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jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 12:48 pm


Warrior Jobs
PostPosted: Tue Jan 31, 2006 12:49 pm


ARCHER

Since the first hunters invented the bow to hunt animals, it quickly became one of the most prominent weapons in the armies. Over the course of history, the bow evolved into more technologically advanced forms, such as crossbows and firearms. As time progressed and the hunters became soldiers, those who mastered the bow became Archers. Archers can range from bow-wielding infantry to rifle-wielding snipers trained to perform long-range assassinations, depending on the era. Rarely would Archers need to put their own bodies on the line as frequently as melee warriors, as they can fire and be well out of range of most conventional counterattack methods. Having such an advantage comes at a price, though: the number of attacks they can perform is limited to the amount of ammunition they are carrying.

STR VIT AGI SPD MAG SPR
+15 +10 +15 +10 +5 +5

Representatives: Barret (FFVII), Mustadio (FFT), Wakka (FFX), Archer Job (FFT, FFTA), Gunner Job (FFTA, FFX-2), Hunter Job (FFIII, FFV), Ranger Job (FFXI), Sniper Job (FFTA)
HP Die: d10
MP Die: n/a
Weapons: Boomerangs, Bows, Crossbows, Rifles
Armor: Armwear, Hats, Suits, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Wilderness
Required Skills: Tracking, One Weapon Skill
SNIPE

The Archer job specializes in fighting with virtually any type of ranged weapon through skill and a few subtle tricks. With such a weapon at hand, they can focus their will into their shots to increase their accuracy, cripple enemies by aiming for specific parts of their bodies, and utilize other abilities that make them invaluable in any party.

Charge [Level 1]
Type: Slow Target: Single Another method Archers use to increase the effectiveness of their assaults is simply by waiting for a perfect shot. The longer they wait, the more damage they inflict. As the Archer increases in level, he becomes more patient and precise with his assault, charging longer and inflicting a percentage of additional damage.

Table X-X: Charge

Level Damage Bonus Charge Time
1 +25% 2
29 +50% 10
43 +75% 14
64 +100% 20

For example, a shot that normally inflicts 200 HP of damage will inflict 300 HP of damage with Charge +50% at a charge time of 10. All Charged shots are reduced by the target's Armor.

Leg Aim [Level 8]
Type: Slow (4) Target: Single

Carefully taking aim, the Archer fires off a shot at the enemy's leg, trying to cripple the vulnerable joints there. There is a (50 + Level + (AGI x 2)), Defense chance that the enemy will be inflicted with the status Immobilize (4), due to the well-aimed strike to the leg.

Arm Aim [Level 15]
Type: Slow (6) Target: Single

Again aiming with precision, the Archer this time fires at the enemy's arm. Going for a shoulder, elbow, wrist or other critical joint, the Archer's intent is to damage the foe's ability to fight and remove them from the battle. There is a (50 + Level + (AGI x 2)), Defense chance that the target is inflicted with Disable (4) because of the hit.

Mindblow [Level 22]
Type: Slow (icon_cool.gif Target: Single

The Archer aims at the enemy's skull, and fires a concussion-inducing shot. Since the Archer's intention wasn't to inflict cranial pain, but to scramble their brains a little bit, this Ability inflicts 100%, M.Armor MP damage.

Lock On [Level 29]
Type: Slow (10) Target: Single

One of the Archer's most powerful abilities, Lock On uses training and patience to find the perfect moment to attack. The Archer is able to track his target perfectly, capable of landing shots even in situations where it would seem impossible. When using Lock On, the Archer makes a normal Attack action. This attack automatically hits, inflicting normal damage, taking Armor into account. Also, any statuses which may be inflicted by the weapon or any special ammunition being used gain a +30% chance to take effect (unless the target is Immune).

Reverse Shot [Level 36]
Type: Slow (12) Target: Single

Using dead-eye aim and accumulated knowledge, the Archer fires a shot which strikes the enemy's armor. The impact causes the enemy's own defense to work for the Archer, inflicting normal weapon damage. However, instead of subtracting the target's ARM from the damage done, that amount is added.

Arrow Guard [Level 43]
Type: Support

After repeatedly being on the business end of ranged assaults, the Archer eventually learns to be able to see incoming Ranged assaults, giving him more of a fighting chance to dodge that otherwise fatal shot. The Archer is granted a Defense bonus equal to his Level in regards to any Ranged attack focused solely on him. In this respect, Arrow Guard does not grant bonuses against anything modified by M. Defense or Abilities that target Groups, Parties, or the entire battlefield, regardless of the assault's method of defense.

Arrow Rain [Level 50]
Type: Slow (16) Target: Group

Harnessing the power of the Lock On skill and letting loose with everything he's got, the Archer can unleash a rapid fire barrage of attacks to his opponents. When using Arrow Rain, the Archer hits each target in the enemy group once, automatically striking the target for normal damage. For each individual target, however, the Archer may opt to use special ammunition. A different type of ammunition may be selected for each target, and if any special effects of that ammunition are applied, as if Arrow Rain were a normal Attack action. Any special ammunition chosen for Arrow Rain is consumed as normal. Irrespective of the ammo used or the number of targets, each of the shots hits its designated target only. For example - when facing down two Bombs, an Adamantoise and a Flan, the Archer can select to use an Ice Arrow on each of the Bombs to do extra damage to them, while using a Samurai Arrow to punch through the Adamantoise's extra-thick shell better and a Mute Arrow to prevent the Flan from casting further spells. Total ammunition use for that particular use of Arrow Rain was two Ice Arrows, a Samurai Arrow and a Mute Arrow, all of which are removed from the Archer's inventory.

Triple Foul [Level 57]
Type: Slow (1icon_cool.gif Target: Single

One of the Archer's prized crippling techniques, the Archer focuses on his shot for a few moments, then shoots. The shot divides off into three fragments, each targeting a different portion of the body. This attack will inflict no damage, however, the Archer simultaneously inflicts the statuses Confusion (6), Disable (6), and Silence (6). Each of these effects has a (50 + Level + (AGI x 2)), Defense chance of being inflicted. Each status is checked for separately.

Continuous Shot [Level 64]
Type: Slow (20) Target: Group

Even the Archer panics sometimes! In a jam, the Archer may simply unload as many shots as they can, not worrying about whom or what they hit. Because the Archer is not concentrating as he should, each shot hits a random enemy target, and gradually loses accuracy.

The first shot automatically hits the target. The second shot has a flat 90% chance to hit, ignoring Defense. Every subsequent shot subtracts 10% from this number. Therefore, the third shot has a flat 80% chance to hit, the fourth has a flat 70% chance, etc. After enough shots, the CoS hits a minimum of 10%. The Archer may continue to shoot until he misses the target. Each shot inflicts normal weapon damage and is reduced by Armor.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 12:55 pm


DRAGOON

Dragoons are warriors who have been trained to mimic the actions of a dragon by use of their internal energies. Whereas most Jobs are ground-bound, Dragoons have the capability to leap unbelievable heights, earning a place in legends as "those that fly like a dragon." They are also known for invoking the spirits of dragons, assisting them in performing feats that may not necessarily compare to those of Mages and Summoners, but are respectable in their own right.

The Dragoons are elite warriors who have a reputation of completing even the most suicidal missions. Often they serve as soldiers positioned within an army's cavalry or infantry, but some Dragoons may find it more feasible to hone the supernatural aspect of their Dragon arts outside the realm of the military. In some regions, the Dragoon may be referred to as a 'Dragon Knight', often being one that lends his services to royalty.

STR VIT AGI SPD MAG SPR
+15 +12 +10 +10 +8 +5

Representatives: Kain Highwind (FFIV), Freya Crescent (FFIX), Cid Highwind (FFVII), Dragoon Job (FFIII, FFV, FFT, FFTA)
HP Die: d10
MP Die: n/a
Weapons: Axes, Knives, Polearms, Swords
Armor: Gauntlets, Helmets, Mail, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: Acrobatics, One Weapon Skill
DRAGON

The fundamentals of the Dragoon's training come from the study of the powers of dragons. With their extensive training in both ground and aerial combat, Dragoons are capable of using their Dragon arts to launch attacks from the skies as well as lending their support on the ground.

Jump [Level 1]
Type: Special Target: Single

Through long practice, the Dragoon is capable of jumping high into the air and coming down with frightening force. This Ability actually requires two Fast Actions to perform: the first Action is used to leap high into the stratosphere, often out of plain view from the ground, remaining there until the Dragoon's second Action, which is used to land on the enemy, striking with his weapon at the same time. Despite the time needed, the attack inflicts 200%, Armor weapon damage. The second action happens on the Dragoon's rolled turn - no waiting or delaying to land on a later initiative. While in the air, the Dragoon is immune to being targeted by any attacks, abilities or effects. However, any pre-existing status conditions will continue to act as normal. Should the Dragoon be reduced to 0 HP or otherwise killed, the Jump is not completed and they return to the field of battle.

Lancer [Level 8]
Type: Slow (4) Target: Single

Invoking the powers of the Red Dragon, the Dragoon enchants his weapon with a blood red glow. He then attacks the enemy, inflicting 125%, Armor weapon damage in HP, and 25% weapon damage in MP. The damage to the target's MP ignores Armor when being calculated.

Wyrmkiller [Level 15]
Type: Support

From the intense training of the Dragoon, his mind thinks in the same mode of a dragon. In combat against dragonkind, the Dragoon is extremely deadly, being able to anticipate a dragon's movements and find their weakest points with ease. With this ability, the Dragoon gains the inherent ability Dragon Killer, and does double damage to any Dragon-type monster when making an Attack action.

Cherry Blossom [Level 22]
Type: Slow (icon_cool.gif Target: Group

The Dragoon throws his weapon towards the center of the enemy area, which explodes into a barrage of cherry blossoms that spread out and slash all enemies repeatedly for 75%, Armor weapon damage.

Reis' Wind [Level 29]
Type: Slow (10) Target: Party

The Dragoon invokes the powers of Reis, the Holy Dragon. Her spirit embraces the party, slowly healing all wounds, granting the Regen Status (4).

Dragon Spirit [Level 36]
Type: Reaction

Upon gaining this ability, the Dragoon can call forth the spirit of the Dragon of Life to come to his aid upon being injured. If the Dragoon is injured by an action, there is a flat 30% chance of the Dragoon instantly being granted the Reraise Status. Note that Dragon Spirit can only be invoked once per battle regardless of how many times the Dragoon is reduced to 0 HP and revived.

White Draw [Level 43]
Type: Slow (14) Target: Special

The Dragoon calls forth the powers of the White Dragon. Its spirit surrounds a single enemy, siphoning MP equal to the Dragoon's weapon damage, less the target's M.Armor. The spirit then flies around the party, dividing the pool of MP evenly between all the Dragoon's MP-using allies.

Power Jump [Level 50]
Type: Special Target: Group

An advanced version of the standard Dragoon's Jump, this requires three Slow Actions, each Action requiring a -16 Initiative Penalty. On the first Action, the Dragoon leaps high into the air, noticeably higher than a standard Dragoon Jump. On the second Action, while still in the air, the Dragoon generates golden energy versions of his weapon, hurling them as projectiles toward the enemy group for 150% damage modified by MAG and the enemy's M. Armor instead of STR and Armor. For example, using a Partisan which normally inflicts (15 x STR) + 4d12, Armor damage, with Power Jump, the damage to the enemy group is now ((15 x MAG) + 4d12) x 1.5, M. Armor. The Dragoon will remain in the air until the third Action, in which he will again launch energy versions of his weapon towards the enemies, again inflicting 150% weapon damage modified by MAG and M. Armor. On the same Action, immediately following this final aerial assault, he will land on the center target for 200% weapon damage, modified by STR and Armor. While in the air, the Dragoon is immune to being targeted by any attacks, abilities or effects. However, any pre-existing status conditions will continue to act as normal. Should the Dragoon be reduced to 0 HP or otherwise killed, the Power Jump is not completed and they return to the field of battle.

Dragon Breath [Level 57]
Type: Slow (1icon_cool.gif Target: Single

The Dragoon calls forth the powers of a two-headed dragon, in which the heads rest on the Dragoon's shoulders. The dragons breathe out a divine mist that engulfs the enemy, doubling the amount of pain they have received on a CoS of (50 + Level + (AGI x 2)), M.Defense. For example, if the enemy has already taken 300 HP of damage, the mist inflicts another 300 HP of damage. Under no circumstances can Dragon Breath inflict more than 999 HP of damage. This ability ignores Armor when calculating damage.

Dragon Horn [Level 64]
Type: Special Target: Group

This is the ultimate version of the Dragoon Jump, named after the repeated striking attacks of a dragon using its horn to destroy its prey. This version of Jump requires two Slow Actions, each Action requiring a -20 Initiative Penalty. On the first Action, the Dragoon jumps high in the air, readying his weapon for the next Action to bounce off the landing. When the Dragoon lands on the second Action, he will land on his target, bounce off his weapon back into the air a short distance, and land on a random enemy target with his weapon. The initial impact is guaranteed, but roll 1d8 to determine the number of times the Dragoon will bounce up and land additional hits: 1: once, 2-4: twice, 5-7: three times, and 8: four times. The initial landing inflicts 200%, Armor weapon damage; however, since the Dragoon does not have as much of a vertical fall to aid the damage of the bounces, these additional attacks only inflict 75%, Armor weapon damage each. While in the air, the Dragoon is immune to being targeted by any attacks, abilities or effects. However, any pre-existing status conditions will continue to act as normal. Should the Dragoon be reduced to 0 HP or otherwise killed, Dragon Horn is not completed and they return to the field of battle.
PostPosted: Tue Jan 31, 2006 1:03 pm


FENCER

Some swordsmen rely on brute force or calling upon their inner energies to defeat their foes. The Fencer, however, relies on sheer speed and grace to take down their enemies. The Fencer is also a master of the defensive arts, and relies on his speed, natural skill, and training to simply avoid many a blow that is aimed at him. Fencers most often make use of light swords, such as rapiers and foils. The Fencer also does not wear heavy armor, as his focus is not on reducing the damage done by an attack, but on simply not being hit at all. Fencers are often employed by kingdoms as elite guardsmen, and are almost always trained by fellow Fencers in limited schools. The best Fencers out there are renowned for being nigh impossible to successfully strike.

STR VIT AGI SPD MAG SPR
+10 +10 +15 +15 +5 +5

Representatives: Fencer Job (FFTA)
HP Die: d10
MP Die: n/a
Weapons: Knives, Light Swords, Swords
Armor: Armwear, Hats, Suits, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: One Weapon Skill
FENCING

Fencing is the art of using one's speed and ingenuity to overcome an opponent. It includes distracting attacks and calling upon elemental forces with their internal energies, in addition to rapid strikes with their blades.

Swarmstrike [Level 1]
Type: Slow (2) Target: Single

The Fencer summons a swarm of insects out of thin air, and with a wave of the weapon, commands them to charge at a single target. The tiny bugs swarm the target, trying to envelop it and strike with bites and stings; when all is said and done, this ability has a (50 + Level + AGI x 2), Defense chance of inflicting Poison (Unlimited).

Abandon [Level 8]
Type: Support

Upon reaching this level, the Fencer begins to transcend normal dodging abilities, and becomes much more difficult to strike, gaining a bonus to their DEF score equal to half their level.

Featherblow [Level 15]
Type: Slow (6) Target: Single

The Fencer executes a basic form, thrusting and slashing his sword in the air about him. Upon its completion, a feather-shaped blade of air flies at the target for (10 x AGI) + 3d8, M.Armor Wind damage.

Greased Lightning [Level 22]
Type: Support

At this point, the Fencer has become so swift that he can strike enemies faster than the eye can track. Due to this, normal Attack Actions made by the Fencer are fast enough that the enemy's Reactions fail to go off.

Shadowstick [Level 29]
Type: Slow (10) Target: Single

The Fencer brings his sword around him, cutting through the air, in an intricate form. The nearby spirits are called to action, and shadows rise up from the ground. They swirl around the target, dealing (14 x AGI) + 4d8, Armor Shadow damage. In addition, they have a (50 + Level + AGI x 2), Defense chance of inflicting Agility Break (4).

Checkmate [Level 36]
Type: Slow (12) Target: Single

The Fencer approaches his opponent, and unleashes a number of quick thrusts at him. The attacks are aimed at pressure points and vital areas, and has a (50 + Level + AGI x 2), Defense chance of inflicting the Condemned and Slow statuses on the victim (4). Roll seperately for each status.

Swallowtail [Level 43]
Type: Slow (14) Target: Group

The Fencer concentrates for a time, then unleashes a flurry of swift strikes at the enemy party. The blows, spread out like the feathers in a swallow's tail, pepper all foes for (16 x AGI) + 5d8, Armor Physical damage apiece.

Manastrike [Level 50]
Type: Slow (16) Target: Single

The Fencer raises his blade before his face, and the sword lights up with a blue glow. Using his internal energies, the Fencer stabs at his enemy, dealing (20 x AGI) + 4d12, M.Armor MP damage to a single foe.

Nighthawk [Level 57]
Type: Slow (1icon_cool.gif Target: Single

The Fencer rests the tip of his sword on the ground, and becomes engulfed in darkness. He then holds the blade aloft, and the shadows flow from him and off the sword, forming a dark bird that proceeds to swoop down on the target. Upon striking, the hawk explodes with black energy, inflicting (27 x AGI) + 5d12, M.Armor Shadow damage.

Piercethrough [Level 64]
Type: Slow (20) Target: Single

The Fencer is briefly surrounded by a bright light, and then dashes at his chosen foe like a blur. As he does, he impales his target, inflicting (32 x AGI) + 5d12 Physical damage, ignoring the Armor of the target.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 1:10 pm


FIGHTER

The Fighter is a combatant without roots or restrictions, with incarnations ranging from grizzled soldiers and mercenaries to wandering adventurers and their ilk. Where other warriors spend their lives perfecting a single technique or honing their talents in a particular type of weapon, the Fighter's training ground is the battlefield; their skills those mastered by virtue of necessity and raw survival. Though their attacks lack the finesse and flash of their compatriots' repetoire, an experienced Fighter is nonetheless a formidable presence in any combat situation.

STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5

Representatives: Fighter Job (FFI, FFIII), Warrior Job (FFXI), Squire Job (FFT), Soldier Job (FFTA), Gladiator Job (FFTA)
HP Die: d12
MP Die: n/a
Weapons: Axes, Flails, Knives, Polearms, Gloves, Rods, Staves, Swords, Greatswords, Light Swords, Bows, Ninja Knives, Swallows, Boomerangs, Crossbows
Armor: Gauntlets, Helmets, Mail, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: Intimidation, One Weapon Skill
BATTLE SKILL

The Fighter's forte lies not in their training but in their experience; rather than committing themselves to a particular weapon or combat style, they adjust their techniques to the demands of the battle, responding and reacting according to the circumstances at hand.

Special note: while weapon abilities are cancelled out by most Warrior abilities (Archer's lock-on is an example of an exception), every single one of the Fighter's offensive abilities using weapon damage continue to make use of their weapon abilities.

Mighty Strike [Level 1]
Type: Slow (2) Target: Single

Concentrating on a single opponent, the Fighter gathers their strength, preparing to charge for a single all-or-nothing blow in the hopes of striking some weak point on his target -- a rent in the armor, a loose scale, a vulnerable underbelly. Roll for Mighty Strike as you would for a normal Attack Action; the Fighter's Attack% is reduced by half after modifying for Defense. Thus, a Fighter with an Attack% of 180 attacking a target with DEF 30 would only have a 75% chance to hit when using Mighty Strike. Should the attack be successful, it inflicts 200%, Armor weapon damage to the target. Any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action. If the weapon has the ability Critical+ or Critical++, the CoS for Mighty Strike is increased by 10 or 20 points, respectively, and the CoS is increased by 5 or 10 points if the Fighter has the Signature Weapon advantage, respective of the 3 and 5 point versions. Only the largest one of these bonuses is applied, however. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Mighty Strike with.

Third Eye [Level 8]
Type: Fast

To survive in a fight, the Fighter must sometimes move instinctively to avoid harm. Taking a moment to focus his concentration, the Fighter will gain better awareness of the area around himself, and be able to evade attacks without knowing it. After using Third Eye, the next physical attack that would normally hit the Fighter will instead miss, no matter the success roll. This effect lasts for a duration of (2) after the Fighter uses Third Eye, or until one attack is dodged. Until such happens, the Fighter may not use Third Eye again.

Scream [Level 15]
Type: Fast

Focusing all his power and internal reserves of energy, the Fighter gathers his strength. Then, with a ear-shattering battlecry, the Fighter releases the energy, giving himself the statuses Power Up (4) and Agility Up (4).

Quick Hit [Level 22]
Type: Fast Target: Single

Striking out and focusing on speed rather than power, the Fighter leaps to the attack. With a single swipe, the Fighter inflicts 75% weapon damage, with any special effects of the weapon added on to the attack, as if this ability were a normal Attack action. After performing Quick Hit, the Fighter receives a bonus of +8 to his next initiative roll. This bonus can only be applied once to a turn, and multiple uses of Quick Hit will not convey added initiative bonuses.

Double Cut [Level 29]
Type: Slow (10) Target: Single

In a flawless display of speed, strength and accuracy, the Fighter delivers a devastating double attack against a single opponent. The target is automatically hit by two attacks for normal weapon damage each time. Additionally, any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Double Cut with.

First Strike [Level 36]
Type: Support

A trained Fighter learns to prepare themselves for combat at any and every opportunity; accordingly, when the time for battle arrives, the Fighter is always amongst the first to strike a blow. First Strike allows a Fighter to always act during the Preemptive Round, even if no other combatant is entitled to do so; beyond this, the Fighter must roll for Initiative as normal.

Bonecrusher [Level 43]
Type: Reaction

Though slow to provoke, the Fighter's reflexes leave them capable of retaliating against incautious opponents with bone-shattering force. Whenever the Fighter is hit for physcial damage, resolve damage and then make a percentile roll. Bonecrusher has a CoS of (Level/3) + AGI% of allowing the Fighter to make an immediate Attack Action against the enemy who struck the blow, inflicting 150%, Armor damage if successful. Roll to hit as normal.

Slash-All [Level 50]
Type: Slow (16) Target: Group

Gathering their chi, the Fighter dissolves into a blur of movement, circling around their opponents to rain blows from every side and angle, striking each enemy with a single well-placed attack. All enemies are hit for 100%, Armor weapon damage. Additionally, any special effects of the weapon used apply to the attack, as if this ability were a normal Attack action with Target: Group instead of Target: Single. If the Fighter is wielding two weapons, only one of the Fighter's choice can be used to execute Slash-All with.

Final Attack [Level 57]
Type: Reaction

Even on the verge of defeat, 'down but not out' is the Fighter's watchword. Regardless of how grievous their injuries are, the Fighter always has enough energy for one last blow before they go down, oftentimes nastily surprising opponents who thought the Fighter to be out of commission. When reduced to 0 or fewer HP by an attack, the Fighter can take one more Action before falling; resolve the effects of this Action immediately, even if it would normally require an Initiative Penalty on the Fighter's part. Note that during the effects of this action, the Fighter is considered to be at 0 HP and already fallen - a Potion would fail to keep the Fighter alive, so a Phoenix Down would be required to maintain the Fighter at 1 HP.

Finishing Touch [Level 64]
Type: Slow (20) Target: Single

Gathering all remaining reserves of energy, the Fighter springs forward to deliver a single crippling attack, engulfing their opponent in a chaotic explosion of uncontrolled chi energy. Finishing Touch has a CoS of 50 + Level + (AGI x 2)%, M.Defense to instantly reduce the target to 0 HP, regardless of their current HP score and Armor rating - treat this as a Death-type Status Condition for purposes of calculating Immunities. Should this fail, the Fighter still has a CoS of 50 + Level + (AGI x 2) %, M.Defense of inflicting the status conditions Stone (U) and Stop (4) on the target. Roll separately for each Status Condition.
PostPosted: Tue Jan 31, 2006 1:14 pm


KNIGHT

STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5

Representatives: Knight Job (FFIII, FFV, FFT), Leo (FFVI), Steiner (FFIX), Auron (FFX), Soldier Job (FFTA)
HP Die: d10
MP Die: n/a
Weapons: Axes, Swords, Greatswords, Flails, Gloves, Knives, Polearms
Armor: Gauntlets, Helmets, Mail, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon Skills
Required Skills: Command, One Weapon Skill
SWORD ART

Minus Strike [Level 1]
Type: Slow (2) Target: Single

Part of a Knight's training is the willingness to fight to the bitter end, and to stand strong, even when it seems hopeless. This technique holds to that, harnessing the Knight's own wounds to injure the enemy. Harnessing his own vital life energy, the Knight gathers power in his weapon, and slashes at the victim, causing a blast of power to rise up and rip through the target. When Minus Strike is performed, it deals one enemy damage equal to the difference between the Knight's maximum HP and current HP. Thus a Knight with only 56 of his possible 120 HP will do 64 HP damage to their target. Damage from this attack is not modified by the target's Armor rating.

Armor Break [Level 8]
Type: Fast Target: Single

Key to inflicting great damage to an opponent is not only to hit hard, but to make your target's defenses weaker. With a single powerful blow, the Knight has a (50 + Level + (AGI x 2)), Defense chance of shattering the victim's armor and render them defenseless, inflicting Armor Break (6).

Mental Break [Level 15]
Type: Fast Target: Single

While the Knight is a master of physical combat, many of the Knight's allies are more powerful in the ways of magic. To assist them in combat, the Knight has learned how to devastate mystical defenses, as well as physical ones. On a (50 + Level + (AGI x 2)), Defense chance, the Knight can inflict Mental Break (6) to a target.

Power Break [Level 22]
Type: Fast Target: Single

The best defense is often times is to prevent the enemy from striking at all. Striking at an opponent's weapon, the Knight has a (50% + Level + (AGI x 2)), Defense chance to break the enemy's offensive capabilities, inflicting Power Break (6).

Magic Break [Level 29]
Type: Fast Target: Single

Not all opponents rely on physical attacks to do damage. In order to halt an offensive, the Knight must also learn how to handle magic as well as steel. Taking a swing at the target's head, the Knight has a (50% + Level + (AGI x 2)), Defense chance of inflicting Magic Break (6).

Thunder Slash [Level 36]
Type: Slow (12) Target: Single

The Knight focuses all his rage into one wide arced slash, which sends a barrage of crackling energy forth, inflicting 150%, Armor Lightning Elemental damage to one enemy.

Climhazzard [Level 43]
Type: Slow (14) Target: Group

The Knight brandishes his weapon in a threatening manner before slashing through the air, sending a wave of energy at all enemies, inflicting 125%, M.Armor Non-Elemental damage.

Iai Strike [Level 50]
Type: Slow (16) Target: Single

The Knight rears back and hits the enemy with one massive, all-or-nothing blow with all their might which has a flat 30% chance of instantly killing any opponent (undead and boss-type opponents are immune to this attack). If the target is not instantly killed, the residual force of the blow inflicts 100%, Armor physical damage.

Shock [Level 57]
Type: Slow (1icon_cool.gif Target: Group

The Knight holds his weapon to the sky, using it as a rod to direct a stray bolt of energy into the sky. This triggers a sudden rain of destructive bolts, dealing 150%, Armor physical damage to the entire enemy party.

Stock Break [Level 64]
Type: Slow (20) Target: Group

The Knight focuses all his accumulated knowledge into a single brutal blow. Charging forward, the Knight strikes once in the midst of the enemy, sending a powerful shockwave outwards. Each enemy has a (50% + Level + (AGI x 2)), Defense chance of being inflicted with Armor Break (6), Mental Break (6), Power Break (6) and Magic Break (6). Roll only once per target - either all statuses are inflicted, or none are.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 1:18 pm


MONK

Sometimes referred to as Black Belt, the Monk is master of the world's unarmed combat styles; a tough, pugnacious combatant formed by years of hard exercise and rigorous training. Unlike other warriors, Monks eschew the use of weapons entirely, instead choosing to wreak havoc on their opponents with feet, fists and any other part of their body they can throw into an attack; their control over their internal energies is no less absolute than that over their bodies. However, these talents require the Monk to remain almost entirely unencumbered, to the extent of making heavy armor more of a hindrance than a benefit; an experienced Monk thus learns to rely on their own agility and fortitude more than any piece of protective gear. There are other tradeoffs as well; the Monk's hermetic lifestyle, with its emphasis on simple living and a regimen of demanding, repetitive exercises, takes its toll on the young and impatient; only one in ten trainees ever ascends to the coveted rank of Karateka, and masterhood with it. The majority break off their education with only a handful of kata under their belts, culling the numbers of would-be Monks more effectively than any foe could hope to.

STR VIT AGI SPD MAG SPR
+15 +15 +7 +8 +10 +5

Representatives: Black Belt (FFI), Karateka Job (FFIII), Yang (FFIV), Sabin (FFVI), Tifa Lockheart (FFVII), Zell Dincht (FFVIII), Monk Job (FFIII, FFV, FFT)

Hit Die: d12
MP Die: n/a
Weapons: Claws, Flails, and Gloves
Armor: Armwear, Hats, Suits
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: Acrobatics, One Weapon Skill
PUNCH ART

As a master of unarmed combat, the Monk's body is as dangerous a weapon as any sword or spell, combining crippling bare-handed blows, spectacular energy attacks, and spiritual discipline to devastating effect. Punch Art may be used in conjunction with any d6 or d8 weapon that the Monk weilds. However, if the Monk is capable of weilding a d10 or d12 weapon, Punch Art may not be used with that weapon.

Martial Arts [Level 1]
Type: Support

In any other profession's training, hand-to-hand fighting is a matter of last resort; respectable in a bar-brawl, but of little use against the thick hide of the average monster. Monks, however, are taught to rely on their fists from day one, over time honing their proficiency to the point where even a simple punch can become a force to be reckoned with. Martial Arts allows a Monk to strike twice when making an Attack Action against a target with a single Flail, or a set of Claws or Gloves; calculate damage as if the Monk had made two separate attacks, rolling to hit for each.

Punch Rush [Level 1]
Type: Slow (2) Target: Single

The Monk attacks a single target with a flurry of rapid-fire punches, fists moving faster than the eye can follow to inflict 150%, Armor damage.

Meteor Strike [Level 8]
Type: Slow (4) Target: Single

In an impressive display of strength, the Monk forcefully lifts an opponent above their head before violently suplexing them into the ground, inflicting 150%, Armor damage in the process. In addition, the force of Meteor Strike's impact has a CoS of (50 + Level + (AGI x 2))%, Defense of inflicting the Status Condition Confuse (4) on the target.

Earth Slash [Level 15]
Type: Slow (6) Target: Group

The Monk gathers their chi, releasing the accumulated energies in a wave of golden energy which surges along the ground before erupting in a shower of rocks and debris, inflicting (10 x MAG) + 3d6, M.Armor Earth Elemental damage to all targets.

Counter [Level 22]
Type: Reaction

Moving with superior speed, the Monk is able to marshall their powers to make a devastating counterattack. Whenever the Monk is successfully hit by physical damage, resolve the damage and then make a Percentile Roll. Counter has a CoS of ([Level/2] + [AGIx2])% of allowing the Monk to make an immediate Attack Action against the enemy who struck the blow; roll to hit as normal.

Aura Bolt [Level 29]
Type: Slow (10) Target: Single

The Monk fires a powerful beam of blue-white energy from their palms, cutting into the target for (19 x MAG) + 5d8, M. Armor Holy Elemental damage.

Fire Dance [Level 36]
Type: Slow (12) Target: Group

With a complex kata, the Monk creates an explosive release of chi energy, sending lines of fire scoring across the battlefield to inflict (17 x MAG) + 4d8, M. Armor Fire Elemental damage on all enemies.

Spiraler [Level 43]
Type: Fast Target: Party

In a whirl of life force, the Monk converts their own vital essences into a healing wave which surges over the party, revitalising and restoring. Spiraler restores HP to the Monk's allies at the expense of the Monk's own; the Monk must declare how much of their HP they wish to sacrifice when the Ability is used. Reduce the Monk's HP by the appropriate amount and then consult the table below to see how much HP the Monk's allies regain in turn.

Table 4-1: Spiraler Effects
Monk's VIT HP Restored per 1 HP Sacrificed
5-9 2
10-14 3
15-19 4
20-24 5
25-29 6
30 7

For example, a Monk with VIT 22 sacrificing a total of 40 HP through Spiraler would restore 200 HP to all allies.

Air Slash [Level 50]
Type: Slow (16) Target: Group

The Monk begins to spin on the spot, charging up their chi to release a series of of crescent-shaped air blasts which cut into the enemy, inflicting. (21 x MAG) + 4d10, M. Armor Wind Elemental damage to all targets.

Demi Shock [Level 57]
Type: Slow (1icon_cool.gif Target: Single

The Monk begins to charge a sphere of crushing gravitational energy between their hands, pouring in more and more power before finally hurling the projectile at their opponents. Demi Shock has a CoS of 50 + Level + (MAG x 2)%, M. Defense to instantly draw away 50% of the target's current HP; regardless of how much HP the target currently possesses, Demi Shock will never take away more than 999 HP. This is a Gravity-type effect.

No Mercy [Level 64]
Type: Slow (20) Target: Single

Through intensive concentration, the Monk transcends the limitations of their own body in a single burst of chi, seeming to be in four places at once as they mercilessly pummel the target with barrage of punches and kicks, inflicting 300%, Armor damage in the process. Damage from this ability is not restricted by the damage cap and breaks the damage limit, meaning that it is allowed to surpass 999 damage.
PostPosted: Tue Jan 31, 2006 1:22 pm


SAMURAI

Samurai are tradition-bound warriors with a mystical bent; though their firm code of chivalry leads to inevitable comparisons with their brothers-in-arms, the Knights, where the Knight relies on brute force, the Samurai's true power stems from their supernatural allies. On their own, a Samurai is a versatile combatant; though many Samurai are also trained in the arts of mounted combat and archery, able to engage their opponents up close as well as at a distance, their weapon of choice is the katana.

Skilled swordsmen, the secret of the Samurai's success with their weapon of choice lies in its construction; the metal of the katana entraps a nature spirit, or kami, bound to the weapon during the forging process. Learning how to free these imprisoned spirits in order to channel their energies into an attack is an integral and long-winded part of the Samurai's training; those Samurai who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming kami of earth and the elements into ever-more devastating effects. A few have even gone beyond this, moving bare-footed over lakes on cushions of water spirits or travelling through the bitterest cold cloaked by fire kami; such mastery, however, is only seen on the rarest of occasions.

STR VIT AGI SPD MAG SPR
+13 +12 +10 +10 +10 +5

Representatives: Auron (FFX), Samurai Job (FFV, FFT, FFX-2, FFXI)
HP Die: d10
MP Die: n/a
Weapons: Katana, Swords, Knives
Armor: Gauntlets, Helmets, Mail
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: One Weapon Skill
BUSHIDO

Literally translating to 'the path of the brave warrior', the Samurai's code of martial conduct is one which stresses bravery, honor and self-discipline in as well as out of battle. All Draw Out effects (unless directly stated otherwise) are reliant on the katana that the Samurai is wielding at the time of the ability's use. If no katana is being wielded, then the ability may not be used. Merely having a katana in the inventory is not sufficient, and the character must have it in hand and drawn to activate it.

Draw Out [Level 1]
Type: Slow (Variable) Target: Varies

A Samurai may call on a Katana's resident spirit for assistance at any point in battle - provided they have the desired Katana to hand. Each Katana has its own unique effect; consult the table below for the relevant details.

However, this talent is not without its price -- each time Draw Out is used on a Katana, there is a (30 + Draw Out Rating) - Samurai's Level)% CoS that the spirit inside the Katana will be exhausted after the use of the Draw Out. As a result, the Samurai is inflicted with the status Curse (4), ignoring any immunities to the status. A Percentile Roll must be made immediately after the effects of the Draw Out have been calculated; these go through regardless of whether or not the Katana is exhausted. This CoS may never be lower than 10%, regardless of the Samurai's current Level.

Table 4-2: Draw Out Effects

Name Type Rating Target
Effect
Ashura Slow (2) 1 Group
A series of ghostly swords materialize, slashing at all enemies for (2 x MAG) + 2d6, M. Armor Non-Elemental Damage.
Oborotsuki Slow (2) 1 Single
The world seems to darken as the Samurai propels a glowing silver sphere of energy at the target for (4 x MAG) + 2d6, M. Armor Non-Elemental damage & has a 30% flat chance to cause the status condition Blind (4).
Kotetsu Slow (4) 5 Group
A chilling banshee-howl penetrates all enemies for (4 x MAG) + 3d6, M. Armor Non-Elemental Damage.
Moutsurugi Slow (4) 5 Single
A series of ghost strike out at the enemy to form the kanji for the word "Fuin" (Seal). The Samurai has a [50+LVL+(MAGx2), MDEF]% chance to inflict Magic Break (6).
Namakura Slow (6) 10 Single
A warm, calm wind begins to blow, granting the Regen Status Condition (6).
Mukademeru Slow (6) 10 Single
The area is lit green as strings of light assault the target for (8 x MAG) + 4d6, M. Armor damage and form a spider's web. There is also a 30% chance to cause the status condition Poison (U).
Ichimonji Slow (icon_cool.gif 18 Group
An unearthly whisper removes (12 x MAG) + 4d6, M. Armor MP from all opponents.
Raikoumaru Slow (icon_cool.gif 18 Group
Potent lightning bolts strike the enemies for (12 x MAG) + 4d6, M. Armor Lightning damage.
Bizen's Pride Slow (10) 24 Single
A ethereal crane takes flight, inflicting the Haste Status Condition (6).
Onikiri Slow (10) 24 Single
An ethereal lion charges from the blade, causing (15 x MAG) + 5d6, M. Armor non-elemental damage.
Murasame Slow (12) 35 Party
A weeping spirit appears, restoring (15 x MAG) + 5d6 HP to all allies.
Ikuzatachi Slow (12) 35 Group
An angry swarm of red and blue emerge from the Katana, ripping into the enemies for (16 x MAG) + 5d6, M. Armor Non-Elemental damage.
Kiyomori Slow (14) 44 Party
An army of spectral soldiers appears, granting the Shell (6) and Protect (6) Status Conditions to all allies.
Jyurokusakura Slow (14) 44 Single
Blackness surrounds the target as Death appears. The target has a 30% chance to be reduced to zero HP. If unsuccessful, the Draw Out causes (19 x MAG) + 4d8, M. Armor Non-Elemental damage.
Heaven's Cloud Slow (16) 50 Group
A screaming spirit charges at the enemy for (24 x MAG) + 4d8, M. Armor Non-Elemental Damage.
Kageshibari Slow (16) 50 Single
Five ghosts circle the enemy with ethereal fire causing (27 x MAG) + 4d10, M. Armor Non-Elemental damage and has a 30% chance to cause Stop (4).
Shiranui Slow (1icon_cool.gif 55 Single
Intangible cherry-blossoms swirl around the target, draining out (30 x MAG) + 4d10, M. Armor Non-Elemental damage.
Chaos Blade Slow (1icon_cool.gif 55 Group
A tempest of ghosts emerge from the Katana with a 30% chance of causing each of the following status conditions: Blind (6), Poison (U), Confusion (6), and Slow (6). Roll separately for each condition.
Masamune Slow (20) 60 Group
A conflagration of blue flames blazes the enemy for (35 x MAG) + 4d10, M. Armor Non-Elemental Damage.
Genji Blade Slow (20) 60 Party
Gold light surrounds the party, granting the status conditions Haste (6) and Regen (6).

Soul Blade [Level 1]
Type: Slow (Variable) Target: Single

By tempering the power of the blade's spirit, a Samurai knows how to release the energy trapped in their Katana in short, steady bursts to inflict Status ailments on their foes. As with Draw Out, each blade's spirit has its own power; the Status Conditions listed below have a CoS of 50 + Level + MAGx2)%, M. Defense of affecting the chosen target.

Table 4-1: Soul Blade Effects
Katana Type Rating Effect
Ashura Slow (2) 1 Berserk (6)
Oborotsuki Slow (2) 1 Blind (6)
Kotetsu Slow (3) 5 Confusion (6)
Moutsurugi Slow (3) 5 Spirit Down (6)
Namakura Slow (5) 10 Sleep (6)
Mukademeru Slow (5) 10 Poison (U)
Ichimonji Slow (7) 18 Silence (6)
Raikoumaru Slow (7) 18 Weakness: Lightning (4)
Bizen's Pride Slow (icon_cool.gif 24 Slow (6)
Onikiri Slow (icon_cool.gif 24 Disable (6)
Murasame Slow (9) 35 Time Slip (6)
Ikuzatachi Slow (9) 35 Armor Break (4)
Kiyomori Slow (10) 44 Dispel - all statuses are cancelled.
Jyurokusakura Slow (10) 44 Condemned (4)
Heaven's Cloud Slow (11) 50 Curse (4)
Kageshibari Slow (11) 50 Stop (4)
Shiranui Slow (12) 55 Meltdown (2)
Chaos Blade Slow (12) 55 Charm (4)
Masamune Slow (14) 60 Slow (6) + Agility Break (6)
Genji Blade Slow (14) 60 Power Break (6) + Magic Break (6)

One immediate advantage is that these small releases of power are far less dangerous to the weapon itself - each time Soul Edge is used, there is a (20 + Draw Out Rating) - Samurai's Level% CoS that spirit's release will leave the Katana exhuasted. As with Draw Out, the Percentile Roll must be made immediately after calculating the effects; the CoS may never be lower than 5%, regardless of the Samurai's current Level.

Sword Slap [Level 8]
Type: Slow (4) Target: Single

Charging their Katana with spiritual energy, the Samurai smacks an opponent with the flat of the blade with thundering force. The suddenness and impact of the strike has a (50 + Level + AGIx2), Defense chance of nullifying the target's next action. Sword Slap automatically fails if the target is I: Seal. Each time Sword Slap is used, there is a (28 - Samurai's Level)% CoS that the Katana is exhausted from the blow; the usual 10% minimum applies.

Meatbone Slash [Level 15]
Type: Reaction Target: Single

In times of crisis, the Samurai is able to snatch victory from the jaws of defeat. If the Samurai is struck while below 25% of their maximum HP, they have a flat 50% chance of counter-attacking. Roll to hit as per an Attack Action, but the damage inflicted, if it hits, is equal to the Samurai's maximum HP.

Dragon Fang [Level 22]
Type: Slow (icon_cool.gif Target: Group

The Samurai plunges their blade into the earth, releasing an angry swarm of fire spirits which engulf their opponents for (14 x MAG) + 5d6, M. Armor Fire Elemental damage. In addition, the attack also has a flat 30% CoS of reducing each affected target's initiative by 50%; roll separately for each target in the Group. As with Draw Out, each time Dragon Fang is used, there is a (62 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.

Two Hands [Level 29]
Type: Support Ability

By wielding a weapon in two hands, the Samurai can put additional power into their blows. Any time the Samurai makes an Attack action with a one-handed weapon and has the extra hand free, the player can opt to cause 125% with the Attack. This can not be done if the Samurai is wielding a two-handed weapon or otherwise does not have the second hand free.

Shooting Star [Level 36]
Type: Slow (12) Target: Single

The Samurai calls upon the power of the storm spirits, generating a crackling array of electrical spheres around the edges of their blade as they charge their target with the intention of launching it into the skies in a single forceful blow.

Shooting Star strikes with the charged blade for (18 x MAG) + 4d8, M. Armor Lightning Elemental damage. Should the target survive, the Samurai has a CoS of (50 + Level + AGIx2), Defense% to instantly remove the target from the battlefield; however, note that monsters defeated in this fashion do not award XP or treasure as normal - they are merely displaced, rather than genuinely defeated. As with Draw Out, each time Shooting Star is used, there is a (76 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.

Parry [Level 43]
Type: Support Ability

At this point in the Samurai's career, they have come to a point where their mastery of the Katana that they can expertly block incoming melee strikes with their blade. In game terms, the Samurai gains a bonus to their Defense stat equal to their Level when struck with any Attack action by an enemy. The bonus from Parry does not, however, work against any attack or ability that has the Ranged or Group modifiers. It also has no effect against spells or status attacks resisted by Magic Defense.

Banishing Blade [Level 50]
Type: Slow (16) Target: Single

The Samurai takes a deep breath, gathering the power of kami within themselves before exhaling a vapor of destructive energy onto the surface of their blade. Attracted by this discharge of power, a horde of spirits appears, assaulting the enemy in a wailing rush of violent, chaotic power.

Banishing Blade strikes the target for (28 x MAG) + 4d8, M. Armor Non-Elemental damage from the force of the spirits' assault. In addition to this, there is a CoS of (50 + Level + AGIx2), Defense% of inflicting the statuses Armor Down, Mental Down, Power Down and Magic Down (6); roll separately for each of the four statuses. As with Draw Out, each time Banishing Blade is used, there is a (90 - Samurai's Level)% CoS that the Katana is exhausted from the sudden release of energy; the usual 10% minimum apply.

Gust Wind [Level 57]
Type: Slow (1icon_cool.gif Target: Group

The Samurai raises their blade skywards, summoning a howling vortex of wind spirits to surround them. With a swing of their Katana, the Samurai sends the resulting whirlwind towards their opponents before ramming their blade deep into the earth to unleash a swarm of fire kami in the direction of the advancing tornado. The two groups of spirits merge, creating a flaming vortex which blasts the enemy for (14xMAG)+3d10 Fire Elemental damage and (14xMAG)+3d10 Wind Elemental damage; in this case, M. Armor is ignored for the purposes of calculating damage.

As with Draw Out, each time Gust Wind is used, there is a (97 - Samurai's Level)% CoS that the Katana is exhuasted from the sudden release of energy; the usual 10% minimum apply.

Fast Draw [Level 64]
Type: Support Ability

The Fast Draw is a technique not to be taken lightly; as much as the Samurai value their Katana, circumstances may force them to sacrifice their weapon to unleash the full force of the blade's trapped spirit. Fast Draw may be declared in conjunction with any Ability which would normally have a chance of exhausting the Samurai's Katana; the exact results depend on the Ability being used. If the Samurai uses Fast Draw, the Ability goes into effect immediately, bypassing any CT and acting as a Fast action. However, this automatically exhausts the Katana, regardless of anything. Additionally, the exhaustion from a Fast Draw action can not be cured or removed through any means other than the status' duration expiring normally.

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Tue Jan 31, 2006 1:24 pm


SWORDMASTER

STR VIT AGI SPD MAG SPR
+15 +15 +10 +10 +5 +5

Representatives: Cyan (FFVI), Cloud (FFVII), Squall (FFVIII), Tidus (FFX)
HP Die: d10
MP Die: n/a
Weapons: Katana , Knives, Light Swords, Swords, Greatswords
Armor: Gauntlets, Helmets, Mail, Shields
Attack Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon
Required Skills: One Weapon Skill
SWORD TECHNIQUES

Dispatch [Level 1]
Type: Slow (2) Target: Single

Their first ability, the Dispatch, allows the Swordmaster to focus their ki energy into a more forceful slash. This increases the damage normally inflicted by the Swordmaster's blade to 125%, Armor weapon damage.

Delay Attack [Level 8]
Type: Fast Target: Single

Building upon the mastery of ki energy that began with Dispatch, the Delay Attack allows the Swordmaster to reduce their target's initiative score by 50%.

Fated Circle [Level 15]
Type: Slow (6) Target: Group

The Swordmaster swings his blade around slowly clockwise to form a circle. Upon reaching '12 o'clock', the Swordmaster performs a slash that rips into their enemies in unison. Each enemy targeted by Fated Circle sustains 75%, Armor weapon damage.

Provoke [Level 22]
Type: Fast Target: Single

Through the choice use of bragging, challenging and possibly a few taunts, the Swordmaster can stir an enemy into a rage. There is a (50 + Level + (MAGx2), M.Defense% chance that the target will change tactics specifically and exclusively attack the Swordmaster until either the Swordmaster or the target is dead. There is no restriction in how the target can do this, but all offensive attacks must either be directed at the Swordmaster, or include the Swordmaster among the targets. If the Swordmaster can not be targeted, the enemy may attack freely, but will continue to go after the Swordmaster, if the opportunity presents itself. For the purpose of determining immunities, Provoke is considered a Mystify status.

Cross Slash [Level 29]
Type: Slow (10) Target: Single

The Swordmaster delivers two swift slashes that forms a cross pattern. Cross Slash counts as one attack (despite the description above) and has two immediate effects. It inflicts 150%, Armor weapon damage and has a (50 + LVL + AGIx2, DEF)% chance to inflict Disable (4).

Spiral Cut [Level 36]
Type: Slow (12) Target: Single

The Swordmaster shows off their athletic talents by performing a series of somersaults towards their opponent. On the final flip, the Swordmaster delivers a powerful strike that rips through the enemy's armor. The enemy's armor has no effect on the damage by the attack, which is increased to 150% weapon damage.

Blade Beam [Level 43]
Type: Slow (14) Target: Special

The Swordmaster unleashes a wave of ki energy through their blade at a single enemy for 150%, Armor weapon damage. Upon striking, it explodes into smaller waves inflicting 1/2 the damage of the original blast to all of the other enemies. The damage done by the secondary waves remains constant regardless of the target's Armor rating.

Evade & Counter [Level 50]
Type: Reaction Target: Self

The Swordmaster's expertise with their blade has reached a point where they can block incoming attacks & swiftly retaliate. They have a flat 30% chance to counter any melee attack made upon them, not only inflicting damage upon the enemy but interrupting their attack. This ability has no effect against missile attacks from weapons such as Bows and Guns, from offensive magic spells or from attacks which target the entire party instead of just the Swordmaster.

Quadra Slice [Level 57]
Type: Slow (1icon_cool.gif Target: Special

This ability is among the most infamous attacks in the Swordmaster's repertoire. The Quadra Slice allows the Swordmaster to blink in & out of range of their opponent and deliver an attack each time. A high initiative penalty aside, Quadra Slice delivers four strikes that inflict normal (100%, Armor) weapon damage to four random targets.

Cleave [Level 64]
Type: Slow (20) Target: Group

The pinnacle Sword Technique, Cleave uses everything that they have mastered to deliver a perfect slash that slays all of the Swordmaster's foes instantly. The attack has a (50 + LVL+ AGIx2, DEF)% to reduce all of the enemies to zero HP instantly. However, this has no effect upon enemies that are immune to death attacks such as undead monsters or bosses.
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