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Prestige Jobs

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Oct 15th, 2014
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  1. All Prestige Jobs cannot be taken until Lv11.
  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 to not take the Prestige Jobs' Abilities and instead gain one from the Job it requires.
  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. GLADIATOR (Warrior 4)
  8. "Skilled Warriors who can master any blade."
  9.  
  10. HP: 25
  11. MP: 0
  12. ACC: 3
  13. AVD: 5
  14. Weapons: Blade, Huge, Reach
  15. Armors: Medium, Heavy, Shields
  16.  
  17. 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.
  18. “A single swing to turn the tide!”
  19.  
  20. 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.
  21. "The best Defense is a good Offense."
  22.  
  23. Holmgang: As an Instant Action a Gladiator may activate Holmgang. All foes in Short Range are afflicted with STOP without an Opposed Roll.
  24. "A Gladiator just isn't comfortable without a sword at their throat."
  25.  
  26. HEROISM (Limit Ability): A Gladiator gains the Paradigm Shift Ability if they did not already possess it. If they did, they gain access to all six Paradigms. Regardless of whether they did or did not have it beforehand, each Paradigm is changed in the following way:
  27. -Commando: When in the Commando Stance, a Gladiator and all allies add the Gladiator's Job Level to their ACC.
  28. -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.
  29. -Sentinel: A Gladiator in the Sentinel Stance may use Provoke any number of times a Combat.
  30. -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.
  31. -Medic: Any ally who benefits from a Gladiator's Medic Stance's LIFE effect gains PROTECT, SHELL, and REGEN for 1 Round.
  32. -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.
  33. “A tactic for any battle!”
  34.  
  35. ULTIMA BLADE (Lv5 Gladiator): All Basic Attacks by a Gladiator that hit are automatic Critical Hits.
  36. “Gladiators wake the magick that sleeps within the quiet steel of the blade with their sparring techniques.”
  37. --------------------------------------------------------------------------------------------
  38.  
  39. NIGHTSHADE (Time Mage 4)
  40. "Malicious Swordmages who command the forbidden dark arts of Demons."
  41.  
  42. HP: 14
  43. MP: 4
  44. ACC: 3
  45. AVD: 0
  46. Weapons: Arcane, Blade, Reach
  47. Armors: Light, Heavy, Shields
  48. Spells: (Time Magic) [Superior] 11/12/13 [Ancient] 14/15 (Scathe only)
  49. [Superior] 11 (*Saber), 12 (*Dimensional Rift), 13 (*Abyssal Slash), [Ancient] 14 (*Sheol), 15 (Scathe)
  50.  
  51. GUILE (Innate): While a Nightshade is at 100%HP, they gain the Impervious Property. While a Nightshade is at <50%HP, they gain the Physical Counterattack 50% Property.
  52. "Power is all I am."
  53.  
  54. Time Blade: A Nightshade gains the Stun-Touch Property on all weapons they wield, and do not halve damage to make an Opposed Roll with it.
  55. "If it weren't dangerous to meddle with Time, I wouldn't do it."
  56.  
  57. Annul: As a Standard Action, the Nightshade may make an Attack that deals no damage. If it hits, their target's MP is reduced to 0 and the Nightshade gains an amount of HP equal to the target's lost MP.
  58. "Come now, cleverness does not become you."
  59.  
  60. REFLEX (Limit Ability): A Nightshade may make an Opposed Finesse Roll to dodge any Non-Magical Attack.
  61. "A story needs only one hero."
  62.  
  63. REBIRTH (Lv5 Nightshade): As a Standard Action once per Combat, a Nightshade regains full HP and MP, gains Auto-Life until the end of combat, and removes all debuffs from themself.
  64. "You... you are merely the chorus."
  65.  
  66. Unique Spells
  67. Saber(50): Single
  68. "Pain sharpens the senses."
  69. The caster must wield a Blade weapon, and takes an unavoidable 2d6+HighestStat damage as a cost of casting this spell.
  70. For the remainder of combat, the Target deals an additional 2 Damage Steps with all effects, and gains +2ACC.
  71.  
  72. Dimensional Rift(250): Local, Resistable
  73. "The malice festering in a Nightshade's heart leads them to this dark magic."
  74. As a cost of casting this Spell, the Caster also creates the effect of a Malediction Spell on all harmless inhabitants in range for no Destiny cost.
  75. As Black Hole, but targets a group and works even if the target would take more than 999 Damage.
  76.  
  77. Abyssal Slash(200): Single
  78. "Flee. Tremble. Fight. The end is the same."
  79. The Caster must designate an ally, who is inflicted with BLIND and SILENCE for a turn as a cost of casting this Spell. This spell fails if the ally is immune to either status. Caster must also be wielding a Blade weapon.
  80. A single target within Short Range immediately suffers 2d6+HighestAttribute(Caster'sLevel) non-elemental damage and is afflicted with STOP for Four Rounds with no Opposed Roll.
  81.  
  82. Sheol(300): Local, Resistable
  83. "What do you know of hatred?"
  84. The Caster must designate an ally, who is immediately reduced to 1HP and inflicted with STUN and ZOMBIE for One Round as a cost of casting this spell. This spell fails if the ally is immune to either Status.
  85. All foes are afflicted with STOP and SLOW for the remainder of combat, and all allies except the one 'sacrificed' for this spell gain HASTE and REGEN for the remainder of combat.
  86. --------------------------------------------------------------------------------------------
  87.  
  88. SUMMONER (Geomancer 4, Grand Summoner Ability)
  89. "They call upon great beings of the World of Illusion, though the answers they recieve..."
  90.  
  91. HP: 16
  92. MP: 4
  93. ACC: 3
  94. AVD: 4
  95. Weapons: Arcane, Brawl
  96. Armors: Light
  97. SPECIAL: A Summoner gains the Grand Summoner Ability additional times at Levels 2 & 4.
  98.  
  99. 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.
  100. The Esper that can be called is determined by the current terrain, as follows.
  101. Plains: Pandemona Town: Ramuh Swamp: Catoblepas Mountains: Titan
  102. Desert: Ifrit Forest: Fenrir Water: Leviathan Underground: Phantom
  103. Snow: Shiva Lava: Cerberus Cosmic: Seraph
  104. "I have a favor I wish to ask of you..."
  105.  
  106. 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.
  107. "This battle is ours as much as anyone's."
  108.  
  109. Summoning Surge: Using the Summoning Ability is now a Standard Action, though it may only be performed once per Round.
  110. "I survived the storm."
  111.  
  112. INVOCATION: You automatically know all Spells possessed by all Espers you have the Grand Summoner Ability for.
  113. I'm a god! I'm all-powerful! Uwee-hee-hee! I'll collect more Espers! I'll extract their magic!"
  114.  
  115. CONJUROR: 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.
  116. "Solitude - I don't want to be alone anymore..."
  117. --------------------------------------------------------------------------------------------
  118.  
  119. RUNE KNIGHT (Red Mage 4, Must Possess Runic)
  120. "Sword and Spell are both their mastery, and they turn one against the other with ease."
  121.  
  122. HP: 20
  123. MP: 6
  124. ACC: 3
  125. AVD: 0
  126. Weapons: Arcane, Blade, Concealed
  127. Armors: Medium, Heavy, Shields
  128. Spells: (Black/White) [Superior] 11/11/12/12/13/13 [Ancient] 14/14/15
  129.  
  130. 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.
  131. "Magic runes hold an ancient and mysterious power."
  132.  
  133. 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.
  134. "Here you stand in judgement."
  135.  
  136. 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.
  137. "I have dirtied my hands to keep yours clean."
  138.  
  139. 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.
  140. "Know regret, a traitor's recompense!"
  141.  
  142. RIOT BLADE [Lv5 Rune Knight]: A Rune Knight who hits with a Physical Attack may cast any Spell they know as an Instant Action as a Single Target Spell against the struck foe before determining the damage of their Physical Attack.
  143. "The mockingbird has taken wing, and it leaves me wroth."
  144. --------------------------------------------------------------------------------------------
  145.  
  146. VAMPIRE (Blue Mage 4, Be slain by Bloodfeast)
  147. "A fallen mage who has turned their back on the light of the Spirits. They feast upon blood and souls."
  148.  
  149. HP: 14
  150. MP: 2
  151. ACC: 3
  152. AVD: 6
  153. Weapons: Arcane, Blade, Concealed
  154. Armors: Light, Medium, Shields
  155. Spells (Custom Blue Only): [Superior] 11/12/13 [Ancient] 14/15
  156. [CUSTOM] [Superior] 11 (Deleveler), 12 (Darkja), 13 (Voidstorm) [ANCIENT] 14 (Shadowflare), 15 (Unholy Darkness)
  157.  
  158. BLOODFEAST (Innate): As an Instant Action any time a Vampire makes a successful Melee Attack at Short Range on a living foe with blood, they may make an Attack that does no Weapon Damage but instead drains 25% of the foe's MaxHP and heals the Vampire for 25% their own MaxHP. On a successful Opposed Roll, the target is also inflicted with ZOMBIE. If a Vampire slays a monster that knows a Blue Magic with Bloodfeast, they automatically learn that Spell.
  159. All Vampires change their Species to Undead, gaining an Immunity to Shadow and POISON and also gaining the Auto-ZOMBIE status. They also gain a Weakness to Holy. While in Sunlight a Vampire gains the Auto-CURSE status, and while not in Sunlight they benefit from Regeneration (Heal HP = Level each Round) and Undying (Auto-Life after Four Rounds, may be willingly delayed).
  160. "The demonic act of supping living blood."
  161.  
  162. Blood Magic: Once per combat, a Vampire may sacrifice 25% of the MaxHP of either themself or an ally to turn any spell's casting time to an Instant Action. Spells cast in this way deal Shadow Damage and calculate their damage with the Vampire's highest stat, and any ally who takes damage from this Ability gains the ZOMBIE status for Four Rounds.
  163. "A Vampire makes a pact with the Dark, trading life for power."
  164.  
  165. Vehemence: Any weapon a Vampire wields gains the Shadow-Strike Property, and any foe that hits the Vampire with a Melee Attack gains a Shadow Vulnerability for One Round without an Opposed Roll. This does not affect creatures that normally Absorb or are Immune to Shadow due to their Species.
  166. "All living things are born to die."
  167.  
  168. SOULBIND (Limit Ability): As an Instant Action once per combat, designate a single foe you have hit with Bloodfeast and choose one of the following effects. This does not affect bosses. Only one target may be affected by Soulbind at any time.
  169. -Voodoo: At the end of your next turn, the target's HP is reduced to equal your own. This functions even if you are KO'd.
  170. -Hypnotize: The target is afflicted with CHARM for Four Rounds on an Opposed Finesse Roll, but the status is not broken by taking damage.
  171. -Blood Oath: By expending 1 Destiny, the Vampire and Target gain the benefits of the Twin Soul Shared Ability. This does not count towards the Soulbind Limit, but may only affect one Target at a time.
  172. -Enslave: As the Dark Knight's Dominate, but costing only 1 Destiny. This does not count towards a Vampire's Soulbind Limit, and there is no limit to Enslaved targets.
  173. "A single word from a Vampire can sway the fate of entire nations."
  174.  
  175. VAMPIRE LORD (Lv5 Vampire): A Vampire's Bloodfeast now deals 50% of a target's Max HP, and restores 50% of the Vampire's HP. The inflicted ZOMBIE status now lasts 24 hours, and on any day when the Vampire has successfully used Bloodfeast they gain the Impervious Property. Finally, any time the Vampire slays a Humanoid Foe of at least Lv11 with Bloodfeast, they may increase one of their Attributes by 2.
  176. "Only those unaware of their true selves would pity them..."
  177.  
  178. Custom Spells: A Vampire cannot cast these spells while the sun is out.
  179.  
  180. Deleveler(40): Single, Short Range
  181. This Spell may only be cast on a target that has been hit by the Caster's Bloodfeast this Round.
  182. The Caster drains 2d6 points from the target's Highest Attribute for the remainder of Combat, adding them to their own score.
  183.  
  184. Darkja(80): Local, Resistable
  185. Darkja inflicts 2d6+13(PWR) Shadow Damage to all foes and neutral individuals in a Local area. Anyone slain by Darkja rises as a Skeleton of a level equal to their own (But no lower than Lv4) for 24 hours, and acts under the Caster's orders. As an added cost, the Caster may pay 1 Destiny to ensure the Skeletons do not have a temporary duration and gain the Undying property.
  186.  
  187. Voidstorm(150): Local, Supreme Resist
  188. The area becomes a Dark Elemental Field, and inflicts BLIND and ZOMBIE on all who fail to Resist.
  189. The area in which this spell is cast is forever tainted. It is always under the effects of a TWILIGHT spell, and all Holy and Healing effects are halved.
  190.  
  191. Shadowflare(300): Single, Reflectable
  192. Shadowflare deals 2d6+45(PWR) Shadow Damage to a single foe. At the next sunset any foe slain by Shadowflare rises as a Varuna of their level, but no lower than Level 10. The Varuna is not inherently under the caster's control, but may be bargained with however.
  193.  
  194. Unholy Darkness(200): Group
  195. As a cost of casting this Spell, the Caster also creates the effect of a Malediction Spell on all harmless inhabitants in the closest city for no Destiny cost.
  196. Unholy Darkness automatically KOs all foes not immune to it, and KOs foes who would normally be immune to it on a successful Opposed Roll.
  197. ---------------------------------------------------------------------------------------------
  198.  
  199. VALKYR (Dragoon 4)
  200. "A Dragoon hunts Dragons. A Valkyr hunts Souls."
  201.  
  202. HP: 20
  203. MP: 0
  204. ACC: 3
  205. AVD: 5
  206. Weapons: Reach
  207. Armors: Medium, Heavy, Shields
  208.  
  209. SOUL HUNT (Innate): As a Dragoon's Jump, however once per combat a Dragoon may treat their Soul Hunt as if it were a Critical Hit for all purposes except 200% Damage and the Follow-Through Property (That is, triggering of abilities, properties, eliminating mooks, etc.). If the target is not vulnerable to instant-death by Critical Hit and is reduced to 0HP by Soul Hunt, regain the usage of Soul Hunt.
  210. "There is no greater Champion than the Valkyr, except maybe their prey."
  211.  
  212. Bravely Default: As an Instant Action at the start of their turn, a Valkyr may declare the usage of Bravely Default. They may then choose to either 'Brave' and take two turns now at the cost of skipping their next turn entirely, or 'Default' and skip their turn now in order to take two turns during the Next Round. A Valkyr cannot benefit from both Brave and Default during the same Round.
  213. "When asked which is better, a sharp blade or a hard helmet, the correct answer is to use the blade to take the helmet."
  214.  
  215. 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.
  216. "A lust for power leads always to a lust for blood..."
  217.  
  218. 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.
  219. 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:
  220. -Ice Breath: Deals 2d6+MND(1/2 Level) Ice MArm to all in Short, inflicts STOP on Opposed Finesse Roll
  221. -Storm Breath: Deals 2d6+RES(1/2 Level) Water MArm to all in Short, inflicts POISON on Opposed Force Roll
  222. -Stone Breath: Deals 2d6+RES(1/2 Level) Earth MArm to all in Short, inflicts SLOW on Opposed Force Roll
  223. -Cloud Breath: Deals 2d6+DEX(1/2 Level) Wind MArm to all in Short, inflicts SLEEP on Opposed Finesse Roll
  224. Hel(Velocity): Every time a Valkyr slays a foe, increase their Critical Range by 1, to a maximum of a Critical Rate of 7+.
  225. 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.
  226. "Three things are sacred to a Valkyr; the first drink after a battle, the echo of crashing steel, and the everchanging moon."
  227.  
  228. MIMISBRUNNR/URDARBRUNNR/HVERGELMIR (Lv5 Valkyr): A Valkyr gains one of the following Final Abilities, based on their chosen Limit Ability.
  229. Mimisbrunnr(Jormungandr): The Valkyr is always considered to have spent Destiny to trigger Dragonheart, and gains the following Breath Attacks:
  230. -Radiant Breath: Deals 2d6+MND(1/2 Level) Holy MArm to all in Short, inflicts TRANSFORM on Opposed Finesse Roll
  231. -Dark Breath: Deals 2d6+MND(1/2 Level) Shadow MArm to all in Short, inflicts DOOM on Opposed Force Roll
  232. -Mist Breath: Deals Nonelemental MArm Damage equal to 2x(Current HP) to all in Short, inflicts ZOMBIE on Opposed Roll
  233. Urdabrunnr(Hel): The Follow-Through Property may now trigger itself.
  234. 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.
  235. "A Valkyr gleams as a Spirit in battle, but shines as a God in war."
  236.  
  237. ---------------------------------------------------------------------------------------------
  238.  
  239. MASTER MONK (Monk 4)
  240. "A warrior, devoted to physical training, whose unarmed attacks are deadly."
  241.  
  242. HP: 35
  243. MP: 0
  244. ACC: 3
  245. AVD: 5
  246. Weapons: Brawl
  247. Armors: None
  248.  
  249. KUNG-FU GENIUS (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.
  250. -(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.
  251. -(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.
  252. -(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.
  253. -(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.
  254. -(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.
  255. "The martial arts of the Master Monk are without equal."
  256.  
  257. 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.
  258. "I would sooner emerge the victor, let us fight to make it so."
  259.  
  260. Unscarred: While a Master Monk has full HP, they increase their ARM, MARM, and Unarmed Damage by 50%. In addition, once per combat a Master Monk may choose to reroll one Force or Finesse check to resist a Status Effect.
  261. "Burning anger rising... Burst!"
  262.  
  263. PUMMEL (Limit Ability): Once per Round as an Instant Action, a Master Monk may make an additional Unarmed Attack.
  264. In addition, a Master Monk adds 3x their Job Level to all Athletics Rolls.
  265. "Cast down to hell with your fingers! Secret Fist!"
  266.  
  267. CHAKRAVARTIN (Lv5 Master Monk): Once per Session as a Slow Action, a Master Monk may automatically gain 5 Chain Points.
  268. "I can be... quite fierce, when I put my mind to it."
  269. --------------------------------------------------------------------------------------------
  270.  
  271. ASSASSIN (Ninja 4)
  272. "They owe alliegence to no one, and come and go like the wind."
  273.  
  274. HP: 15
  275. MP: 0
  276. ACC: 3
  277. AVD: 8
  278. Weapons: Blade, Concealed, Dual-Wield, Ranged
  279. Armors: Light, Medium
  280.  
  281. KISHI KASIEI (Innate): So long as the Assassin's Foes do not get a Pre-emptive Round, an Assassin always gets a Pre-emptive Round. In addition, any time the Assassin successfully Avoids a Melee Attack, make a free Counter Attack.
  282. "An Assassin corners and dispatches foes with ease."
  283.  
  284. 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.
  285. "The Abilities of the Assassin mark their targets for death."
  286.  
  287. Ultima Masher: As a Slow Action, an Assassin may make an attack against a single foe for 300% Damage and inflict Medium Knockback without an Opposed Roll.
  288. "Brush off vanity and show reality! Ultima!"
  289.  
  290. LAST BREATH (Limit Ability): As a Slow Action, an Assassin may strike with a Concealed Weapon to make an Opposed Force Roll to inflict 9999 Shadow Damage. They may only do this on their first attack of the combat.
  291. "The finely honed skills of the assassin enable her to strike with deadly force."
  292.  
  293. 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.
  294. "The Reaper is always one step behind me."
  295. --------------------------------------------------------------------------------------------
  296.  
  297. PARIVIR (Samurai 4)
  298. "Swift and Skillful Combatants who finish their foes with flair."
  299.  
  300. HP: 15
  301. MP: 0
  302. ACC: 3
  303. AVD: 7
  304. Weapons: Blades
  305. Armors: Light, Medium
  306.  
  307. FLAIR (Innate): When wielding a Blade with an [Element]-Strike, [Element]-Enhancer, or [Element]-Ward property, the Parivir may change the listed Element as an Instant Action, so long as the weapon could normally have that property.
  308. *NOTE: None of a Parivir's Abilities work while dual-wielding.
  309. "A common swordsman draws their blade to begin a battle. You draw yours to end them."
  310.  
  311. Death Strike: When wielding a Blade, a Parivir scores a critical hit on a roll of 10-12.
  312. "The arsenal of the Parivir beats down foes with blindingly fast strikes of devestating precision."
  313.  
  314. 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.
  315. -Ice: Slow-Touch
  316. -Fire: Confuse-Touch
  317. -Lightning: Berserk-Touch
  318. -Wind: May target foes at Medium Range
  319. -Earth: Cannot Miss non-flying targets
  320. -Water: Poison-Touch
  321. -Holy: Blind-Touch
  322. -Shadow: Doom-Touch (Opponent takes 9999 Shadow Damage in 3 turns)
  323. "I call, the Kami answer."
  324.  
  325. 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.
  326. 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.
  327. "Swing your sword once and the air will sing of battle; twice, and it will sing of victory."
  328.  
  329. 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)
  330. "The last enemy had been slain, the last banner burnt, yet the sword still rang with the din of battle."
  331.  
  332. --------------------------------------------------------------------------------------------
  333.  
  334. BISKMATAR (Dark Knight 4)
  335. "A powerful Mageknight that serves through destruction."
  336.  
  337. HP: 16
  338. MP: 5
  339. ACC: 3
  340. AVD: 5
  341. Weapons: Arcane, Blade
  342. Armors: Heavy, Shields
  343. Spells (Black Magic): [Superior] 11, 12, 13 [Ancient] 14 (Ultima Only), 15 (Omega Only, see below)
  344.  
  345. NEGATIVE BLADE (Innate): As a Dark Knight's Darkside Innate, however as an Instant Action a Biskmatar may choose to deal an additional 3 Damage Steps at the cost of an extra 25% of their MaxHP. A Biskmatar may not sacrifice more than 50% of their MaxHP in a single action in this way.
  346. "The ancient sword-technique of the Biskmatar. It is all you will ever need -or want- to know of them."
  347.  
  348. Heartrender: As an Instant Action a Biskmatar may declare the usage of Heartrender. Their next attack has an additional effect of dealing MP Damage to the target equal to the Biskmatar's Current HP.
  349. "Magic comes from within..."
  350.  
  351. Liferender: As an Instant Action a Biskmatar may declare the usage of Liferender. Their next attack has an additional effect of inflicting DOOM with an Opposed Roll.
  352. "...Death comes from without."
  353.  
  354. RIPFURY (Limit Ability): A Biskmatar is immune to the effects of any Instant Action made by a foe. Any attack modified by one is treated instead as a normal attack. Any Instant Action made by a foe targeting the Biskmatar instantly fails.
  355. "Hoist yourself to the brightest light, then plunge into the deepest darkness..."
  356.  
  357. FORTUNE (Lv5 Biskmatar): At the start of a Biskmatar's first turn in Combat, roll 2d6 and gain a LAW according to their result.
  358. 2-3: May not use Items
  359. 3-6: May not use Melee
  360. 7: May not use Limit Breaks
  361. 8-10: May not use Magic
  362. 11-12: May not use Items
  363. So long as a Biskmatar does not break their LAW, they cannot be KO'd. LAW is Dispellable.
  364. "...You cannot pass."
  365.  
  366. Unique Spells
  367. Omega(MaxMP): Local
  368. "The flaw of Ultima is that it is intended not to destroy its user. Omega knows no such flaw."
  369. Deals 2d6+100(PWR) Nonelemental Damage to all things within 500-Miles. You may Cheat Death by expending all your Destiny, if you have more than 7 points to Burn.
  370.  
  371. --------------------------------------------------------------------------------------------
  372.  
  373. MAGUS (Black Mage 4)
  374. "The absolute, undisputed master of Black Magic."
  375.  
  376. HP: 16
  377. MP: 10
  378. ACC: 3
  379. AVD: 4
  380. Weapons: Arcane
  381. Armors: Light
  382. Spells (Black Magic): [Superior] 11/11/11/11, 12/12/12, 13/13/13 [Ancient] 14/14, 15/15
  383.  
  384. 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 Magicks of Expert and below by 10x(Magus Level), and for every odd Status (1-3-5) they increase their Damage Steps with all Black Magicks by +1.
  385. 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.
  386. Common choices for the Negative Status are: Curse/ Blind/ Zombie/ Transform/ Stop/ Poison
  387. "Why do men craft such intricate yet ultimately flawed weapons, when nature has already supplied us with the perfect design"
  388.  
  389. Absolute Destruction: As a Standard Action once per combat, the Magus may make a Force Check at +10 to destroy any inanimate object within Long Range that they can see.
  390. "To brawl is human, to crush your foes to a pulp: divine."
  391.  
  392. World of Illusion: As an instant action a Magus may freely determine the Element of any Spell they cast, though they cannot change or make Non-Elemental Damage.
  393. "How do you prove that you exist?"
  394.  
  395. STAFF OF THE ARCHMAGI (Limit Ability): As Staff of the Magi, but the Magus may imbue their Staff with one Spellburst (Known Black Magick) per Magus Level. They may only imbue Superior or lower Black Magicks, 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.
  396. "This staff is more than a weapon; it is the symbol of one who possesses both knowledge and skill."
  397.  
  398. 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.
  399. "Marvel at the serpent, how swiftly it glides out of harm's way."
  400.  
  401. --------------------------------------------------------------------------------------------
  402.  
  403. SEER (White Mage 4)
  404. "The absolute, undisputed master of White Magic."
  405.  
  406. HP: 18
  407. MP: 8
  408. ACC: 3
  409. AVD: 4
  410. Weapons: Arcane
  411. Armors: Light
  412. Spells (White Magic): [Superior] 11/11/11/11/*, 12/12/12, 13/13/13 [Ancient] 14/14, 15/15 (Esunaga)
  413. *A Seer automatically learns Blizzara/Thundara/Fira/Cura/Raise if they did not already know them.
  414.  
  415. HIGH MAGICK (Innate): As a White Mage's Innate, however all party members benefit from Auto-REGEN while the Seer is conscious.
  416. "The first Seers were the most Devout of White Mages."
  417.  
  418. 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.
  419. "The magicks of the SEER can decimate foes and mend wounded allies."
  420.  
  421. Recharge: A Seer always benefits from the MP Refresh Property, and gains an additional 20% of their MP each time they benefit from REGEN.
  422. "With skills to restore magick power, this is among the most potent job to which a mage can aspire."
  423.  
  424. 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.
  425. "Seers chant sacred prayers to sway battle in their favor."
  426.  
  427. SAGE'S SECRET (Lv5 Seer)
  428. A Seer treats all targets of their Spells as if they were one step further to the left for all Damaging or Healing Spells. This does not effect Absorptions.
  429. Immune > Resist > Normal > Vulnerable > Weak
  430. "No Seer would be caught dead without their Cat-Ear Hood."
  431.  
  432.  
  433. --------------------------------------------------------------------------------------------
  434.  
  435. BARD (Entertainer 4)
  436. "Bards wander the land with instrument in hand and song in tongue. "
  437.  
  438. HP: 16
  439. MP: 4
  440. ACC: 3
  441. AVD: 6
  442. Weapons: Arcane, Brawl, Concealed, Ranged
  443. Armors: Light
  444.  
  445. VIRTUOSO (Innate): As an Entertainer's From The Heart, but the Bard also adds their Bard Level to their Perform Skill.
  446. "All Bards are a source of delight and wonder."
  447.  
  448. 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.
  449. -Nameless Song (1): Protect & Shell; TN14
  450. -Life's Anthem (2): Regen & Reflect; TN17
  451. -Seraph Song (3): Flight & Invisible; TN20
  452. -Battle Chant (4): Haste & Auto-Life; TN25
  453. -Finale (5): Party gains an extra turn; may only be attempted once per combat; TN30.
  454. "Sing melodies in an exquisite voice to cause various mysterious effects."
  455.  
  456. 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.
  457. -Mincing Minuet (1): Power Break & Magic Break
  458. -Witch Hunt (2): Blind & Seal
  459. -Polka (3): Poison & Sleep
  460. -Heathen Frolick (4): Confuse & Berserk
  461. -Forbidden Dance (5): KO & Petrify; may only be attempted once per combat.
  462. "Perform mysterious dances to create unusual effects."
  463.  
  464. 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.
  465. "Don't forget to have a little fun~"
  466.  
  467. SON OF A SUBMARINER! (Lv5 Bard): A Bard gains a +10 to their Perform Skill.
  468. "You Spoony Bard!"
  469.  
  470. --------------------------------------------------------------------------------------------
  471.  
  472. MERCHANT (Thief 4)
  473. "Money makes the world go 'round!"
  474.  
  475. HP: 18
  476. MP: 0
  477. ACC: 4
  478. AVD: 7
  479. Weapons: Blade, Concealed, Ranged
  480. Armors: Light, Medium
  481.  
  482. FINDER'S KEEPER'S (Innate): As a Thief's Steal Innate, but a Merchant cannot fail to Steal gil.
  483. "He'd slit his mama's throat for a nickel!"
  484.  
  485. Hedge Fund: Any time a Merchant takes damage, they may declare the usage of Hedge Fund as an Instant Action. Instead of taking damage, they lose Gil equal to 100x(Damage Taken).
  486. "Incidentally, what is the going rate for rescuing princesses these days?"
  487.  
  488. Zeninage: As a Standard Action, a Merchant may discard any amount of Gil. All foes take damage equal to (Gil Tossed)/100. A Merchant cannot deal more than 999 Damage in this way.
  489. "Enough expository banter! Now we fight like men! And ladies! And ladies who dress like men!"
  490.  
  491. SALESMAN (Limit Ability): As a Slow Action, a Merchant gains the SHOP status for Four Rounds. All Allies and Enemies may make an Instant Action each round to buy a Consumable Item from the Merchant at double the normal price. Furthermore, the Merchant always benefits from the Alchemist Property.
  492. "A Merchant will do anything for money, no matter the scorn or emnity they earn."
  493.  
  494. LEVERAGE (Lv5 Merchant): As an Instant Action on their first turn in a combat, a Merchant may declare the usage of either Full Leverage or Low Leverage. If Full Leverage is chosen, the party doubles damage dealt and recieved; if Low Leverage is chosen, the party halves damage dealt and recieved.
  495. "Call me old-fashioned, but I was hoping for a treasure whose worth we could measure."
  496.  
  497. --------------------------------------------------------------------------------------------
  498.  
  499. TEMPLAR (Paladin 4)
  500. "A Paladin who has forgone Magic to protect what he holds dear."
  501.  
  502. HP: 30
  503. MP: 0
  504. ACC: 3
  505. AVD: 0
  506. Weapons: Arcane, Blade, Reach
  507. Armors: Light, Medium, Heavy, Shields
  508.  
  509. KNIGHT'S CODE (Innate): As Cover, but there is no limit to the amount of allies one can target with it.
  510. "I had someone more important to defend."
  511.  
  512. Bulwark: As a Standard Action, a Templar's Arm & MArm are Tripled for one round. While under the effect of Bulwark, a Templar has an AVD of 0 and cannot make Opposed Rolls to resist a Status Effect.
  513. "Well protected, Templars stride the battlefield with little fear."
  514.  
  515. Meltdown: As a Standard Action, a Templar deals damage equal to their Templar Level x Arm+MArm. Until the start of their next turn, their Arm & MArm are 0.
  516. "Defense is the best offense."
  517.  
  518. HIBERNATE (Limit Ability): As a Standard Action, the Templar inflicts themself with SLEEP, regains full HP & MP every round, and becomes Impervious to all Negative Statuses except SLEEP. This Ability fails if the Templar is immune to SLEEP, but the Templar may persist this effect for as long as they wish, even choosing not to wake up if damaged.
  519. "The best techniques are passed on by the survivors."
  520.  
  521. CHIVALROUS SOUL (Lv5 Templar): A Templar gains 5x(Templar Level) Arm & MArm for every party member they protect with their Knight's Code.
  522. "How is it that you have survived? Is it not because you defend another?"
  523.  
  524. --------------------------------------------------------------------------------------------
  525.  
  526. FUSILIER (Ranger 4)
  527. "Machinists made the first guns, but the Fusiliers first mastered them."
  528.  
  529. HP: 18
  530. MP: 2
  531. ACC: 6
  532. AVD: 6
  533. Weapons: Ranged
  534. Armors: Light, Medium
  535.  
  536. 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. In addition, they add twice their Fusilier Level as a bonus to any Synthesize (Weapon) rolls they make to produce a Ranged Weapon.
  537. "Fusiliers support the front-lines from afar."
  538.  
  539. Marksman: As an Instant Action, a Fusilier may decrease their Accuracy by any amount. For every two points sacrificed, they add a Damage Step to their attack.
  540. "They are so accurate, they can shoot blindfolded at night and still hit their target."
  541.  
  542. Custom Make: A Fusilier who crafts or repairs their own Gun adds any combination of [Status]-Touch Properties equal to their level, and their Gun always possesses the Fire, Ice, and Lightning-Touch Properties.
  543. "Fusiliers are skilled at imbuing their shots with magicks."
  544.  
  545. 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.
  546. "Many a pom-pom has been rocked by the kickback from this mighty attack."
  547.  
  548. RAPID FIRE (Lv5 Fusilier): A Fusilier may make an Instant Action at the start of their turn to decrease their ACC by 3 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.
  549. "A technique referred to as 'The Shining Life'. Odd, considering its purpose."
  550.  
  551. --------------------------------------------------------------------------------------------
  552.  
  553. PIRATE (Gambler 4)
  554. "Swift and dexterous, pirates sail in search of treasure and adventure."
  555.  
  556. HP: 18
  557. MP: 0
  558. ACC: 3
  559. AVD: 6
  560. Weapons: Blade, Concealed, Ranged
  561. Armors: Light, Medium
  562.  
  563. LIFE OF CRIME (Innate): As a Gambler's Slots Innate, but a Pirate rolls an additional dice and then picks three of the four rolled.
  564. "Treasure. What else would a pirate want?"
  565.  
  566. Riskbreaker: The Pirate gains access to the Riskbreaker Reels slot as an option for their Life of Crime Ability.
  567. Special: The Riskbreaker Reels cannot be affected by Bad Luck.
  568. Bust: The Pirate gains an additional point of Bad Luck any time they gain a point of Bad Luck.
  569. Normal: The Pirate cannot gain Bad Luck.
  570. Jackpot: The Pirate reduces their Bad Luck to 0 and increases all damage and healing effects they use by the amount of Bad Luck removed.
  571. "With each passing day, the world finds new and exciting ways to kill a man."
  572.  
  573. Fold: As an Instant Action 1/Combat, a Pirate may end any ongoing Reel Effect.
  574. "Lights out, and it's worse in the dark."
  575.  
  576. RAZOR'S EDGE: As a Standard Action, a Pirate adds their Pirate Level to their AVD for one round and gains HASTE for four rounds. In addition, a Pirate now rolls FIVE dice and chooses 3 when using their Life of Crime Innate.
  577. "Hasty, aren't they? I think it's a little early to be throwing away our lives just yet."
  578.  
  579. BLACK FLAG (Lv5 Pirate): A Pirate gains the Fearsome Property against anyone who knows their name.
  580. "I play the leading man, who else?"
  581.  
  582. --------------------------------------------------------------------------------------------
  583.  
  584. PUPPETMASTER (Engineer 4, Own an Automaton)
  585. "There are no better craftsmen, which makes it a shame that they play with dolls."
  586.  
  587. HP: 20
  588. MP: 0
  589. ACC: 3
  590. AVD: 4
  591. Weapons: Brawl, Huge, Ranged
  592. Armors: Light, Medium
  593.  
  594. ENDLESS MODIFICATIONS (Innate): As an Engineer's Invent Innate Ability, but a Puppetmaster may also apply any Property of a Tier equal to 3+(Puppetmaster Level) to their Automaton without it counting towards their Invent limits. In addition, an Automaton's Level always equals their Puppetmaster's Character Level. A Puppetmaster gains a bonus on their Synthesis and Systems skills equal to their Puppetmaster Level.
  595. "Never underestimate what might lurk under an Automaton's Robes."
  596.  
  597. Ventriloquism: A Puppetmaster's Automaton gains the ability to enter a Warrior's Sentinel Paradigm, and gains access to the Provoke Ability. A Puppetmaster gains a bonus on their Systems skill equal to their Puppetmaster Level.
  598. "I swear it insulted my mother, robot or no!"
  599.  
  600. Self-Puppeteering: A Puppetmaster gains the Pugilist Property and becomes a Construct in addition to whatever Species they are. In addition, any Engineer Abilities that the Puppetmaster possesses that target Constructs now affect whatever the Puppetmaster's original Species was as well. A Puppetmaster gains a bonus on their Synthesis skill equal to their Puppetmaster Level.
  601. "Muhahaha. MuhahAHAHAHAHAHA!"
  602.  
  603. ROLE REVERSAL (Limit Ability): As a Standard Action once per combat, a Puppetmaster may swap their HP and MP totals with their Automaton. A Puppetmaster gains a bonus on their Synthesis and Systems skills equal to their Puppetmaster Level.
  604. "There is no closer bond than creator and creation."
  605.  
  606. DEUS EX AUTOMATON (Lv5 Puppetmaster): Once a round, if a Puppetmaster's Automaton has been destroyed a Puppetmaster may make an Instant Action to revive it at 25% HP & MP. A Puppetmaster gains a bonus on their Synthesis and Systems skills equal to their Puppetmaster Level.
  607. "You see a puppet. I see a friend who will never abandon me."
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