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IClimbClouds

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Mar 28th, 2015
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  1. White Mage
  2. [EX Class] [+Sp. Def]
  3. Prerequisites: Sage, Expert Charm or Intuition
  4. 1 AP - Swift Action
  5. Trigger: You use Sage
  6. Effect: The target of Sage gains a Tick of Temporary Hit Points.
  7.  
  8. Veil of Peace
  9. [+Sp.Def]
  10. Prerequisites: White Mage
  11. Static
  12. Effect: You gain 5 Damage Reduction. If you hit a foe with an attack, this bonus is lost for 1 full round.
  13.  
  14. Life Burst
  15. [+Sp.Def]
  16. Prerequisites: White Mage, Sage's Benediction
  17. Daily x3 - Standard Action
  18. Effect: You may consume two Blessings you have generated, without activating their effect. If you do, you and all allies in a Burst 4 gain a Tick of Hit Points.
  19.  
  20. Life Magic
  21. [+Sp. Def]
  22. Prerequisites: Life Burst, Holy Protection
  23. Static
  24. Effect: You learn the Moves Aqua Ring and Wish.
  25.  
  26. Sanctuary
  27. [+Sp.Def]
  28. Prerequisites: 4 White Mage Features, Master Occult Education, Master Charm or Intuition
  29. Daily - Extended Action
  30. Cost: 1000Y
  31. Effect: You set up a Ritual Circle which restores all Allies within it to Full Health, removes all Status Afflictions, and removes up to three Injuries. (In Other Words: No White Mage, you are the Pokemon Center).
  32.  
  33.  
  34. ~ ~ ~ ~ ~
  35. ~ ~ ~ ~ ~
  36.  
  37.  
  38. Monk
  39. [EX Class] [+HP]
  40. Prerequisites: Athlete, Expert Focus
  41. Scene x2 - Shift Action
  42. Effect: Change one of your Trained Stats to another Stat, changing Combat Stages appropriately.
  43. Bonus Effect: You may activate Athlete with only 5 minutes of quiet meditation.
  44.  
  45. Undying Warrior
  46. [+HP]
  47. Prerequisites: Monk, Athletic Moves Rank 1
  48. Static
  49. Effect: You learn the Moves Meditate and Refresh.
  50.  
  51. Natural Talent
  52. [+HP]
  53. Prerequisites: Monk
  54. Static
  55. Effect: You gain certain benefits as listed below, but only if the specified Equipment Slot is Empty of items that provide a mechanical benefit. If you wear Armor, benefits from all slots is lost.
  56. - Both Hands: +2 to Evasion
  57. - Body: +10 to Initiative
  58. - Accessory: You gain a +2 Bonus to all Body Skill Checks. This does not stack with any bonuses gained from Items.
  59. - Feet: You gain a +2 Bonus to your Overland Movement.
  60. - Head: You gain a +2 Bonus to Save Checks
  61.  
  62. Deep Breaths
  63. [+HP]
  64. Prerequisites: Undying Warrior
  65. Scene x2 - Swift Action
  66. Trigger: You use Meditate or Refresh
  67. Effect: The effect depends on the triggering Move. Each effect may be triggered only once per Scene.
  68. - Meditate: As a Shift Action, you may “Take a Breather” even if you are Confused or Enraged, and you do not Trip or have to Shift away from enemies as part of your action.
  69. - Refresh: You gain Temporary Hit Points worth two Ticks.
  70.  
  71. Knuckle Lore
  72. [+HP]
  73. Prerequisites: 4 Monk Features, Master Focus, Master Athletics
  74. Bind 2 AP - Standard Action
  75. Effect: While this Feature is Bound and the user is not wielding any Weapons, the user gains a +2 Bonus to the Damage Base of all Physical Normal-Type and Fighting-Type Moves you know that cannot be performed as Weapon Attacks.
  76.  
  77. ~ ~ ~ ~ ~
  78. ~ ~ ~ ~ ~
  79.  
  80. Dark Knight
  81. [EX Class] [+Sp. Atk]
  82. Prerequisites: Berserker, Expert Occult Education
  83. Static
  84. Effect: You learn the Moves Dark Wind and Sanguine Strike. You may use these moves as a Weapon Attack when wielding Melee Weapons.
  85. Note: functions as Dark Ele alternative, and thus cannot be taken alongside shade caller.
  86.  
  87. Black Shell
  88. [+Sp. Atk]
  89. Prerequisites: Dark Knight
  90. Static
  91. Effect: While wearing Heavy Armor and a Helmet, you gain the following benefits.
  92. - You resist Dark-Type damage
  93. - You gain the Mind Lock Capability
  94. - Add half of your Attack Stat to the Damage rolls of your Special Attacks.
  95. Note: These benefits do not stack with Twisted Power
  96.  
  97. Bane
  98. [+Sp. Atk]
  99. Prerequisites: Black Shell, Fight On and On
  100. Bind 2 AP - Swift Action
  101. Effect: When you Bind Bane you must wait at least 1 full round before unbinding it. While this Feature is Bound, you gain the following effects:
  102. - You gain +1 CS in each Stat. These are removed when this effect is unbound.
  103. - You may choose to have normal-typed Weapon Attacks deal Dark-Type damage instead
  104. - At the end of your turn, you lose a Tick of Hit Points.
  105.  
  106. Fell Phoenix
  107. [+Sp. Atk]
  108. Prerequisites: Black Shell
  109. Daily - Full Action, Reaction
  110. Trigger: You gain an Injury
  111. Effect: Remove up to 3 Injuries from yourself. You then gain Hit Points equal to your Special Attack Stat, and all adjacent foes lose Hit Points equal to half your Special Attack Stat.
  112.  
  113. Dark Temper
  114. [+Sp. Atk]
  115. Prerequisites: 4 Dark Knight Features, Push it to the Limit, Master Occult Education
  116. At-Will - Swift
  117. Trigger: You hit with Rage
  118. Effect: Make a Struggle Attack with a Weapon against the target of Rage. If you hit, lose two Ticks of Hit Points. Continue making Struggle Attacks (and losing Hit Points) until you miss, the farget is fainted, or it lower your Hit Points to 0 or less. If the target becomes Fainted a result of these attacks, you gain +1 Special Attack CS.
  119.  
  120. Move: Dark Wind
  121. Type: Dark
  122. Frequency: Scene x2
  123. AC: 2
  124. Damage Base 5: 1d8+8 / 13
  125. Class: Special
  126. Range: Line 4 or Cone 2
  127. Effect: For each Injury the user has, Black Bane's Damage Base is increased by +1.
  128.  
  129. Move: Sanguine Strike
  130. Type: Dark
  131. Frequency: EOT
  132. AC: 2
  133. Damage Base 5: 1d8+8 / 13
  134. Class: Physical
  135. Range: Melee, 1 Target
  136. Effect: After the target takes damage, the user gains Hit Points equal to half of the damage they dealt to the target.
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