannot make Opposed Rolls to resist a Status Effect.
  352. "Well protected, Templars stride the battlefield with little fear."
  353.  
  354. Meltdown: As a Standard Action, a Templar makes an Attack that deals 2d6+(Templar Level x (Arm + MArm)). Until the start of their next turn, their Arm & MArm are 0.
  355. "Defense is the best offense."
  356.  
  357. BULWARK (Limit Ability): A Templar treats all Armor or Shields they use as if they possessed the Fortified Property.
  358. In addition, a Templar treats all Shields as if they possessed the Gemini (Brawl) Property, making them a Weapon equal to their Tier.
  359. "The best techniques are passed on by the survivors."
  360.  
  361. CHIVALROUS SOUL (Lv5 Templar): A Templar gains 5x(Templar Level) Arm & MArm for every party member they protect with their Knight's Code.
  362. "How is it that you have survived? Is it not because you defend another?"
  363.  
  364.  
  365. FUSILIER
  366. "Moogles made the first guns, but the Fusiliers first mastered them."
  367. Ranger 4, Ammunition
  368.  
  369. HP: 18
  370. MP: 2
  371. ACC: 6
  372. AVD: 6
  373. Weapons: Ranged
  374. Armors: Light, Medium
  375.  
  376. GUNSMITH (Innate): A Fusilier gains the Gemini Property on all Ranged Weapons they possess. If it already has the Gemini Property, it gains it again.
  377. In addition, they add twice their Fusilier Level as a bonus to any Synthesize (Weapon) rolls they make to produce a Ranged Weapon.
  378. "Fusiliers support the front-lines from afar."
  379.  
  380. Marksman: The Fusilier now compares their ACC to the foe's Finesse or AVD, whichever is lower.
  381. "They are so accurate, they can shoot blindfolded at night and still hit their target."
  382.  
  383. Custom Make: As a Standard Action, the Fusilier may add any [Status]-Touch to their next two Ranged Attacks for which their Weapon qualifies.
  384. In addition, a Fusilier may now use Ammunition as an Instant Action.
  385. "Fusiliers are skilled at imbuing their shots with magicks."
  386.  
  387. CHARGED SHOT (Limit Ability): As an Instant Action 1/Attack a Fusilier may pay 10MP to increase their Ranged Attack's damage by 2 Steps.
  388. "Many a pom-pom has been rocked by the kickback from this mighty attack."
  389.  
  390. TRIGGER HAPPY (Lv5 Fusilier): A Fusilier may make an Instant Action at the start of their turn to decrease their ACC by 2 for this round. If they do so, they instantly make a basic ranged attack. Rapid Fire can be used multiple times in succession, but cannot score a critical hit.
  391. "You're no challenge, just target practice."
  392.  
  393.  
  394. RUNE KNIGHT
  395. "Sword and Spell are both their mastery, and they turn one against the other with ease."
  396. Red Mage 4, Runic
  397.  
  398. HP: 20
  399. MP: 6
  400. ACC: 3
  401. AVD: 0
  402. Weapons: Arcane, Blade, Concealed
  403. Armors: Medium, Heavy, Shields
  404. Spells: (Black/White) [Superior] 11/11/12/12/13/13/14/14 [Ancient] 15/15
  405.  
  406. RUNE LORE: As Encyclopedic, however a Rune Knight is gifted with an innate magical sense. Any time an opponent begins casting a spell, the Rune Knight may make an Instant Action to roll Lore (Spellcasting) opposed by the caster's Finesse to pre-emptively learn the Spell being cast.
  407. "Magic runes hold an ancient and mysterious power."
  408.  
  409. Mageslayer: A Rune Knight deals an extra Damage Step with all physical attacks against anyone in the process of casting a spell. In addition, the struck caster must succeed at an Opposed Finesse Roll or lose the spell as if they had suffered Knockback.
  410. "Here you stand in judgement."
  411.  
  412. Witchhunter: A Rune Knight may change any [Element]-Ward, [Element]-Proof, [Element]-Absorb, or [Status]-Proof Property on their equipped Armor or Shield as an Instant Action. Properties changed in this way must still be allowable based on the Equipment's Tier.
  413. "I have dirtied my hands to keep yours clean."
  414.  
  415. RUNE BLADE (Limit Ability): A Rune Knight with Rune Blade is no longer limited in the amount of times they may use Runic in Combat. In addition, a Rune Knight who makes a Physical Attack after successfully using Runic has a 25% chance of casting the absorbed Spell for free.
  416. "Know regret, a traitor's recompense!"
  417.  
  418. RIOT BLADE (Lv5 Rune Knight): A Rune Knight who hits with a Physical Attack may cast any Spell they know as an Instant Action. This Spell affects only the struck target, even if it would normally affect more targets.
  419. "The mockingbird has taken wing, and it leaves me wroth."
  420.  
  421.  
  422. PARIVIR
  423. "Swift and Skillful Combatants who finish their foes with flair."
  424. Samurai 4, Two-Handed Grip
  425.  
  426. HP: 15
  427. MP: 0
  428. ACC: 3
  429. AVD: 7
  430. Weapons: Blades
  431. Armors: Light, Medium
  432.  
  433. FLAIR (Innate): When wielding a Blade with an [Element]-Strike or [Element]-Enhancer Property, the Parivir may change the listed Element as an Instant Action, so long as the weapon could normally have that property.
  434. "A common swordsman draws their blade to begin a battle. You draw yours to end them."
  435.  
  436. Death Strike: When wielding a Blade, a Parivir scores a critical hit on a roll of 10-12.
  437. "The arsenal of the Parivir beats down foes with blindingly fast strikes of devastating precision."
  438.  
  439. Spirit Channeler: Whenever a Parivir deals Elemental damage with a Blade weapon, they may choose to gain the benefit listed below. Granted [Status]-Touch benefits do not halve damage, but still require an Opposed Roll.
  440. -Ice: Slow-Touch
  441. -Fire: Confuse-Touch
  442. -Lightning: Berserk-Touch
  443. -Wind: May target foes at Medium Range
  444. -Earth: Cannot Miss non-flying targets
  445. -Water: Poison-Touch
  446. -Holy: Blind-Touch
  447. -Shadow: Doom-Touch (Opponent takes 9999 Shadow Damage in 3 turns)
  448. "I call, the Kami answer."
  449.  
  450. ONE STRIKE TWO CUTS (Limit Ability): When wielding a Blade with an [Elemental] effect, the Parivir may use an Instant Action to temporarily ignore that Property. Whenever the Parivir deals non-elemental damage with a Blade, treat them as if they are Dual Wielding their equipped Blade.
  451. Regardless of damage-typing, they may use the Reliable Property from a Bladed Weapon an amount of times per Combat equal to their Parivir level.
  452. "Swing your sword once and the air will sing of battle; twice, and it will sing of victory."
  453.  
  454. WAY OF THE SWORD (Lv5 Parivir): The Parivir gains the benefits of the Impervious Property, and whenever they deal damage with a Blade they deal their of choice of 2d6+10(Pwr/Res/Dex)
  455. "The last enemy had been slain, the last banner burnt, yet the sword still rang with the din of battle."
  456.  
  457.  
  458. TRICKSTER
  459. "Tricksters spin a web of deception, twisting the flow of battle to their advantage."
  460. Thief 4, Sleight of Hand
  461.  
  462. HP: 18
  463. MP: 0
  464. ACC: 4
  465. AVD: 7
  466. Weapons: Blade, Concealed, Ranged
  467. Armors: Light, Medium
  468.  
  469. CONFIDENCE (Innate): As a Thief's Steal Innate, however the Trickster gains a +1 to all Opposed Rolls against a Target each time they successfully Steal from them.
  470. "Stealing is wrong, of course. But your enemies didn't really need all that stuff anyway."
  471.  
  472. Pygmalion: As a Standard Action, the Trickster makes a Negotiation Check, Opposed by the Target. If successful, the Trickster may automatically inflict any one Negative Status Effect except Petrify or Transform.
  473. "A Trickster's greatest strength is deceit."
  474.  
  475. Misdirection: Whenever the Trickster would be effected by a Single Target Attack or Spell, they may make an Opposed Roll to instead make an Ally the Target.
  476. "It's all in the wrist."
  477.  
  478. DANCING MAD (Limit Ability): A Trickster's Attacks always benefit from Poison-Touch, without halving their damage. In addition, a Trickster deals an additional Damage Step for each Negative Status Effect on the Target.
  479. "Oh dear...you wanna fight me?! This is just dreadful!"
  480.  
  481. GODSPEED STRIKE (Lv5 Trickster): Whenever a Trickster successfully uses Confidence or Pygmalion, make an Attack that deals 2d6+DEX(Finesse/2). This Attack ignores all forms of Damage Reduction.
  482. "Time to take off the proverbial gloves."
  483.  
  484.  
  485. ASTROLOGER
  486. "A learned augur who uses Astrology to manipulate fate."
  487. Time Mage 4, Future Self
  488.  
  489. HP: 15
  490. MP: 10
  491. ACC: 1
  492. AVD: 5
  493. Weapons: Arcane
  494. Armors: Light
  495. Spells: (Time Magic) [Superior] 11/11/11/11/, 12/12/12, 13/13/13 [Ancient] 14/14, 15/15
  496.  
  497. TELEPORTATION (Innate): As a Time Mage's Chrono Pocket, however an Astrologer may always make Move Actions (even while affected by Stop), and may move a Medium Distance as a Move Action.
  498. In addition, an Astrologer may attempt to Move up to Long Range by rolling 2d6 and achieving a 9+. On a lower result, they fail to Move.
  499. "These accomplished mages can alter space and time at a whim."
  500.  
  501. Celestial Stasis: An Astrologer gains the Stun-Touch Property on all Weapons and Improbable Weapons they use.
  502. In addition, an Astrologer who uses Stasis Strike may increase the amount of Rounds a foe is removed from Combat, up to a maximum of 3.
  503. "Engraving vanishing memories into the sword, He places finely honed skills into the stone."
  504.  
  505. Horology: An Astrologer deals an additional Damage Step with all Time Magics they cast for every 2 Rounds that have passed, to a maximum of their Astrologer Level.
  506. In addition, SOS-Status Effects activate at 50% HP for an Astrologer.
  507. "You do not wish to shed blood, but it cannot always be avoided."
  508.  
  509. SPELLBOUND (Limit Ability): All Status Effects an Astrologer inflicts with Time Magic last twice as many Rounds as normal.
  510. In addition, an Astrologer reduces the cost of using Future Self to 1 Destiny.
  511. "Fire, Ice, and Lightning have no place among the magicks of the Astrologer."
  512.  
  513. SHEOL (Lv5 Astrologer): As a Slow Action 1/Combat, the Astrologer inflicts Slow and Stop on all foes with an Opposed Roll, and grants Haste and Regen to all allies.
  514. In addition, the Time Mage increases the amount of times they may use all Abilities by 1.
  515. "The most powerful ability of the Astrologer, gleaned from the moon itself."
  516.  
  517.  
  518. GLADIATOR
  519. "Skilled Warriors who can master any blade."
  520. Warrior 4, Paradigm Shift
  521.  
  522. HP: 25
  523. MP: 0
  524. ACC: 3
  525. AVD: 5
  526. Weapons: Blade, Huge, Reach
  527. Armors: Medium, Heavy, Shields
  528.  
  529. THRILL OF BATTLE (Innate): A Gladiator gains a temporary point of Destiny each time an Enemy or Ally is KO'd in a Combat. Destiny gained in this way cannot be Burned, and vanishes at the end of Combat.
  530. “A single swing to turn the tide!”
  531.  
  532. Counter Stance: As a Standard Action, a Gladiator may initiate a Counter Stance. Until the beginning of their next turn, any time the Gladiator is a target of a Physical Attack, the Gladiator immediately makes a Basic Attack. This Attack resolves before the Attack that triggers it.
  533. "The best Defense is a good Offense."
  534.  
  535. Holmgang: As an Instant Action a Gladiator may activate Holmgang. The Gladiator and all foes in Short Range are automatically afflicted with STOP for one round without an Opposed Roll.
  536. "A Gladiator just isn't comfortable without a sword at their throat."
  537.  
  538. HEROISM (Limit Ability): A Gladiator's Paradigm Shift now grants the following bonuses for each Stance:
  539. -Commando: When in the Commando Stance, a Gladiator and all allies add the Gladiator's Job Level to their ACC.
  540. -Ravager: All attacks made by a Gladiator while in the Ravager Stance deal an additional Finesse(Level) Magic Damage that ignores the effects of MArm and Shell.
  541. -Sentinel: A Gladiator in the Sentinel Stance may use Provoke any number of times a Combat.
  542. -Synergist: While in the Synergist Stance, a Teamwork Attack the Gladiator participates in treats the target as if it had an AVD of 0, and deals an additional Damage Step.
  543. -Medic: Any ally who benefits from a Gladiator's Medic Stance's LIFE effect gains PROTECT, SHELL, and REGEN for 1 Round.
  544. -Saboteur: A Gladiator in the Saboteur Stance may target an enemy and make an Opposed Force Check as a Slow Action or as an Instant Action after scoring a Critical Hit, in order to remove the Impervious Ability or any Status-Immunities held by the target for 4 Rounds.
  545. “A tactic for any battle!”
  546.  
  547. ULTIMA BLADE (Lv5 Gladiator): All Basic Attacks by a Gladiator that hit are automatic Critical Hits.
  548. “Gladiators wake the magick that sleeps within the quiet steel of the blade.”
  549.  
  550.  
  551. SEER
  552. "No Seer would be caught dead without their Cat-Ear Hood."
  553. White Mage 4, Shield Bearer
  554.  
  555. HP: 18
  556. MP: 8
  557. ACC: 3
  558. AVD: 4
  559. Weapons: Arcane
  560. Armors: Light
  561. Spells (White Magic): [Superior] 11/11/11/11/*, 12/12/12, 13/13/13 [Ancient] 14/14, 15/15
  562.  
  563. HIGH MAGICK (Innate): As a White Mage's Innate, however all party members benefit from Auto-REGEN while the Seer is conscious.
  564. "The first Seers were the most Devout of White Mages."
  565.  
  566. Magick Frenzy: Any time the Seer deals damage with a Spell, they may also make a Basic Attack against any target that the Spell hurt as an Instant Action.
  567. "The magicks of the Seer can decimate foes and mend wounded allies."
  568.  
  569. Recharge: A Seer always benefits from the MP Refresh Property, and gains an additional 20% of their MP each time they benefit from REGEN.
  570. "With skills to restore magick power, this is among the most potent job to which a mage can aspire."
  571.  
  572. SERENITY (Limit Ability): As a Slow Action, a Seer may declare the usage of Serenity. For the next two turns, neither the Party nor any foes may target the other Group with any action.
  573. "Seers chant sacred prayers to sway battle in their favor."
  574.  
  575. SAGE'S SECRET (Lv5 Seer)
  576. A Seer treats all targets of their Spells as if they were one step closer to Weak for all Damaging or Healing Spells.
  577. (Absorb > Immune > Resist > Normal > Vulnerable > Weak)
  578. "All those who live must some day die. It is our fate."
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