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- White Mage
- [EX Class] [+Sp. Def]
- Prerequisites: Sage, Expert Charm or Intuition
- 1 AP - Swift Action
- Trigger: You use Sage
- Effect: The target of Sage gains a Tick of Temporary Hit Points.
- Veil of Peace
- [+Sp.Def]
- Prerequisites: White Mage
- Static
- Effect: You gain 5 Damage Reduction. If you hit a foe with an attack, this bonus is lost for 1 full round.
- Life Burst
- [+Sp.Def]
- Prerequisites: White Mage, Sage's Benediction
- Daily x3 - Standard Action
- 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.
- Life Magic
- [+Sp. Def]
- Prerequisites: Life Burst, Holy Protection
- Static
- Effect: You learn the Moves Aqua Ring and Wish.
- Sanctuary
- [+Sp.Def]
- Prerequisites: 4 White Mage Features, Master Occult Education, Master Charm or Intuition
- Daily - Extended Action
- Cost: 1000Y
- 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).
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- Monk
- [EX Class] [+HP]
- Prerequisites: Athlete, Expert Focus
- Scene x2 - Shift Action
- Effect: Change one of your Trained Stats to another Stat, changing Combat Stages appropriately.
- Bonus Effect: You may activate Athlete with only 5 minutes of quiet meditation.
- Undying Warrior
- [+HP]
- Prerequisites: Monk, Athletic Moves Rank 1
- Static
- Effect: You learn the Moves Meditate and Refresh.
- Natural Talent
- [+HP]
- Prerequisites: Monk
- Static
- 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.
- - Both Hands: +2 to Evasion
- - Body: +10 to Initiative
- - Accessory: You gain a +2 Bonus to all Body Skill Checks. This does not stack with any bonuses gained from Items.
- - Feet: You gain a +2 Bonus to your Overland Movement.
- - Head: You gain a +2 Bonus to Save Checks
- Deep Breaths
- [+HP]
- Prerequisites: Undying Warrior
- Scene x2 - Swift Action
- Trigger: You use Meditate or Refresh
- Effect: The effect depends on the triggering Move. Each effect may be triggered only once per Scene.
- - 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.
- - Refresh: You gain Temporary Hit Points worth two Ticks.
- Knuckle Lore
- [+HP]
- Prerequisites: 4 Monk Features, Master Focus, Master Athletics
- Bind 2 AP - Standard Action
- 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.
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- Dark Knight
- [EX Class] [+Sp. Atk]
- Prerequisites: Berserker, Expert Occult Education
- Static
- Effect: You learn the Moves Dark Wind and Sanguine Strike. You may use these moves as a Weapon Attack when wielding Melee Weapons.
- Note: functions as Dark Ele alternative, and thus cannot be taken alongside shade caller.
- Black Shell
- [+Sp. Atk]
- Prerequisites: Dark Knight
- Static
- Effect: While wearing Heavy Armor and a Helmet, you gain the following benefits.
- - You resist Dark-Type damage
- - You gain the Mind Lock Capability
- - Add half of your Attack Stat to the Damage rolls of your Special Attacks.
- Note: These benefits do not stack with Twisted Power
- Bane
- [+Sp. Atk]
- Prerequisites: Black Shell, Fight On and On
- Bind 2 AP - Swift Action
- 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:
- - You gain +1 CS in each Stat. These are removed when this effect is unbound.
- - You may choose to have normal-typed Weapon Attacks deal Dark-Type damage instead
- - At the end of your turn, you lose a Tick of Hit Points.
- Fell Phoenix
- [+Sp. Atk]
- Prerequisites: Black Shell
- Daily - Full Action, Reaction
- Trigger: You gain an Injury
- 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.
- Dark Temper
- [+Sp. Atk]
- Prerequisites: 4 Dark Knight Features, Push it to the Limit, Master Occult Education
- At-Will - Swift
- Trigger: You hit with Rage
- 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.
- Move: Dark Wind
- Type: Dark
- Frequency: Scene x2
- AC: 2
- Damage Base 5: 1d8+8 / 13
- Class: Special
- Range: Line 4 or Cone 2
- Effect: For each Injury the user has, Black Bane's Damage Base is increased by +1.
- Move: Sanguine Strike
- Type: Dark
- Frequency: EOT
- AC: 2
- Damage Base 5: 1d8+8 / 13
- Class: Physical
- Range: Melee, 1 Target
- 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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