Ordjobs

Alternate Fencer

Inspired by the FF VII remake, this alternate Fencer focuses on using !Dodge to protect itself and counterattack. It uses many tools avaiable to the normal Fencer alongside its !Dodge focus to outmanuever and outlast its enemies. The abilities listed here replace some of the Fencer Abilities, but the Alternate Fencer may gain any Fencer abilities not listed here as normal.

Level 1 - Replaces Block Projectiles Core ability

Unpredictable Steps: Core Ability acquired at level 1. You may equip Medium Armor. In addition, your !Dodge reaction's Defensive Stat is the enemy's lowest stat, instead of Earth.

Level 19 - Replaces Magical Reflexes Specialty

Honed Reflexes: Requires Fire level 8. You may use !Dodge to avoid magical attacks (but not Spells).

Level 35 - Replaces Total Defense Core ability

Deadly Dodge: Core Ability acquired at level 35. Once per round, after you sucessfully !Dodge an attack, your next attack or Spell this round does 150% damage.

Level 50 - Replaces Water Dancer Specialty

Earth Dancer: Requires Earth level 18. Whenever you sucessfully !Dodge an attack, gain one initiative dice with value equal to 10.

Made by Bruno Carvalho, inspired by arkouchie

Onion Kid

This secondary job is inspired by the Freelancer and aims to represent its versatility in the secondary Job pool.

Onion Spirit: Core Ability Acquired at level 1. Gain one Ability Point (AP). You gain one extra AP at levels 9, 17, 25, 33, 41, 49 and 57. Your Core Abilties acquired with AP may not increase your ARM and MARM more than once. For purpose of this Job, treat all level 1 Core Abilities and Specialties as being Tier 1; all level 19 Core Abilities and Specialties as being Tier 2; all level 35 Core Abilities and Specialties as being Tier 3; and all level 50 Core Abilities and Specialties as being Tier 4;

Weaponmaster: Core Ability. You may acquire this ability at any time by expending one AP. Choose one armor type and up to 2 weapon groups, or 3 weapon groups. You gain proficiency with all chosen equipment types. This ability cannot choose Instruments or Twin Weapons. This ability may be chosen several times, spending one AP each time.

Novice Skill: Ability. You may acquire this ability at any time you level up by expending one AP. AP expenditures are permanent. Select any Core Ability or Specialty from any other Secondary Job. You gain it if you meet all level requirements plus are over level 1 for Tier 1 abilities; over level 18 for Tier 2 Abilities; over level 34 for tier 3 abilities; and over level 49 for tier 4 abilities. This ability cannot grant more than two abilities/specialties from the same Secondary Job. This ability also cannot grant more than two abilities from the same Tier, nor a specialty from a core ability which you alread have a specialty. You may, instead, choose this ability to gain proficiency with Instruments.

Unbound: Ability. You may acquire this ability at any time you level up by expending two AP. AP expenditures are permanent. Select any Core Ability or Specialty from any other Secondary Job. You gain it if you meet all level requirements plus are over level 1 for Tier 1 abilities; over level 18 for Tier 2 Abilities; over level 34 for tier 3 abilities; and over level 49 for tier 4 abilities.

Made by Bruno Carvalho, heavily inspired by Pururin

Beastmaster

Inspired by FF V and FF Tactics, these special Druid Specialties focus on !Tame and using the power of the enemies the party fights. Should you wish to use these rules, add them to normal Druid specialties.

Level 1 - Nature's Path Specialty

Primal Instinct: Requires Water level 4. Whenever you acquire a new Main Job Core ability, you may permanently negate all its effects and gain no actions from it. If you do so, choose any Druid ability you possess (including the one you just acquired). You may pick one extra Specialty from that Core ability, if you meet its requirements. In addition, once per round, you may cast one Blue Spell, perform !Tame or !Geomancy as a interrupt.

Level 1 - Awakened Specialty

Essence Link: Requires Air and Water level 5. Whenever your release a captured soul, you may use your own Stats as Offensive stats (both to hit and to deal damage) instead of the captured enemy's. Also, you may release the soul as a reaction to perform any reaction the enemy could do.

Level 10 - Nature's Blessing Specialty

Soul Traps: Requires Fire level 8. If you're a Summoner, whenever an enemy sucessfully performs the !Flee action, you may use !Tame as a free action on it as if had dropped to 0 HP. If you're a Blue Mage, whenever you reduce an enemy to 0 HP or an enemy sucessfully performs the !Flee action, you may discard a initiative dice to devour the enemy soul and learn one its Blue Spells, if any (choose randomly if the enemy possess more than one), or heal 10% of your max MP (if there aren't any Blue Spells you could learn from that enemy). If you're a Geomancer, each time an enemy is reduced to 0 HP, your next !Geomancy or !Geotrance action is a Quick action.

Level 20 - Natural Domain Specialty

Companion: Requires Water level 11. Whenever you sucessfully !Tame an enemy, instead of capturing its soul, you my choose to permanently have it as a companion. Companions have no HP, no MP, can't be targeted and generate no initiative. You may use the companion's actions and reactions as if they were your own, using your own initiative dice, MP, and other resources. Use the companion's Stats to hit and deal damage, but Essence Link can allow you to use your own Stats. You may, as a free action, dismiss the companion at any time, but can't have more than one companion at a time. Companions do not count against your captured souls' limit.

Level 30 - Natural Mastery Specialty

Soul Loyalty: Requires Air level 12 and Water level 7. All non-Spell actions that deal damage performed by your companion and released souls may achieve critical hits, dealing triple damage. Whenever your released soul's action roll is an even number on the d100, you may opt to retain the soul to use again later.

Made by Bruno Carvalho, inspired by Hallan

Viking

This is an extra secondary job focused on dealing with Status Effects, HP manipulation and defensive support.

Level 1

Sacrifice: Lvl 1 Core Ability. Gain the Free Reaction !Sacrifice. Once per phase, when an ally is hit by a Single-target attack, Spell or reaction that can inflict status effects, use !Sacrifice to be hit by it instead.

Specialties:

Bulwark: Requires Fire 3. Whenever you use !Sacrifice, you may roll Earth vs Fire, dif 40, to ignore all effects of the attack, Spell or reaction.

Thick Skin: Requires Earth 4. Whenever you receive an Status Effect, reduce its duration by a round, to a minimum of "until the end of the round".

Blind Rage: Requires Air 3. While you suffer any negative Status Effect, you must roll 1d10 each time you successfully execute a reaction. On a roll of 2 or more, you may perform the !Attack action as a free action against a target of your choice. On a roll of 1, you must perform the !Attack action as a free action against a target of the GM's choice.

Level 19

Thick Blood: Lvl 19 Core Ability. Whenever a healing effect you receive heals you to less than 25% max HP, you heal extra hitpoints until your current HP is equal to 25% max HP. In addition, you may add your Earth level to your ARM and your Fire level to your MARM.

Specialties:

Critical Mass: Requires Earth and Water level 6. Whenever you are hit with an action, Reaction or Spell that causes a positive Status Effect, you may choose to ignore its effects. If you do that, gain the corresponding SOS-Status effect until the end of the combat. This ability does not applies to the Regen and Reraise statuses.

Perfect Stance: Requires Fire and Air level 7. While your current HP is equal or higher than your max HP, you have Auto-Strenghten (Armor) and Auto-Strenghten (Mental). Lose those status if your current HP is reduced below max HP.

Uninterruptible: Requires Water and Air level 6. Whenever you're charging a Slow action, you may ignore the effects of any attack or Spell you suffer. After you perform the action, you suffer all the effects you ignored this way.

Level 35

Overheal: Level 35 Core Ability. Healing effects can increase your current HP beyond your max HP. At the end of each round, if your current HP is greater than your max HP, reduce it to your max HP.

Specialties:

Burning Bright: Requires Fire level 13. Your SOS-Status effects apply at 50%, not 25%. Whenever your current HP drops from over 50% max HP to less than 50% max HP, you suffer the Virus status effect until the end of the next round.

Final Attack: Requires Earth level 13. Whenever you're reduced to zero HP, perform a Quick action as a free action targeting the combatant that reduced you to zero HP.

Level 50

Blood Boil: Level 50 Core Ability. You gain !Blood Boil, a Slow (3) Ranged Magical Action. Roll Earth vs Fire, difficulty 40, to deal weapon damage, Cut-elemental, to a target, and you drain HP equal to the HP lost. You may have !Blood Boil target all enemies that hit you with an attack or Spell this round instead of a single target.

Specialties:

Burning Blood: Requires Earth level 16. !Blood Boil deals 150% weapon damage when it hits only one target. Final Attack may be used with Slow actions, and those slow actions are reduced to 0 charge time. Burning Bright does not applies Virus anymore.

Shared Blood: Requires Air level 16. Your Overheal ability applies to you and all allies. Each time you're healed, choose an ally to heal half that amount. Regen and Reraise Status effects you receive last one extra round.

Made by Bruno Carvalho

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