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 available to the normal Fencer alongside its !Dodge focus to outmaneuver 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 successfully !Dodge an attack, your next attack or Spell this round does 150% damage.

Level 50 - Replaces Water Dancer Specialty

Earth Dancer: Requires Earth level 16. Whenever you successfully !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 Abilities 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 already 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

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-Strengthen (Armor) and Auto-Strengthen (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

Alternate Archer (Mechanist)

Abstracted from numerous adaptations across the series, this alternate Archer exchanges some of its heavy single target options for more control over the timing of Slow actions, as well a few group effects. The abilities listed here replace several Archer Abilities, but any Archer abilities not listed here may be obtained as normal.

Level 1 - Replaces Charge Core ability

Power Cells: You gain the Slow(2) action !Quickcharge, usable once per round. Attack with your weapon, dealing 125% weapon damage. After resolving, gain a Power Cell using the attack's Singles digit as the cell's value.

Power Cells are a die you set aside. When declaring a Slow action you may discard a power cell to reduce its charge time by 1 (min 0) and add the cell's value to a d100 roll of that action.
You may store a maximum of 2 cells, increasing by 1 at character levels 20, 40 and 60. At the end of combat, discard all Power Cells.

Specialties:
Safety Lock: Offline - Replaces Ungarmax
Requires Water level 4 and Fire level 3. Gain the quick physical action !Load: Generate a Power Cell rolling 2d10 and keeping one die. !Load may be used while charging Slow actions, and your Power Cells can increase the Singles digit value beyond 9.

Level 15 - Replaces Nutcracker Core ability

Autocrossbow: Level 15 Core ability. When you !Attack you may discard a Power Cell, granting it additional effects:

  • The attack gains Ranged if not already, and targets all enemies
  • Damage is modified to 75%
  • Critical damage increases are reduced; 100% weapon damage, or 150% with Triple Critical

Specialties:
Pearl Generator - Replaces Arm Aim
Requires Water level 8. Until the end of the first round of combat all your actions gain Soul Eater, and you generate a Power Cell at the end of the round.
When you discard a Power Cell, you may drain MP equal to its value from the target(s) hit to heal either your MP or an ally's MP.

Level 24 - Replaces Mindblow Core ability

Remodel: When purchasing weapons, you can change their Offensive Stat to any other stat. If the weapon includes a reaction, its Offensive Stat is modified to match the new Stat. At any time outside combat, you may also pay half of a weapon's Gil Cost to change its Offensive Stat as if you had just bought it.
Choose and gain one of the following two effects:

  • Critical hits with your remodeled weapons generate a Power Cell for you.
  • You may spend Power Cells when allies charge up a Slow weapon attack using a remodeled weapon as if your own action.

Specialties:
Autoloader - Replaces Marked Quarry. Requires Water level 12.
At the start of the combat and whenever you discard a init dice due to a status effect or Slow charging action preventing its use, roll 2d10 and choose one to add as a power cell.

Level 42 Specialties

Bombard - Replaces Deadly Precision. Requires Air, Earth, Fire and Water Level 10.
When using a damage-dealing consumable, you may discard a Power Cell and increase the action's charge time by 2 to use !Leg Aim, !Head Aim, !Eye Aim, !Wing Aim or !Triple Foul as a free action against the same target. If the consumable targets more than an enemy, you may discard additional Power Cells to affect extra targets with this same action.

Toolkit - Replaces Toolbox. Requires Water level 8.
You gain one of the following Specialties; Pearl Generator, Leg Aim, Head Aim, Eye Aim or Wing Aim even if you haven’t met the requirements and even if you already chose a Specialty for Autocrossbow and/or Remodel. You may also pay half of a weapon's Gil Cost to change its Defensive Stat when using Remodel.

Rook Autoshield - Replaces Colossus Slayer. Requires Air Level 12 and Earth level 14.
After rolling initiative at the start of a round you may inflict Weaken:Armour and Weaken:Mental on yourself (ignoring any immunities) until the end of the round to inflict the opposite status on all your allies for the same duration. Until the end of the round, each time you're attacked by an enemy, generate a Power Cell.

Level 60 Specialties

Diffusion Wave - Replaces Barrage
Requires Air level 18. You gain the Slow(4) action !Wavecannon: Attack with your weapon, difficulty 20 against all enemies. Each enemy hit loses HP equal to your character level, ignoring armour, magical armour, and all status effects.
Discarding power cells for !Wavecannon does not reduce charge time nor add its value to the die roll; instead, repeat the attack once for each Power Cell spent at no additional charge time.

Made by Bruno Carvalho and Novacat

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