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Temotei
2015-07-11, 03:43 PM
Games. Games Everywhere

Welcome to Base Class Challenge number twenty-nine! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of video games; anything is possible, from a Pong master to the Chosen Undead to a video game tester or designer, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on August 25th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

buffplz

okay gib mi moni plx

Temotei
2015-07-11, 03:44 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2015-07-11, 08:26 PM
The MLG Quickscoper


http://orig10.deviantart.net/5b33/f/2008/181/e/0/mlg_by_sintax_the_terrific.jpg
MLG by Sintax the Terrific
"Oh baby a triple! Oh yeah!"

Some are born to heed the call of the MLG. This is a powerful force that turns even the most normal of scrubs into MLG quickscopers. They wield the power of dank memes, and wreck their foes, probably for the crime of being scrublords.

Adventures: MLG quickscoping is not something that requires a reason. It is a way of life. That said, many MLG quickscopers do it for the prestige of acquiring triples or quads, and it is every MLG quickscoper's dream that he will one day join the elusive Faze.

Characteristics: MLG quickscopers's main power is, of course, quickscoping their foes. However, they can also Summon MLG Objects, and have several other dank memes to call upon.

Alignment: Any. MLG quickscopers tend to be kinda jerks, but that doesn't preclude them being good.

Religion: MLG quickscopers desire enlightenment through their intelligence. They don't worship any gods.

Background: One does not just become an MLG quickscoper: Some are destined to be MLG quickscopers, and others are n00bs, who live only to get rekt by them. Even among those destined to be MLG quickscopers, some are filthy casuals, who multiclass out.

Races: Most MLG quickscopers are humans. If you're not a human and you're an MLG quickscoper, human MLG quickscopers will think you're mad.

Other Classes: MLG quickscopers wreck other classes, because they're noobs. That said, some members of other classes are pretty MLG.

Role: MLG quickscopers carry the scrubs in their team with their 1337 qu1ck5c0p1ng 5k1115. They can also disable traps and other things that scrublords might put in their way to prevent being quickscoped, and make n00bs go and cry to their mommas by shouting MLG things at them.

Adaptation: MLG quickscopers are good in any game with a ranged weapon to quickscope with.

GAME RULE INFORMATION
MLG quickscopers have the following game statistics.
Abilities: Dexterity is needed for epic quickscoping skills. Intelligence increases the MLG quickscoper's enlightenment, allowing them to summon more effective dank memes.
Alignment: Any.
Hit Die: d8
Starting Age: 10+2d6. If you want only hardcore snipers and not children, roll 16+1d6 instead.
Starting Gold: As fighter.

Class Skills
The MLG quickscoper's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Knowledge (Local) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Quickscoping) (Cha), Profession (Rudisplorker) (Wis), Spot (Wis), and Survival (Wis).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


MLG Quickscoper

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialGotta Go Fast!
1st+1+2+2+2Quickscope 1d6
10
2nd+2+3+3+3Summon MLG Object (Fedora)
10
3rd+3+3+3+3Quickscope 2d6
10
4th+4+4+4+4Spooky Scary Skeletons
10
5th+5+4+4+4Quickscope 3d6
10
6th+6/+1+5+5+5Summon MLG Object (Doritos)
20
7th+7/+2+5+5+5Quickscope 4d6
20
8th+8/+3+6+6+6Wreck Casuals
20
9th+9/+4+6+6+6Quickscope 5d6
20
10th+10/+5+7+7+7Summon MLG Object (Mountain Dew)
20
11th+11/+6/+1+7+7+7Quickscope 6d6
30
12th+12/+7/+2+8+8+8360 No-scope
30
13th+13/+8/+3+8+8+8Quickscope 7d6
30
14th+14/+9/+4+9+9+9Summon MLG Object (Sunglasses)
30
15th+15/+10/+5+9+9+9Quickscope 8d6
30
16th+16/+11/+6/+1+10+10+10Round-Winning Kill
40
17th+17/+12/+7/+2+10+10+10Quickscope 9d6
40
18th+18/+13/+8/+3+11+11+11Summon MLG Object (Klaxon)
40
19th+19/+14/+9/+4+11+11+11Quickscope 10d6
40
20th+20/+15/+10/+5+12+12+12But what if you were not kill?
40


Class Features
The following are the dank class features of the MLG quickscoper, you scrub.

Weapon and Armour Proficiency
MLG quickscopers are proficient with all ranged weapons, all weapons which only deal bludgeoning damage, and all types of armour but no type of shields. Only noobs use shields. MLG quickscopers like to think they're proficient in masterwork bastard swords, but they aren't.

Quickscope (Ex)
An MLG quickscoper gains extra damage when he makes an attack against a creature in quickscoping range with a ranged weapon. He must be attacking against an opponent at least 30 feet away but within the weapon's first range increment. He can't quickscope a creature with total cover or concealment against him, even if he manages to hit them. He can't quickscope with a splash weapon, or any weapon that affects multiple targets. He's not that MLG.

Because quickscoping causes precision damage, he can only quickscope the same kinds of creatures which are susceptible to sneak attacks.

Gotta Go Fast (Ex)
MLG quickscopers move at sanic speed. They gain a bonus to movement speed as given on Table: The MLG Quickscoper. Gotta go fast.

Summon MLG Object (Su)
At the levels given on Table: The MLG Quickscoper, an MLG quickscoper can summon MLG objects to aid him with his quickscoping. The summoning and effects of the objects are Su, but their existence isn't. Summoning or using an MLG object is a standard action.

Fedora: A fedora is a really cool hat, and the MLG quickscoper's constant companion on the field of battle. It is described more fully in its own section.

Doritos: Doritos are powerful snacks which allow for increased MLGness. Each day, an MLG quickscoper can produce one Dorito for each ability score. When eaten, a Dorito provides a bonus to the relevant ability score equal to the quickscoper's intelligence modifier for 1 minute/level. When summoned, a Dorito must be eaten within 1 minute, or it stops being MLG and simply becomes a tasty snack.

Mountain Dew: An MLG quickscoper can summon a single bottle of mountain dew each day. Drinking Mountain Dew restores hit points. A single bottle heals a number of hit points equal to the MLG quickscoper's class level times his intelligence modifier. The bottle needn't be drunk all at once, but it becomes simply a refreshing beverage if left overnight.

Sunglasses: An MLG quickscoper wearing sunglasses cannot be recognised by any means, mundane or magical, and uses their intelligence instead of their charisma for charisma-based checks (unless their charisma is higher). If the MLG quickscoper takes off their sunglasses and crushes them dramatically as a single standard action, they get to make an intimidate check to demoralise an opponent as part of the same action, with a +20 bonus on the check.

Klaxon: A klaxon can be sounded as a standard action to surround an area within 100 feet with MLG energies. Every creature within a 30 foot radius takes 5d6 points of sanic damage and falls prone. In addition, they can't stand up during their next turn. A successful reflex save halves the sanic damage and allows getting up as normal. (In reality, this ability deals sonic damage. Please don't try to bypass people's sonic resistance with it. Please pwn responsibly).

Spooky Scary Skeletons
From fourth level, an MLG quickscoper learns to quickscope even creatures who would normally be immune, such as undead or constructs (whose weak points can be attacked for MASSIVE DAMAGE).

Wreck Casuals (Ex)
From eighth level, an MLG quickscoper's MLGness can be used to intimidate n00bs even more than normal. MLG quickscopers who beat the modified level check against demoralising an opponent by 5 or more increase the effect's duration by 1 round for each 5 points by which he beats the check. If an MLG quickscoper manages to demoralise a Shaken opponent, they become Frightened for the duration of the overlap. If they can demoralise a Frightened opponent, they are Panicked for the duration of the overlap.

Example: xxx_Billy_xxx is an MLG quickscoper just like you. He is currently wrecking a casual. The casual rolls a 14, and xxx_Billy_xxx rolls a 24. He shakes the casual for 3 rounds. He then attempts to wreck the casual again after one round has passed, and shakes him for another 4 rounds. In the two rounds of overlap, the casual is Frightened.

360 no-scope (Ex)
From 12th level, an MLG quickscoper can perform a 360 no-scope. This complicated trick involves spinning 360 degrees on the spot and shooting everyone. Maths nerds call it a 2π quickscope.

Anyway, a 360 quickscope is resolved as follows. The MLG quickscoper chooses a direction to be forwards. He can choose any direction he likes to be forwards, because he's so MLG (so long as it's one of the 8 grid directions; he's not that MLG). He may choose a location within a 45 degree (π/4 radian) cone in the forwards direction and shoots the creature in it. He then turns around 45 degrees (either clockwise or anticlockwise; it doesn't matter) and may shoot in the same manner. He keeps turning and (optionally) shooting in the same direction and manner until he's facing forwards again. He doesn't take an additional forwards shot.

Round-winning Kill (Ex)
From 16th level, an MLG quickscoper may perform a round-winning kill. If an MLG quickscoper defeats the last foe an an encounter, all his allies gain a morale bonus to all d20 rolls equal to the MLG quickscoper's intelligence modifier for 1 hour/level.

But what if you were not kill? (Su)
From 20th level, if you have been kill dead for at least an hour but no more than 24 hours, if someone muses aloud about what might have happened if you hadn't died, it turns out you weren't actually kill, and you are resurrected as by a True Resurrection spell. If you die again within 24 hours, it turns out you really were kill, and you can't be resurrected.


The Fedora

A fedora is an intelligent item of the same alignment as its creator. Its high ability scores are always intelligence and wisdom. Fedoras advance as you advance in levels. Only a single fedora can be summoned each day, and it replaces any previous fedora summoned by the same MLG quickscoper.

To determine the fedora's powers, check the MLG quickscoper's level against the d% roll given on Table: Item Intelligence, Wisdom, Charisma, and Capabilities. The fedora then has those powers, plus the ones given in parentheses below. A fedora with a special purpose ignores the table of special purposes; its purpose is always to be as MLG as possible. Spell-like abilities that can be used by the wearer, not the fedora itself, are still limited in uses/day per fedora, not per person: equipping a new fedora allows extra uses, but giving the fedora to someone else doesn't allow them to use the ability again.

Special abilities are rolled for on the relevant tables each time a new fedora is summoned. Regardless of the Fedora's ego, the MLG quickscoper who created it can control it if wearing it.

LevelEquivalent on Table: Item Intelligence, Wisdom, Charisma, and Capabilities

2-4
1-34 (Plus Fedora Tip)


5-7
35-59 (Plus Divine Protection)


8-10
60-79 (Plus Inflict Malady)


11-13
80-91 (Plus Sample Text)


14-16
92-97 (Plus Plane Shift to Friendzone)


17-18
98 (Plus Summon White Knight)


19
99 (Plus Euphoria)


20
100 (Plus Enlightenment)



Fedora Tip (Ex): The wearer can tip his fedora to gain a bonus to his next diplomacy check equal to his intelligence modifier.
Divine Protection (Su): Fedoras provide SR 11+level to their wearer, but only against divine spells. Lifting the fedora to accept a single divine spell and then placing it back down is a single standard action which can be readied as normal.
Inflict Malady (Sp): The wearer of the fedora can use Contagion once per day as a spell-like ability.
Sample Text (Sp): The wearer of the fedora can cast Explosive runes and Sepia Snake Sigil once each per day as spell-like abilities. However, the text inevitably reads "Sample text."
Plane Shift to Friendzone (Sp): The wearer of the fedora can, once per day, escape into a pocket dimension called the Friendzone. They can only be harmed by other MLG quickscopers capable of entering the Friendzone, or by rare effects that transcend planar boundaries. They can return to their original location (or the closest viable location thereto) as another standard action.
Summon White Knight (Sp): For 1 round/level, this 1/day spell-like ability summons a paladin of half the MLG quickscoper's level who tries to protect the quickscoper against the ebul SJWs and tumblrites. The paladin is built using the elite array (WIS>STR>CHA>CON>DEX>INT) and wields a masterwork longsword, tower shield and full plate. Its special mount is a warpony, which can carry the paladin even though it probably couldn't normally (though the paladin can be any race with a level adjustment of zero).
Euphoria (Su): In this moment, the wearer is euphoric. They are immune to negatively-affecting mind-affecting abilities.
Enlightenment (Su): The wearer becomes enlightened by their intelligence. They add their intelligence modifier to all d20 rolls.



The Epic MLG Quickscoper
LevelSpecial
Gotta Go Fast!
21stQuickscope 11d6
50
22ndSummon MLG Object (Doge)
50
23rdQuickscope 12d6
50
24thOh Baby a Triple!
50
25thQuickscope 13d6
50
26thSummon MLG Object (Lennie Face)
60
27thQuickscope 14d6
60
28thQuaaaaaad!
60
29thQuickscope 15d6
60
30thFaze Clan Member
60

Summon MLG Object
Two further MLG objects can be summoned at the levels given above.

Doge: Many Paragon template (Such ELH). Much dog. So 1 round/level. Very 1/day. Alot under your control. Wow.
Lennie Face: As the Lennie Face appears, all men in the area become exceedingly turned on for no apparent reason. Regardless of this, the Lennie Face demoralises opponents within 400 feet, and they take a penalty on d20 rolls equal to your intelligence modifier. The Lennie face can only be made once per day, before disappearing into the dank void whence it came.

Oh Baby a Triple (Ex)
Once per day, an MLG quickscoper of at least 24th level can attempt a triple. This allows him to fire three times instead of one as a standard action, which he can then turn into a full attack as normal.

Quaaaaaad (Ex)
At 28th level, an MLG quickscoper gains the ability to perform a Quaaaaaad (which must always have exactly six "a"s in) once per day. This is like a triple, but doesn't preclude the use of one. The only difference is that four attacks are made, instead of three.

Faze Clan Member (Ex)
At 30th level, an MLG quickscoper joins Faze. The legendary quickscopers of Faze can quickscope a target beyond the first range increment of their weapons, but still can't quickscope targets within 30 feet.



Epic Fedoras

LevelEquivalent on Table: Epic Item Intelligence, Wisdom, Charisma, and Capabilities

21-22
1-22 (Plus Lorem Ipsum 1)


23-24
23-40 (Plus Sample text Intensifies)


25-26
41-54 (Plus Lorem Ipsum 2)


27-28
64 (Plus We Have To Go Deeper)


29
71 (Plus Lorem Ipsum 3)


30
73 (Plus Rainbow Frog)


Lorem Ipsum N: The Sample Text spell-like abilities can be used N more times per day.
Sample Text Intensifies: The Explosive Runes ability of the wearer is automatically intensified.
We Have To Go Deeper (Ex): The wearer is seen as being deeper and more profound than normal. They can use their intelligence modifier in place of their wisdom modifier.
Rainbow Frog (Su): The wearer may choose to adopt the annoying and brightly coloured visage of the rainbow frog at any time. If they do, they get a +20 bonus on intimidate checks. They can also attempt to wreck one casual per round as a free action.

1pwny
2015-07-12, 05:01 PM
Karoshi Suicide Salaryman

http://www.gpstudios.com/images/reviews/karoshi-review-4.jpg

I just wanna die!
- Hiroshi, a Karoshi Suicide Salaryman

(The game (http://armorgames.com/play/2407/karoshi-suicide-salaryman?via-search=1) and it's sequel (http://armorgames.com/play/3784/super-karoshi?via-search=1) on armorgames.com)

The Karoshi Suicide Salaryman goes on adventures, dies, respawns, jumps into an active volcano, respawns, futilely tries to solo the BBEG, dies, respawns, and repeats this process over and over again.

Adventures: Karoshi go on dangerous adventures, visit deadly places, and otherwise do everything they can in order to kill themselves. Really. The level up in order and make enemies for the sole purpose of finding someone who would use a Wish or something similar to kill them permanently.

Characteristics: Karoshi are generally not super useful. They started out as plain members of society, after all.

Alignment: Karoshi cannot be Chaotic. The entire reason for their mindset is that they followed the nebulous "Rules of Society" without complaining.

Religion: Any

Background: The Karoshi Suicide Salaryman started out as a simple blue collar worker, but eventually got tired of his 9-to-5 job. However, he couldn't risk unemployment because he needed the money to live his solitary lifestyle. Now he just wants to die. The problem is that the universe disagrees with him.

Races: Any with sophisticated culture and technology and populations that could lead to the above background.

Other Classes: Most classes tend to look down upon the Karoshi, as he/she is not a true adventurer. Merely a regular person that wants to die.

Role: Karoshi can fit a few roles in a party, most notably: Disposable Meat Shield, Disposable Melee DPS, Disposable Scout

Adaptation: Generally, the Karoshi is only fit for campaigns that at least touch upon an industrialized and advanced environment. However, a Karoshi may also be a single, middle-aged farmer, or a blacksmith that has been blacksmithing for all his life, etc.

GAME RULE INFORMATION
Karoshi have the following game statistics.
Abilities: Intelligence and Wisdom are both useful in figuring out how to kill yourself. If you build up your Charisma you may be able to convince people to kill you.
Alignment: Any non-Chaotic.
Hit Die: d4
Starting Age: As Wizard, but not yet Old.
Starting Gold: 200 gp

Class Skills
The Karoshi's class skills (and the key ability for each skill) are: Appraise (Int), Jump (Str), Knowledge [Local] (Int), Profession (Wis), Search (Int), Spot (Wis)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier





Level

BAB

Fort

Ref

Will

Special

Respawn Time




1

+0

+0

+0

+2

Unfortunately Immortal, Ageless, Bloody Splat 1d6

1 day




2

+1

+0

+0

+3

Focused on Death

18 hours




3

+1

+1

+1

+3

Bloody Splat 2d6

18 hours




4

+2

+1

+1

+4

Final Sprint +10

12 hours




5

+2

+1

+1

+4

Bloody Splat 3d6

12 hours




6

+3

+2

+2

+5



9 hours




7

+3

+2

+2

+5

Bloody Splat 4d6

9 hours




8

+4

+2

+2

+6

Final Sprint +20

6 hours




9

+4

+3

+3

+6

Bloody Splat 5d6

6 hours




10

+5

+3

+3

+7

Improved Blood Splatter

3 hours




11

+5

+3

+3

+7

Bloody Splat 6d6

3 hours




12

+6/+1

+4

+4

+8

Final Sprint +30

2 hours




13

+6/+1

+4

+4

+8

Bloody Splat 7d6

2 hours




14

+7/+2

+4

+4

+9



1 hour




15

+7/+2

+5

+5

+9

Bloody Splat 8d6

1 hour




16

+8/+3

+5

+5

+10

Final Sprint +40

30 minutes




17

+8/+3

+5

+5

+10

Bloody Splat 9d6

30 minutes




18

+9/+4

+6

+6

+11



10 minutes




19

+9/+4

+6

+6

+11

Bloody Splat 10d6

10 minutes




20

+10/+5

+6

+6

+12

Super Karoshi, Final Sprint +50

1 minute




Class Features:
The following are the class features of the Karoshi Suicide Salaryman, abbreviated as the Karoshi.

Weapon and Armor Proficiency: The Karoshi is proficient with all Simple Weapons and Light Armor and Shields.

Unfortunately Immortal (su): The Karoshi just wants to die. Unfortunately, the world doesn't want him to stay dead. Whenever the Karoshi dies, he will respawn after a length of time as shown on Table: The Karoshi (see above) under the "Respawn Time" column. Respawning brings the Karoshi back to life with full hitpoints and with no foreign effects on him (such as Ability Drain caused by an enemy's spell, mind control, etc.). He loses all equipment except for his primary and secondary weapon(s) - if he has them - and all clothing, armor, and shields he had equipped to him at that time.

When the Karoshi respawns, he respawns in the "safe space" closest to where he died. A safe space is defined as an unoccupied square that contains no conditions such that the Karoshi would be damaged from entering it. Additionally, if an enemy would threaten a square, it cannot be considered a "safe space", even if the Karoshi and none of his part members are aware he would be threatened in that square. For example, if the Karoshi were to respawn in a dungeon, and there was an invisible goblin threatening the square the Karoshi would respawn in, the Karoshi does not spawn there. He instead spawns in the next available space where he is not threatened.

The only thing that will destroy a Karoshi permanently would be something that destroyed his soul. A Wish to "Kill that Karoshi over there" would result in him dying and respawning, but the Wish "Obliterate that Karoshi's soul permanently" would destroy the Karoshi forever.

If the Karoshi is killed by a Bellator or something else with a similar "EVERYTHING JUST DIES" effect, the Karoshi dies. Completely. His soul is destroyed, his body is obliterated, the whole deal. Then he respawns after however much time., completely O.K.

Ageless (su): The Karoshi stops aging before he/she would receive a penalty to Strength/Dexterity/Constitution for their age.

Bloody Splat (ex): When the Karoshi does manage to kill himself, he erupts into a splatter of gore. This is regardless of whether he should or shouldn't be able to do so, like if he were killed by the Disintegrate spell. This splash deals 1d6 damage in a radius of 3 squares around him. A Reflex save (DC: User's Max Health) negates the damage. All who witness the blood and gore and are not already user to it must make a DC 20 Constitution save or becomes Sickened. At every odd level this ability increases in damage as shown in Table: The Karoshi.

*Anyone (mostly part members) who have been around the Karoshi for at least 10 Bloody Splats automatically succeed on the Constitution save, and need only make 1/2 the DC for the Reflex save.

Focused on Death (ex): You know how people become better at something when they want to do it? Or how they suddenly find the means to concentrate on an important task? Well, for the Karoshi, that task is dying. The Karoshi gets a bonus equal to 1/2 his Karoshi level (rounded down) to all skill checks for Karoshi skills for the purpose of suicide. For example, Hisashi the level 3 Karoshi would get a +1 bonus to a spot check in order to find a boiling pool of lava near a volcano so he can jump into it.

Final Sprint (ex): Just as mothers lift trees off their children trapped inside cars, so too does the Karoshi gain an extraordinary burst of speed when he is about to kill himself. While running or jumping directly towards his demise (he has to be running towards the lava pool, not towards the volcano itself), the Karoshi gains a +10 ft/round boost to his movement speed, and a +10 motivation bonus to all Jump checks. This bonus increases by 10 every 4 levels, to +50 ft/round and +50 to Jump at level 20.

Improved Bloody Splat: At level 10, the Karoshi's more developed internal energies and powers make his Bloody Splat bigger. This means a few things. First, the radius of it increases from 3 squares to 4 squares. Additionally, the damage of the Bloody Splat damage die is increased by a single step, to a d8. Therefore Hotashi, a level 13 Karoshi, would have a Bloody Splat that deals 7d8 damage, not 7d6.

Super Karoshi: By level 20, the Karoshi's powers have grown too much for his mortal body. If he so chooses, he may ascend to the level of Super Karoshi (as a standard action)! Super Karoshis have many defining characteristics, most prominent being their utter invincibility. This invincibility stems from the fact that a Super Karoshi cannot be hit.

No, not even Pun-Pun using all 5 million of his divine levels and every single one of his infinite BAB could land a single hit on a Super Karoshi. Not even a plane-wide black hole could touch the ultimate form of the Suicide Salaryman! Thus, any abilities that would preform an insta-kill of any sort on the Super Karoshi miss, and do not take place.

Additionally, a Super Karoshi can jump on air (but cannot fly), and gains a +200 Racial bonus to Strength and Dexterity.

A Super Karoshi's hair becomes yellow (not blond) and spikes upwards in great volumes. This is entirely aesthetic.

He stays in this state until he touches a sample of Green Glowing Rock Kryptonight (he cannot leave it voluntarily). This strange, crystalline, radioactive-seeming green rock is the only thing that can revert a Karoshi from Super Karoshi form. This rock is fairly rare, and can only be found at certain places on certain planes. Gods that feel threatened by the existance of the Super Karoshi may spawn a batch of Green Glowing Rock Kryptonight in order to revert him back to regular his Karoshi state. An epic Karoshi, after turning Super Karoshi, may go on a quest to find Kryptonight to mortal-ize himself again. Once the Karoshi leaves his Super Karoshi state, he must sleep for 8 hours before he can enter it again.

Note that in many cases a Karoshi would be reluctant to enter Super Karoshi state, because they want to die.

MrNobody
2015-07-13, 04:14 PM
Pac-Knight




In the name of the Wounded Sun! Devious ghost, by His holy word you are vanquished: waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka!

The Pac-Knight, sometimes known as “Pac-ladin” is a holy crusader engaged in an endless war against the impure forces of evil. He serves the mighty and almost unknown god of sun and revenge, the Pac-Man (also known as the Wounded Sun or the Mouthed Lantern), hunting and destroying undeads, and particularly the most hated ghosts. From his allegiance to the Wounded Sun the Pac-Knight gains a distinguishing weapon (the “Pac-Jaw”) and the ability of self-empowering to better fight and vanquish the incorporeal enemies of his faith, driving them out from the dungeons and mazes where they lurk.

Adventures: Pac-Knights seek adventure for a single purpose: destroy ghosts. No matter how far they will have to travel, how long they will have to hit the road: they will roam the world, find the undeads hiding in their filthy houses and punish them with holy vigor.
Sometimes, Pac-Knight decide to stop in a place and become guardians of graves and catacombs, destrying phantoms there where they born.

Characteristics: The Pac-Knight is a melee fighter thet gradually develops weapons to fight his chosen enemies, ghosts, either directly (with the Pac-Jaws), either indirectly, empowering himself with Pac Dots, Power Pellets and Magical Fruits.
In addition a Pac-Knight receives abilities to better survive in dungeons and mazes, avoiding traps and other dangers typical of the places that usually houses ghosts.

Alignment: A character must be good to receive the blessing of the Mouthed Lantern and become a Pac-Knight. Members of this class are usually lawful, sharing the same alignment of their patron, but the Pac Man is willing to give power to Neutral Good and Chaothic Good knights as long as they pursue his crusade against ghosts and other incorporeal creatures.

Religion: A Pac Knight must only serve the Pac-Man as his divine patron. He can pay tribute to other good deities with a similar portfolio, such as Pelor or Lathander, but its loyalty is given only to the Wounded Sun.

Background: A character usually become a Pac-Knight after being called by the Mouthed Lantern himself. The Pac-Man tends to choose the most capable youngsters that are already training as clerics or paladin of other sun gods and offer them a different source of power if they are willing to serve him. There is no official church of the Wounded Sun, but sometimes a solitary order devoted to him that lives in a region where ghosts are copious may gather the resources to directly train a Pac-Knight.

Races: Pac-Knight are most common in those races that tend strongly to serve the forces of good. If you look for a Pac-ladin you have better chances to find him between elves, dwarves and aasimars.

Other Classes: Followers of good deities, expecially solar deities, view Pac-Knight as strange but useful allies in the fight against the forces of evil. Some may question their choice of serving such a minor deity but will be alway prone to cooperate for the sake of good. Roguish classes and other classes that usually oppose to paladin are easy to find among the enemies of Pac-Knights.

Role: The Pac-Knight is the battle-frontman of the group, engaged in melee to both deal damage and absorb the one dealt by enemies. Like rangers, the Pac-Knight is a quite specialized fighter and he does better against his chosen enemies.

Adaptation: With a slight change of its religious background this class can be adapted to serve as special attack force of other, major, good deities.

GAME RULE INFORMATION
Pac-Knights have the following game statistics.
Abilities: Strenght and Charisma are the most important abilities for a Pac-Knight: the first makes it a better melee fighter while the latter improves the efficiency of his Pac-Dot, Power Pellet and Magical Fruit class features. An high Constitution and Wisdom scores are recommanded to improve the saving throws against the attacks of ghost-like creatures.
Alignment: Any Good.
Hit Die: d10
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Pac-Knight’s class skills (and the key ability for each skill) are are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CPAC-KNIGHT


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Pac-Jaws, Pac Dots


2nd

+2

+3

+0

+3
Trap Sense +1


3rd

+3

+3

+1

+3
Power Pellets 1/day


4th

+4

+4

+1

+4
Pac Jaw enhancement (+1)


5th

+5

+4

+1

+4
Trap Sense +2


6th

+6/+1

+5

+2

+5
Power Pellets 2/day, Magical Fruit (Cherry)


7th

+7+2

+5

+2

+5
Pac Family


8th

+8/+3

+6

+2

+6
Pac Jaw enhancement (+2), Trap Sense +3


9th

+9/+4

+6

+3

+6
Power Pellets 3/day Magical Fruit (Strawberry)


10th

+10/+5

+7

+3

+7
Ghosteater


11th

+11/+6/+1

+7

+3

+7
Trap Sense +4


12th

+12/+7/+2

+8

+4

+8
Power Pellets 4/day, Magical Fruit (Orange), Pac Jaw enhancement (+3)


13th

+13/+8/+3

+8

+4

+8
Enlighted Mind


14th

+14/+9/+4

+9

+4

+9
Trap Sense +5


15th

+15/+10/+5

+9

+5

+9
Power Pellets 5/day, Magical Fruit (Apple)


16th

+16/+11/+6/+1

+10

+5

+10
Pac Jaw enhancement (+4)


17th

+17/+12/+7/+2

+10

+5

+10
Trap Sense +6


18th

+18/+13/+8/+3

+11

+6

+11
Power Pellets 6/day, Magical Fruit (Melon)


19th

+19/+14/+9/+4

+11

+6

+11
256, Number of the A-pac-alypse


20th

+20/+15/+10/+5

+12

+6

+12
Pac Jaw enhancement (+5), Trap Sense +7



Pac-Jaws (Ex): When a Pac-Knight finishes his training and attains the 1st level the Mouthed Lantern bestows his blessing upon him, changing permanently his look and giving him a powerful weapon that is also a visible proof of the sealed allegiance.
The Pac-Knight’s mouth (teeth included) and lips turn bright yellow and gain the ability to open wide to be used as a weapon. In this way, the Pac-Knight gains a bite attack that deals damage equals to 1d6 plus his Strenght modifier (or half that modifier if the bite is used as a secondary attack). This weapon is particulary effective against incorporeal creatures. If used against such creatures the bite attack deals double damage and, despite being non magical, is treated as a magical weapon for the purpose of attacking incorporeal creatures.
At 4th level the Pac-Jaws receives a +1 enhancement bonus to attack and damage rolls that improves by +1 every four level thereafter. Starting from 4th level the Pac-Jaws are considered magic, good aligned weapons for the purpose of overcoming damage reduction and suffers no miss chance when attacking an incorporeal creature.
The transformation also has a secondary effect: the yellow mouth is such a powerful sign of the Pac-Knight's faith that if he should ever gain the ability to cast divine spells, he won’t need to provide a divine focus as spell component.

Pac-Dots (Su). At 1st level a Pac Knight learns how to summon Pac-Dots, small globes of light that, if eaten, can provide him a small boost of power. When using this ability a Pac Knight can choose one of the following benefit:
- Add his Cha modifier as a sacred bonus to attack or damage rolls for one round;
- Add his Cha modifier as a sacred bonus to saves for one round;
- Add his Cha modifier as a sacred bonus to AC for one round;
- Add his Cha modifier as a sacred bonus to skill checks for one round;
- Heal a number of HPs equal to twice his Cha modifier.

Every bonus provided is doubled if used to interact with an incorporeal creature.
Summoning and eating a Pac-Dot requires a swift action and a Pac Knight can use this ability a number of times per day equal to his class level+3.

Trap sense (Ex). Starting at 2nd level, a Pac-Knight gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 at levels 5th 8th, 11th, 14th 17th and 20th. Trap sense bonuses gained from multiple classes stack.

Power Pellets (Su). Starting at 3rd level, once per day a Pac-Knight can summon and eat a special orb of light, similar to a normal Pac-Dot but bigger and brighter, called Power Pellet. Conjuring and eating a Power Pellet requires a standard action but grants the Pac Knight three benefits of his choice among those normally granted by a Pac-Dot. In addition, the Pac Knight gains a frightful presence: this special ability works only against incorporeal creatures but bypasses any fear immunity a creature might have. The DC of the frightful presence is equal to 10+1/2 Pac-Knight level+his Charisma modifier. The Pac-Knight receives an extra use of this ability at 6th level and every three level thereafter. The effect lasts for 1 minute.

Magical Fruit (Su). At 6th level a Pac-Knight learns to modify the energies of his Power Pellet to summon a magical fruit that grants him different benefits. Summoning and eating a Magical Fruit, requires a standard action and spends one use of the Power Pellet ability. Each fruit requires a minimum Pac-Knight level to be summoned. The effects of each fruit lasts for 1 minute. Each fruit type does not stack with itself but stacks with other fruits.

• Cherry. Prerequisite: 6th level. Benefit. Upon eating this fruit, all the weapons held by the Pac-Knight (as well as his Pac-Jaws) gain the Bane weapon special ability against incorporeal creatures. Such weapons can also score critical hits against incorporeal creature that would otherwise be immune. The Pac-Knight heals 10 HPs upon eating the fruit.

• Strawberry. Prerequisite: 9th level. Benefit. While under the effect of this fruit, the Pac-Knight gains the ability to conjure and hurl small pac dots that can be used as thrown weapons. Hurling such pac dots requires a ranged touch attack and deals 1d12+ Pac-Knight’s Charisma modifier of divine energy damage (critical x2). Against incorporeal creatures the thrown pellets suffer no miss chance and has a x3 critical multiplier. In one round a Pac-Knight can hurl more than one power pellet if his BAB allows more than one attack per round. The Pac-Knight heals 30 HPs upon eating the fruit.

• Orange. Prerequisite: 12th level. Benefit. When the Pac-Knight eats this fruit it heals 50 HPs and is instantly cured from ability damage and drain, blinded, confused, cursed, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. He can also heal a numer of negative levels (but not permanent level loss) equal to his Charisma modifier.

• Apple. Prerequisite: 15th level. Benefit. Upon eating this nourishing fruit, the Pack Knight gains a brief boost to both his mind and body. He receives a +4 sacred bonus to all his abilities. The Pac-Knight heals 70 HPs upon eating the fruit.

• Melon. Prerequisite: 18th level. Benefit. Eating this fruits you are possessed by the spirit of Sir Pac-a-Lot, the first heroic paladin of the Mouthed Lantern. You are immune to fear effects and the armor you are wearing is replaced by a Redeemed Demon Armor (Book of Exalted Deeds p.120) until the effect of the fruit persists. The Pac-Knight heals 100 HPs upon eating the fruit.


Pac-Family (Sp): A Pac Knight is never left alone in his fight and can always count on some backup that will come in aid. Once per day, as a standard action he can summon 1 lantern archon + 1 extra lantern archon per 5 Pac-Knight levels he possesses (up to 5 lantern archon at 20th level). Once summoned the creatures stay for 1 hour per Pac-Knight level and serve the Pac-Knight at their best. At the end of this period (or if they are killed) the archons vanish. If the Pac-Knight uses this ability while other summoned archons are still at his side the “oldest” archons vanish and leave place to those newly summoned.

Ghosteater (Su). Starting from 10th level, a Pack Knight receives and extra benefit while under the effects of a Power Pellet. If he hits an incorporeal creature with his Pac Jaws, that creature must make a Fortitude save (DC equal to 10+1/2 Pac-Knight level+his Charisma modifier, undead and construct must also make this save). On a failed save, the creature is slain and the Pac Knight gains from one minute any one Ex or Su special ability or attack of his choice from those owned by the slain creature. This ability cannot affect creature with HDs higher than his Pac-Knight level. Once a creature makes its save against this ability it becomes immunity to the Ghosteater ability of that particular knight for 24 hours.

Enlighted Mind (Ex). Starting from 13th level, the mystic light of the Mouthed Lantern always guides the Pac-Knight and helps him when he could get lost in places where his phantom enemies dwell. The Pac-Knight gains immunity to maze spell and gains a sacred bonus equal to his Pac-Knight level to Survival checks made to avoid getting lost in labirith, catacombs, castles and similiar locations.

256, Number of the A -Pac-alypse (Sp). At 19th level, the Pac-Knight learns the greatest secret of his faith: the number related to the end of the world. How this number is related to apocalypse is mostly unknow, even if some mad scholars speculate about a mysterious “programming error” that gods made while creating the world.
Once a day, a Pac-Knight can whisper this number as a standard action and cause a glitch in the fabric of reality that kills incorporeal creatures. This effect works as Incorporeal nova spell (Libris Mortis: The book of Undead p.67), with the exception that it influences even incorporeal creatures with more than 9 HDs.

r2d2go
2015-07-19, 06:46 PM
Reserving Meta Knight as a name. Still unsure if I want to make it someone perfectly aware that they are in a game, or Meta Knight from Kirby :smalltongue:

UristMcRandom
2015-08-06, 03:33 PM
Gourmand

http://vignette3.wikia.nocookie.net/kirby/images/4/45/KirbySSBBInhale.jpg/revision/latest?cb=20071221171310&path-prefix=en

"Hiiiii!"
- Kirby



Adventures: Most Gourmands journey to expand their palate, seeking new and exotic flavors in an eternal quest for food. Others, usually those with a stronger sense of justice, journey to use their amazing powers of eating to set wrongs to right.

Characteristics: Unlike the common food-lover, Gourmands are capable of using their magically-enhanced palate to swallow their enemies whole, gaining new abilities in the process.

Alignment: While Gourmands come in many types, eating anything one can get their hands on doesn't lend itself well to a Lawful lifestyle.

Religion: Gourmands rarely get involved with formal religion, preferring to spend the time eating or adventuring.

Background: How you become part of your class and why.

Races: Humans, Halflings, and Half-Orcs are all well-suited to becoming Gourmands due to their ability to enjoy life. Dwarves look down upon Gourmands as irresponsible, and most Elves consider the path of a Gourmand as undignified.

Other Classes: Paladins, much like Dwarves, condemn the path of the Gourmand as irresponsible. Most others consider them strange, but otherwise accept them.

Role: The Gourmand's ability to steal their enemies abilities gives them great flexibility on the battlefield.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Gourmands have the following game statistics.
Abilities: Constitution is the most important to a Gourmand, as it affects most of their abilities. Strength is also important, as it helps then make the Grapple checks necessary to swallow an opponent.
Alignment: Non-Lawful
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Sorcerer

Class Skills
The Gourmand's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

Gourmand


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+x

+x

+x
Improved Grapple, Improved Grab, Swallow Whole


2nd

+1

+x

+x

+x
Class Ability


3rd

+2

+x

+x

+x
Class Ability


4th

+3

+x

+x

+x
Class Ability


5th

+3

+x

+x

+x
Class Ability


6th

+4

+x

+x

+x
Class Ability


7th

+5

+x

+x

+x
Class Ability


8th

+6/+1

+x

+x

+x
Class Ability


9th

+6/+1

+x

+x

+x
Class Ability


10th

+7/+2

+x

+x

+x
Class Ability


11th

+8/+3

+x

+x

+x
Class Ability


12th

+9/+4

+x

+x

+x
Class Ability


13th

+9/+4

+x

+x

+x
Class Ability


14th

+10/+5

+x

+x

+x
Class Ability


15th

+11/+6/+1

+x

+x

+x
Class Ability


16th

+12/+7/+2

+x

+x

+x
Class Ability


17th

+12/+7/+2

+x

+x

+x
Class Ability


18th

+13/+8/+3

+x

+x

+x
Class Ability


19th

+14/+9/+4

+x

+x

+x
Class Ability


20th

+15/+10/+5

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the Gourmand.

Weapon and Armor Proficiencies: Gourmands are proficient with all simple weapons and light armour, but not shields. If they use their Copy Ability class feature to copy a piece of equipment, they receive proficiency with that item until they dismiss the ability.

Improved Grapple: At 1st level, Gourmands receive Improved Grapple as a bonus feat.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

ArkenBrony
2015-08-18, 01:09 AM
Disciple of Notch

http://vignette4.wikia.nocookie.net/p__/images/5/52/Minecraft-steve_12.png/revision/latest?cb=20130604003019&path-prefix=protagonist

This player dreamed of sunlight and trees. Of fire and water. It dreamed it created. And it dreamed it destroyed. It dreamed it hunted, and was hunted. It dreamed of shelter.
- End Poem

A Disciple of Notch is, in the simplest of terms, someone who manipulates the very building blocks of the world. it can destroy; it can create; it does anything it needs to to survive.

Adventures: You adventure to search for greater materials to construct a world of your imagination, but also to better prepare yourself for what creatures come at night.

Characteristics: A Disciple of Notch is capable of destroying objects and repurposing them to greater serve a purpose of the Disciple of Notch's choosing. this begins with tools but evolves into elaborate constructions of potions, machines, and enchantments.

Alignment: Any alignment can be a Disciple of Notch, it simply determines the way one chooses to play, the teachings of Notch is simply a method to interact with the world, not a moral guideline.

Religion: A Disciple of Notch often has a disregard for the Sacred, and for the Profane. temples hold no importance to a Player and are seen as just another building that holds potential materials of value.

Background: Most decide the path of the Disciple of Notch after being forced into surviving with no materials. They then teach themselves how to live off the land and slowly how to greater manipulate the surroundings.

Races: Due to an eventual disconnection Disciples of Notch gain with their own appearance there is no distinction between races.

Other Classes: in areas where Disciples of Notch are common there tend to only be Disciples of Notch, Commoners, and monsters, but there is no preference between classes.

Role: Disciples of Notch serve the role of a warrior with the added bonus of manipulating their environment, and preparing crafted items in advance.

Adaptation: You cannot expect any barrier to serve to dissuade a Disciple of Notch. chasms are easily overtaken, and walls are easily deconstructed. if this can be kept in mind than a Disciple of Notch should fit in just fine.

GAME RULE INFORMATION
Disciple of Notch's have the following game statistics.
Abilities: no class abilities rely on any ability scores, but as a warrior there is a belief that strength, dexterity, and constitution are important.
Alignment: Any
Hit Die: d8
Starting Age: as Rogue
Starting Gold: As Monk

Class Skills
The Disciple of Notch's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (The planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

DISCIPLE OF NOTCH

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Minecraft, Wild Empathy


2nd

+2

+3

+3

+0
Improved Arms and Equipment (Wood)


3rd

+3

+3

+3

+1
Improved Armor (Leather)


4th

+4

+4

+4

+1
Shifting Skin


5th

+5

+4

+4

+1
Brew Potions


6th

+6/+1

+5

+5

+2
Improved Arms and Equipment (Stone)


7th

+7/+2

+5

+5

+2
Improved Armor (Chain)


8th

+8/+3

+6

+6

+2
Enchant equipment


9th

+9/+4

+6

+6

+3
Combat Running


10th

+10/+5

+7

+7

+3
Improved Arms and Equipment (Gold)


11th

+11/+6/+1

+7

+7

+3
Improved Armor (Gold)


12th

+12/+7/+2

+8

+8

+4
Redstone


13th

+13/+8/+3

+8

+8

+4
Combat Crafting


14th

+14/+9/+4

+9

+9

+4
Improved Arms and Equipment (Iron)


15th

+15/+10/+5

+9

+9

+5
Improved Armor (Iron)


16th

+16/+11/+6/+1

+10

+10

+5
Beacon


17th

+17/+12/+7/+2

+10

+10

+5
Self Sufficient


18th

+18/+13/+8/+3

+11

+11

+6
Improved Arms and Equipment (Diamond)


19th

+19/+14/+9/+4

+11

+11

+6
Improved Armor (Diamond)


20th

+20/+15/+10/+5

+12

+12

+6
Creative Mode



Class Features
All of the following are class features of the Disciple of Notch.

Weapon and Armor Proficiencies: The Disciple of Notch starts with proficiency in simple and martial weapons, light, medium, and heavy armor, and shields

MINECRAFT (Ex): The Disciple of Notch’s Signature ability. Through physical training and perseverance, a Disciple of Notch learns how best do demolish their surroundings and reuse them for their own purpose.

At first level the Disciple of Notch gains several abilities.
First, they receive improved unarmed strike as a bonus feat.
Second, They gain the ability to destroy 3’, or smaller, cubes of materials (dirt, stone, wood, etc.) as an extraordinary ability.
Third, they can hold unnatural amounts of thus destroyed materials.
Fourth, they may craft these objects into new objects for new purposes
And fifth, they can place these objects to aid in their endeavors.

Destruction: the time it takes to destroy materials is based on the material’s hardness. This ability only lets you destroy materials, or objects that you have as crafting abilities. 2 or less hardness can be done as a standard action that doesn’t provoke attacks of opportunity. 3 to 5 can be done as a full round action that provokes an attack of opportunity. 6 to 10 takes 2 rounds of full round actions that both provoke attacks of opportunity. 11 to 15 take 5 rounds. 16 to 20 take 10 rounds. For every 5 more, double the time.

Storage: you can store objects destroyed with your ability. they are weightless and it is impossible for them to be reached by anyone but the Disciple of Notch who put them there. There is a limit of 64 blocks per material. if you are killed, all of the materials and items in your storage will pop out as if affected by the spell shrink object, leaving them scattered about the area surrounding your corpse. the spell is treated as an extraordinary effect, and has a caster level equal to your class level. if the effect would be dispelled, due to duration or what have you, it is destroyed instead.

Crafting: You start with the ability to craft [---], and may choose one additional crafting ability every level, including first. crafting abilities are listed after Class Features.

Placing: Similar to crafting,You begin with the [---] abilities, and may choose one additional placement ability every level, including first. Placement abilities are listed after crafting abilities. In addition you can place up to 4 objects you have in storage in a space within double your reach as a move action that does not provoke attacks of opportunity. Every block has features it possesses on its own separate from selectable abilities.


Wild Empathy (Ex): As the druid ability
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

IMPROVED ARMS AND EQUIPMENT (Su): beginning at 2nd level, a Disciple of Notch can begin modifying and creating his own weapons, and improving upon his Minecraft ability.

at 2nd level, you gain the ability to store one weapon in your possession with your ability minecraft as if it were a were destroyed by minecraft, as a free action. you can draw this weapon as a free action and it is treated as a +1 weapon in your hands, giving a +1 bonus to hit and damage and piercing damage reduction as a magic weapon. the weapon is given a wooden look, and is treated as wood for all mechanical purposes, but this does not diminish its quality or efficiency at all. the weapon loses these bonuses if it leaves your possession. as a free action you may cancel this ability and remove the granted bonus. In addition, when destroying blocks with the Minecraft, you may treat the object as if its hardness were 5 lower.

at 6th level, this bonus increases to +2, you may affect 2 weapons at a time, and they are treated as stone instead of wood. in addition, when destroying blocks with minecraft, you may treat the object as if its hardness were 10 lower instead of 5 lower.

at 10th level, this bonus increases to +3, you may affect 3 weapons at a time, and they are treated as gold instead of stone.
in addition, when destroying blocks with minecraft, you may treat the object as if its hardness were 15 lower instead of 10 lower.

at 14th level, this bonus increases to +4, you may affect 4 weapons at a time, and they are treated as iron instead of gold. in addition, when destroying blocks with minecraft, you may treat the object as if its hardness were 20 lower instead of 15 lower.

at 18th level, this bonus increases to +5, you may affect 5 weapons at a time, and they are treated as diamond instead of iron. in addition, when destroying blocks with minecraft, you may treat the object as if its hardness were 50 lower instead of 20 lower.

if for any reason you would like to treat the weapon as an early material it is allowed, although it lowers the bonuses to that of the earlier material. you can even mix and match. having one weapon gold, one steel, and one wood, while keeping your diamond ability to lower hardness.

Note: for the purpose of this class, shields are treated as weapons, and the bonus to hit and damage is also given to its shield bonus.

IMPROVED ARMOR (Su): similar to improved arms and equipment, beginning at 3rd level you can improve the armor you wear.

at 3rd level, you gain the ability to store one set of armor in your possession with your ability minecraft as if it were a were destroyed by minecraft, as a free action. you can don the armor as a full round action and it is treated as a set of +1 armor while you wear it, giving a +1 bonus to its armor bonus to armor class, and lowers the armor penalty check by one (to a minimum of 0). the armor is given a look of leather, and is treated as if it were made of leather for all mechanical purposes, but this does not change the mechanical bonuses of the armor; plate mail is still heavy and lowers movement. the armor loses these bonuses if it leaves your possession. as a free action you may cancel this ability and remove the granted bonus.

at 7th level, this bonus increases to +2, and the armor check penalty is reduced by 2 instead of 1 (to a minimum of 0), and it's treated as chain mail instead of leather.

at 11th level, this bonus increases to +3, and the armor check penalty is reduced by 3 instead of 2 (to a minimum of 0), and it's treated as gold plate instead of chain mail.

at 15th level, this bonus increases to +4, and the armor check penalty is reduced by 4 instead of 3 (to a minimum of 0), and it's treated as iron plate instead of gold plate.

at 19th level, this bonus increases to +5, and the armor check penalty is reduced by 5 instead of 4 (to a minimum of 0), and it's treated as diamond instead of iron plate.

if for any reason you would like to treat the set of armor as an early material it is allowed, although it lowers the bonuses to that of the earlier material.

SHIFTING SKIN (Su): Through countless nights spent attempting to survive in the wild the Disciple of Notch disconnects with itself, and finds that they can easily shift their form to whatever they want to be. At third level you can change your form, and make yourself look different. You can a be little bit shorter, taller, thiner, fatter, or in between. Your general body type remains the same but there are no hard limits. you can change, add, or remove minor features to your hearts content. the change takes one minute of concentration to manifest.

this ability only changes your own form, not your equipment, not your mannerisms. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

BREW POTION (Su): at 5th level, the Disciple of Notch gains Brew Potion as a bonus feat, even if it does not qualify for it. you may brew potions as if you had a caster level equal to your Player levels, and are treated as having whatever spell is needed to brew any specific potion.

ENCHANT EQUIPMENT (Su): at 8th level, The Disciple of Notch may add magic special abilities to the items selected in Improved Arms and Equipment and Improved Armor. the special abilities gained cannot increase the total enchantment bonus of the item beyond +2. The enchantment must be imbued while the weapon or armor is in storage through Minecraft, it takes 1 minute (10 rounds) of concentrated focus to activate, and another minute can be spent to change the enchantment.

at 10th level, and every three levels thereafter, the total enchantment bonus increases by +2 (+4 at 10, +6 at 13, etc.) to a maximum of +10 at 19th level.

COMBAT RUNNING (Ex): through countless days finding new grounds to pillage for supplies, the Disciple of Notch has learned how to exist with its armor as if it were of little encumbrance. at 9th level, the Disciple of Notch no longer suffers any penalty to movement rate for wearing any type of armor, and may run at 4 times your movement rate in heavy armor.

REDSTONE (Ex): a Disciple of Notch is taught of the potential power of redstone. there is much versatility in what can be done, but the methods to do so are complicated. beginning at 12th level you gain the ability to craft [---], and may choose one additional craft redstone ability every level thereafter, including 12th. redstone abilities are listed after placement abilities.

COMBAT CRAFTING (Ex):

BEACON (Su):

SELF SUFFICIENT (Ex):

CREATIVE MODE (Su):

Zaydos
2015-08-18, 04:36 PM
Freelancer

http://bravelydefault.nintendo.com/img/slide_character_six.png



A Freelancer is an adventurer, a hero of a thousand faces, whose skills and talents are niche but able to change quickly and wildly. They are a master of the many Jobs required of a Light Warrior, and able to don one and with it the skills associated, and then shed it for another when needed.

Adventures: The primary reason a Freelancer adventures is to find and protect the Four Crystals from whatever dark force is threatening them now. Inevitably they will gather friends and relationships across the world as they fail time and time again to protect the crystals only to discover that there was secretly a second set of Dark Crystals which complemented the Light Crystals (or some other means of repeating the task of protecting four crystals). They will again usually fail, often due to choosing the fate of a loved one over the fate of the world, only to rise up and defeat the dark force directly at the moment of its victory and restore the world. More recently they have gone beyond this plot... Now there usually aren't crystals, but some other macguffin! Outside of badly attempting to protect world keystone macguffins, freelancers adventure for the same reasons other adventurers do.

Characteristics: The Freelancer is able to shift between various Jobs which each grant a different set of abilities, and limited mixing and matching of abilities from within these jobs. These Jobs give them a large number of tactical options, but few long term strategic options. With the right Job a Freelancer can wield Color Magic to heal allies or damage foes, use Chivalry or Holy Arts to protect allies, use Leap Skills to move across the battlefield attacking foes, or a variety of other options.

Alignment: Freelancers may be of any alignment. Most Freelancers are Good aligned as they are often chosen by some force of Light as its special Warriors, but not all are Good. Freelancers show no other strong alignment tendencies.

Religion: Freelancers may follow any religion. The only one they show particular leanings towards are those that somehow are dedicated to preventing the apocalypse often worshiping macguffins.

Background: The main method of becoming a Freelancer is to be chosen, others just luck into it.

Races: Freelancers may be of any race, being chosen by fate and luck plays no favorites... except apparently humans, because we are humans.

Other Classes: In their native environs Freelancer is the only class. Outside of it they may be viewed as dabblers by many.

Role: A Freelancer fills roles as needed. Their Jobs allow them a wide variety of skills, the ability to serve as a melee combatant, though rarely as well as warblade or crusader, limited access to short duration buffs and debuffs, blasting spells, healing spells, and a large variety of tactical roles.

Adaptation: First and foremost, as may end up mentioned in Forbidden Jobs if I get to it, new Jobs or certain Jobs removed tailoring their abilities to the setting.

Secondly the class itself can be modified for varying power levels. As written it is a class capable of changing its abilities on the fly each day to a massive degree which makes it a highly complicated and complex class, and also theoretically gives it a very high power ceiling. One variant would be to remove their unique jobs per day, limit changing equipped Passives and Commands to level up, and give them 2 Jobs of the 1st Tier, and 1 of each higher Tier and make those Jobs automatically level to their Job level limit. This introduces a problem of dead levels but makes it so that the class is much simpler to play and build.

A more limiting option would be to remove Job change entirely and instead give them two Jobs from any tiers at 1st level. You would gain all passives from both Jobs, which would always be at max level, and all inherents from both Jobs, sort of as if Gestalting those Jobs.

GAME RULE INFORMATION
Freelancers have the following game statistics.
Abilities: Freelancers can make use of any ability score. As they can fulfill the melee combatant role they use the three physical ability scores like any other melee combatant. Their MP is dependent upon their Intelligence score, their Wisdom determines their healing capabilities, and their Charisma determines the saving throw DCs of their Color Magic and most of their abilities.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As fighter

Class Skills
The Freelancer's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Spot (Wis)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

FREELANCER


Level
Base Attack Bonus
Good Save
Poor Save
Special
Max Job Level
Passive Slots
Job Levels Gained
Aura Distance


1st

+0

+2

+0
Air Crystal Jobs, Freelancer Aura, Freelancer Inherent, Job Change, Talented Learner, 2 Unique Jobs Per Day

1

0 (3)

-

5-ft


2nd

+1

+3

+0
-

1

3 (3)

-

5-ft


3rd

+2

+3

+1
-

2

3 (6)

1

10-ft


4th

+3

+4

+1
-

2

3 (7)

2

10-ft


5th

+3

+4

+1
Improved Weapon Proficiencies (-1)

3

4 (8)

1 to all

10-ft


6th

+4

+5

+2
Water Crystal Jobs

3

4 (9)

2 (2)

15-ft


7th

+5

+5

+2
3 Unique Jobs per Day

4

4 (10)

2

15-ft


8th

+6

+6

+2
Re-assign Passives 1/day

4

5 (12)

2

15-ft


9th

+6

+6

+3
-

5

6 (13)

1 to all

20-ft


10th

+7

+7

+3
Fire Crystal Jobs

5

7 (15)

2 (4)

20-ft


11th

+8

+7

+3
4 Unique Jobs per Day

6

8 (16)

2 (2)

20-ft


12th

+9

+8

+4
Improved Skill Passives (-1)

6

9 (18)

2 (2)

25-ft


13th

+9

+8

+4
Improved Weapon Proficiencies (-2)

7

9 (19)

1 to all

25-ft


14th

+10

+9

+4
Earth Crystal Jobs

7

10 (21)

3 (4)

25-ft


15th

+11

+9

+5
5 Unique Jobs per Day

8

11 (23)

3 (2)

30-ft


16th

+12

+10

+5
Re-assign Passive 2/day

8

12 (25)

3 (2)

30-ft


17th

+12

+10

+5
-

9

12 (27)

1 to all

30-ft


18th

+13

+11

+6
6 Unique Jobs per Day

9

13 (30)

4 (1)

30-ft


19th

+14

+11

+6
-

10

14 (32)

4 (1)

30-ft


20th

+15

+12

+6
Onion Knight or Mimic

10

15 (35)

4 (4)

30-ft



Class Features
All of the following are class features of the Freelancer.

Weapon and Armor Proficiencies: A Freelancer is by default proficient in simple weapons, shields (except tower shields), and light and medium armor. These proficiencies may change depending upon current job and equipped passives.

Job System General Rules: A Freelancer may equip one of many Jobs at a time, or no Job. To equip a Job requires 10 minutes of meditation and a Freelancer is limited in their total number of different Jobs they may equip in any given day based upon their level. To equip a Job a Freelancer must have access to Jobs of its Crystal.

Each Job has an associated Job level, Command ability, set of Inherent abilities, and set of Passive abilities. When a Job is equipped you have access to its Command ability and all abilities therein available at the Job level you have obtained in that job, all of its Inherent abilities, and all Passive abilities available at the Job level you have obtained in that Job. In addition you may equip the Command ability of any 1 other Job you possess gaining all abilities therein up to the Job level in that Job, and you may equip a number of Passive abilities from other Jobs. Each passive ability has an associated cost in slots and you have an amount of slots based upon your Freelancer level; you may only equip a Passive that you have access to due to your Job level in that Job. The number of slots available to you is shown on the table above.

When you have no Job equipped you may still equip a number passive abilities and command abilities. When you have no Job equipped you gain the number of passive slots shown in parenthesis on the table above and you may equip any 2 command abilities you have available to you.

You may change equipped Command Abilities and Passive Abilities for 2 Jobs each day, as well as for your state with no Job equipped. To do so requires 8 hours of rest and then 1 hour of concentration.

Command Abilities (over view): Each Job has an associated Command Ability. Each Command Ability is further broken up into a list of abilities, usually 1 per Job level. When you are in the associated Job or have the Command Ability equipped you gain it at your Job level in the associated Job. For spell-like abilities your Caster Level equals twice your relevant Job level. Many Jobs grant access to Color Magic which can be divided into Black, Red, Summon, Time, and White Magic. Color Magic grants access to spellcasting using an MP system, and may suffer Spell Failure based upon your armor depending upon which Jobs grant the ability. For example Black Magic granted by the Black Mage Job suffers (Arcane) Spell Failure in Medium or heavier armor, Red Magic granted by the Red Mage Job on the other hand never suffers Spell Failure when you are wearing armor you are proficient in, and if you have 2 Commands equipped which grant access to Color Magic you only suffer spell failure for either if you would for both. Certain abilities may affect all Color Magic you possess, and your Caster Level for Color Magic spells is twice the highest Job level among Jobs which you have Command Abilities that grant Color Magic equipped up to your Freelancer level.

Some Command Abilities have sub-abilities which possess a tag or descriptor. If there are any special rules about this tag they are mentioned in that Command Ability; in some cases the tag simply indicates interaction with certain Passives or other abilities.

Inherent Abilities: Each Job has an associated list of Inherent Abilities. Each Job has one Perfected [Name] Inherent which grants one or more Good saves and a MP Growth inherent which determines your MP as shown on the table below. Most Jobs also have Weapon Proficiency, Armor Proficiency, Job HP Bonus, and BAB Inherents which determine these factors when you have that Job equipped. All Inherents exist as Passive Abilities as well, but not all Jobs which grant that Inherent also grant it as a Passive Ability.

Passive Abilities: Each Job grants a variety of Passive Abilities. As mentioned above Passive Abilities up to your associated Job level are automatically equipped when that Job is equipped and you may equip a number of other Passive Abilities.

Like Command Abilities some Passive Abilities have descriptors. Those that exist on only one Job (note: Forbidden Jobs if they get made are not counted here) will be defined in that Job's abilities. There is one tag that appears in several Jobs and must be noted here instead. It is [Counter]

[Counter] Abilities allow you to after a certain action is taken spend an attack of opportunity (either your 1/round or one of the additional attacks granted by Combat Reflexes) to perform an action of your own. In many cases this action is an attack, though certain exceptions do exist. Most [Counter] abilities are limited by your threatened area, though some allow you to use held thrown or ranged weapons or spells and make the attack within their range, and the Bow Counter passive allows you to use any counter that would make a weapon attack in that range. [Counter]s take place after the triggering ability so if you have a [Counter] ability which is triggered by being the target of a spell you cannot use it to disrupt that spell. No matter how many [Counter] abilities would be triggered by a single action you may only use one in response to a single action; if you have the Counter and Counterstrike abilities causing successful attacks against you and all attacks against you respectively to trigger counters and a creature successfully hits you then you may make 1 counter-attack, conversely if they successfully hit you 5 times and you had 5 attacks of opportunity you could make 5 counter attacks.

Common Inherent and Passive Abilities: The following abilities are common to many separate Jobs and as such are listed here instead of in each Job individually:


[Job] Skills: These passives (and inherents) grant you virtual ranks in a list of skills equal to your job level +1. These virtual ranks function as real skill ranks and stack with real skill ranks up to your character level + 3 ranks. Any ranks beyond character level +3 are wasted. Each [Job] Skills passive will list its slot cost.
Job HP Bonus: You gain the listed bonus hit points per Job level in the awarding job. As an inherent job ability a Job HP Bonus can be negative in which case you suffer a penalty to hit points per Class level. If you equip a Job HP Bonus as a passive it replaces your inherent Job HP Bonus ad you may only equip one Job HP Bonus at a time. A Job HP bonus costs 1 additional slot to equip if your inherent is a penalty, or 2 additional slots if it is a -2 penalty. +2 HP/Job level Job HP Bonuses are 2 Slots, +4 HP/Job level Job HP Bonuses are 4 Slots.
MP Growth: You use the listed MP Growth Track. Each Job has this as an inherent ability ranging from slowest to fastest, and some jobs gain it as a passive. If equipped as a passive it replaces your inherent (you do not stack MP amount). There is a passive that causes you to use the track one better than your equipped MP Growth ability would indicate. MP Growth abilities cost 1 additional slot to equip if your inherent is Slow and 2 additional slots if it is Slowest. Fast MP Growth costs 4 slots to equip, Fastest costs 6 slots.
Perfected Fortitude: You use the Good progression for your Fortitude save. This costs 3 slots to equip.
Perfected Reflexes: You use the Good progression for your Reflex save. This costs 3 slots to equip.
Perfected Will: You use the Good progression for your Will save. This costs 3 slots to equip.
Perfected Puissance: You use the Good progression for your Fortitude and Reflex saves. This costs 5 slots to equip.
Perfected Persistence: You use the Good progression for your Fortitude and Will saves. This costs 5 slots to equip.
Perfected Cunning: You use the Good progression for your Reflex and Will saves. This costs 5 slots to equip.
Perfected Saves: You use the Good progression for all saves. This costs 6 slots to equip.
Combat Skill: You use the Medium (Cleric) BAB progression. This costs 2 slots to equip.
Combat Mastery: You use the Good (Fighter) BAB progression. This costs 4 slots to equip if you have Combat Skill as an inherent or 6 otherwise.
[Job] Weapon Proficiencies: You gain proficiency in the listed weapons.
[Job] Armor Proficiencies: You gain proficiency in the listed types of armor. Light Armor Proficiency costs 2 slots, Medium costs 3 slots or 5 slots if you are not inherently proficient in light armor, Heavy costs 5 slots or 7 if you are not inherently proficient in light armor.



Job Levels: At each level past 2nd a Freelancer gains a number of Job levels they may assign between the Jobs they have access to. Each Job begins with 1 level as soon as a Freelancer gains access to it, and a job may never be higher level than the maximum listed on the table above (1/2 class level rounded up). The amount of Job levels gained at each level is shown on the table above, with the number in parenthesis indicating additional Job levels which may only be assigned to Jobs at less than 1/2 your maximum Job level (rounded up; if your maximum Job level is 6 you could put these into level 2 or lower jobs, if it is 7 you could put them into level 3 or lower jobs). Job levels are added one at a time. At 5th level, 9th level, 13th level, and 17th level a Freelancer gains 1 job level in each job they have access to instead of assigning them normally.

MP: A Freelancer gains MP based upon their current MP Growth ability and their Intelligence score. A Freelancer gains bonus MP based on their Intelligence at the same rate as a Psion gains bonus PP (as shown here (http://www.d20srd.org/srd/psionic/classes/#abilitiesAndManifesters)). A Freelancer's class based MP is shown on the table below.

MP Growth Table
LevelSlowestSlowMediumQuickQuickestQuickest+
1 0 0 1 1 - -
2 0 1 2 3 - -
3 0 2 4 6 - -
4 1 4 6 9 - -
5 2 6 10 14 - -
6 4 8 17 21 - -
7 6 11 24 29 - -
8 8 14 35 40 - -
9 10 18 44 51 - -
10 12 24 59 67 - -
11 14 30 72 82 - -
12 18 36 85 98 - -
13 22 42 98 112 - -
14 26 49 105 119 136 -
15 30 56 112 133 152 165
16 34 63 120 147 168 183
17 38 70 130 159 184 199
18 42 77 140 174 200 217
19 46 85 150 191 216 233
20 52 95 160 210 232 249



MP Damage and Traditional Spellcasting: Spells, Mysteries, and similar abilities with effective spell levels (such as Spell-like Abilities) can still be affected by MP damaging and draining abilities. Psionics treat PP as MP for such effects, losing 1 PP for each MP they would have lost. Traditional spellcasting and spell-like abilities is treated somewhat differently. A spell slot is considered to be equivalent to 1 MP + 2 MP per level beyond 1st, as is a spell-like ability with a daily, weekly, or longer limit. Level 0 spells and at-will spell-like abilities are considered to cost 0 MP and are not affected by MP damage or drain. If a traditional spellcaster suffers MP damage then they lose 1 spell slot worth an equivalent amount of MP (if it is an even number of MP lost round up), if they have no single spell slot of a high enough level they lose one of their highest level and another to make up the difference; if two of their highest level are not sufficient they repeat until the total MP of all slots used is sufficient or until they have no slots left. If a character has MP and traditional spell casting then they lose MP first and spell slots second.

Changing Maximum HP and MP: It is possible for a Freelancer to change their maximum HP or MP during a day by changing their job or passives. When a Freelancer changes their HP or MP maximum in this way their current total is changed as well by the same amount. This may reduce them to negative MP.

Air Crystal Jobs: At first level a Freelancer gains access to the Black Mage, Knight, Monk, Thief, and White Mage Jobs.

Freelancer Aura (Ex): Certain Job abilities have a range based upon the Freelancer's (aura). This (aura) has no effect on its own, but instead is a simply measure of the distance of a Freelancer's abilities which grant them auras and certain other abilities. The range of a Freelancer's (aura) is listed on the table above.

Freelancer Inherent Abilities: When a Freelancer has no job equipped they are considered to have the Simple Weapons Proficiency, Medium Armor Proficiency, Combat Skill (giving them cleric BAB as shown on the table above), Shield Proficiency (excluding Tower), and Medium MP Growth inherent abilities. In addition at 1st level they may choose one of Perfected Fortitude, Perfected Reflex, and Perfected Will and they gain that ability as an inherent ability (making it use the Good save progression instead of Poor).

Job Change (Ex): By spending 10 minutes in concentration a Freelancer may change their currently equipped job to any other that they have access to. A Freelancer may only change to 2 different jobs each day (no job does not count against this limit). This increases to 3 at 7th level, 4 at 11th, 5 at 15th, and 6 at 18th level.

Talented Learner (Ex): When spending skill points as a Freelancer each skill point put into a cross-classed skill grants you 1 rank in that skill as opposed to 1/2. This does not allow you to go over the maximum skill ranks for cross classed skills unless they are class skills for another class you possess.

Improved Weapon Proficiencies: At 5th level a Freelancer learns how to pick up weapons more easily. Passive abilities which only grant weapon proficiencies (as opposed to those like Katana Mastery which grants additional abilities as well) cost 1 less slot to equip minimum 1. At 13th level this ability improves further and these abilities now cost 2 less slots (minimum 1).

Water Crystal Jobs: At 6th level a Freelancer gains access to Water Crystal Jobs which are: Chemist, Dragoon, Red Mage, Summoner, Time Mage, and Viking.

Re-Assign Passives: Beginning at 8th level a Freelancer may 1/day re-assign the Passive Abilities they have equipped in their jobless state by spending 5 minutes in concentration. Beginning at 16th level a Freelancer may use this ability twice per day.

Fire Crystal Jobs: Beginning at 10th level a Freelancer gains access to the Fire Crystal Jobs which are: Dark Knight, Hunter, Mystic Knight, Ninja, Performer, and Samurai.

Improved Skill Passives: Beginning at 12th level Skill passives cost 1 less slot (minimum 1) to equip.

Earth Crystal Jobs: Beginning at 14th level a Freelancer gains access to the Earth Crystal Jobs which are: Arcanist, Conjurer, Devout, and Holy Knight.

Onion Knight (Ex): At 20th level a Freelancer must choose to become an Onion Knight or a Mime. If they select Onion Knight they gain this ability gaining a +1 bonus to all abilities per 2 jobs they have at Job level 10.

http://img3.wikia.nocookie.net/__cb20101219074028/finalfantasy/images/thumb/5/56/Dissidia_OnionKnight.png/200px-Dissidia_OnionKnight.png

Mime (Su): At 20th level a Freelancer must choose to become an Onion Knight or a Mime. If they select Mime then 1/encounter (or 10 minutes outside of combat) a Freelancer may mimic the action of another creature within their (aura) that was taken since the end of the Freelancer's last turn. They take that action immediately as if they were the original user using the other creature's stats for all purposes. If that action had an XP cost they must still pay it but need not expend material components. They may choose new targets for the action and a new location. This takes the same action as the action being mimicked, and a Freelancer may mimic multiple actions taken by the target in the same turn by spending the same amount of actions. If the mimicked action had a duration of longer than 1 minute other than Permanent the Freelancer's copy of it has a duration of 1 minute.

http://img3.wikia.nocookie.net/__cb20090405192720/finalfantasy/images/6/6b/FFTacticsMime.jpg

Zaydos
2015-08-18, 04:37 PM
Air Crystal Jobs go here

Black Mage

http://img4.wikia.nocookie.net/__cb20100818231822/finalfantasy/images/thumb/2/2d/Vivi_Ornitier_character.jpg/150px-Vivi_Ornitier_character.jpg

Command: Black Magic
1st:
Black Magic 1: You gain access to grade 1 Black Magic spells: Fire, Ice, and Focus. You suffer spell failure when attempting to cast Black Magic spells with somatic components when wearing armor heavier than Light or any armor you are not proficient in.
2nd:
Black Magic 2: You gain access to grade 2 Black Magic spells: Blind, Poison, Sleep, and Thunder.
3rd:
Black Magic 3: You gain access to grade 3 Black Magic spells: Blizzara, Fear, Fira, Focara, and Thundara.
4th:
No Ability: You gain no new ability at this level.
5th:
Black Magic 4: You gain access to grade 4 Black Magic Spells: Baleful Polymorph, Bio, Drain, Erase.
6th:
Black Magic 5: You gain access to grade 5 Black Magic Spells: Blizzaga, Doom, Firaga, Thundaga.
7th:
Black Magic 6: You gain access to grade 6 Black Magic Spells: Break, Insanity, Kill.
8th:
Black Magic 7: You gain access to grade 7 Black Magic Spells: Blizzaja, Doomga, Firaja, Thundaja.
9th:
Black Magic 8: You gain access to grade 8 Black Magic Spells: Aspir, Dark, Death
10th:
Ultima: You gain access to the Black Magic spell Ultima.

Inherents:
Job HP Bonus: -2 hp/class level
Perfected Will
Fast MP Growth
Black Mage Proficiencies: Quarterstaff and dagger.

Passives:
1st:
Black Mage Skills: Concentration, Knowledge (Arcana), Spellcraft. Costs 2 slots.
2nd:
Observe Magic (Sp): You may use Detect Magic as a spell-like ability at-will. Costs 3 slots.
3rd:
Damage Dispersion (Su): As a standard action you may touch a willing creature and mark it as part of your damage network for 24 hours. Whenever you take damage that damage is divided evenly between all creatures in your damage network within your [aura]. Damage dealt is rounded up to other targets but down to you. Costs 6 slots.
4th:
Perfected Will
Wizard’s Eye (Su): You gain continuous See Invisibility and Arcane Sight and gain a job bonus equal to your job level to checks to find magic traps. You may find magic traps as a rogue. Costs 6 slots.
5th:
Fight Fire with Fire (Su) [Counter]: If you targeted by a spell or spell-like ability, or within the area of one’s effect, you may cast a single target spell on the caster as an attack of opportunity. Costs 6 slots.
6th:
Pierce Resistance (Su): Your spells and attacks ignore energy resistance. Costs 5 slots.
7th:
Black Magic Amp (Ex): When you cast a Black Magic spell you may pay additional MP equal to the normal MP cost of the spell to increase all numerical effects of it by 50%. Costs 5 slots.
8th:
MP Boost (Ex): You use the MP growth track one better than that granted by your equipped MP growth ability. Costs 6 slots.
9th:
Epic Group Cast: When you cast a spell that can be cast in an area or against a single target you may have its single target effect apply to the entire area of its area version; if the area allows a save it is still allowed and any ranged touch attacks of the single target effect are unnecessary. Costs 6 slots.
10th:
Pierce Immunity (Su): Your energy damage deals half damage to creatures with energy immunity against that energy type and ignores energy resistance. Costs 10 slots.


Knight


http://img1.wikia.nocookie.net/__cb20120701234708/finalfantasy/images/a/a7/FF1-Knight-MSX.PNG

Command: Chivalry
1st:
Cover Ally (Ex): As an immediate action you may choose to cover an ally against an attack. You do not use your AC or miss chances, instead if the attack would hit your ally it instead hits you. It must be possible for the attack to hit you (e.g. if you’re incorporeal you can’t cover against mundane weapon attacks) but you may be immune to the damage.
2nd:
Reckless Strike (Ex): As part of an attack or full attack action, but not as part of a standard action special attack such as a martial maneuver (or many job actives such as Sundering Blow below), you may take a penalty to your AC up to your Knight job level for 1 round to gain an equal bonus to melee damage.
3rd:
Sundering Blow (Ex): As a standard action you may make a Sunder attempt as if you had Improved Sunder, and multiply your damage by 1 + 1/3rd your Knight job level (rounded down).
4th:
Cover Allies (Ex): As a swift action you may enter into a protective stance darting to and fro to shield your allies from harm. Until the start of your next turn if an attack would hit an adjacent ally, and can possibly hit you, it hits you instead. If you lose consciousness, are dazed, stunned, grappled, or are rendered helpless this effect ends immediately.
Rending Blow (Ex): You strike out with a precise goal to shatter an opponent. As a standard action you may make a single melee attack which in addition to its regular damage also deals 2d4 ability damage to the ability of choice.
5th:
Vengeance (Ex): As a standard action you may make an attack which deals additional damage based on the number of allies knocked out or killed within the last 2 rounds that are still unconscious or dead. 1 KO’d ally: Triple damage. 2 KO’d allies: Quadruple damage. 3 or 4 KO’d allies: Quintuple damage. 5, 6, or 7 KO’d allies: Sextuple damage. 8, 9, 10, or 11 KO’d allies: Septuple damage. 12 or more KO’d allies: Octuple damage.
6th:
Iron Clad (Ex): You may spend a standard action to gain a Dodge bonus to AC equal to your Job level, temporary hp equal to 4 times your Job level, and DR (no inherent penetration) and universal energy resistance equal to job level, all for 1 round.
7th:
Defensive Strike (Ex): As a standard action make a single attack and gain a +4 dodge bonus to AC and DR equal to your job level (no inherent penetration).
8th:
Spell Cover (Ex): As an immediate action you may interpose yourself between an ally and the flow of hostile magic. When you use this ability you may choose one non-personal spell that is about to affect an adjacent creature, you take the effect of the spell in the place of the other creature. The other creature must be willing to allow you to cover for them for this ability to function, and it has no effect against Area of Effect spells which have a lingering effect in their area i.e. non-instantaneous effects which do not travel with the targets but apply to new creatures entering the area.
9th:
Rending Strikes (Ex): As a full round action you may make a full attack and inflict 2 points of ability damage of ability of choice with each attack.
10th:
Iron Guard (Ex): As a standard action you may pay 10 MP to become immune to damage, including ability damage as well as ability drain, for 1 round and gain +5 morale bonus to saving throws.

Inherent Abilities:
Job HP Bonus: +4/Job level.
Combat Mastery
Perfected Fortitude
Master Weapon Proficiency: Proficiency in all martial and simple weapons.
Heavy Armor Proficiency: Proficiency in heavy or lighter armor.
Slowest MP Growth

Passives:
1st:
Shield Proficiency: Proficiency in all shields, including Tower Shields. Costs 2 Slots.
2nd:
Two-Hand (Ex): You add twice Strength instead of 1-1/2 times Strength to damage when wielding a weapon in two hands. Any weapon wielded in two-hands this way is considered to be 2-handed for Power Attack (even if normally a light weapon) and a two handed weapon for Sunder attempts. Costs 3 slots.
3rd:
Shield Skill (Ex): When using a non-animate shield you gain a +1 shield bonus to AC and may add Shield bonus to Touch AC, and checks to resist Bull Rush, Disarm, Grapple, Overrun, and Trip. Costs 3 Slots.
Heavy Armor Proficiency
4th:
Perfected Fortitude.
Bravery (Ex): Whenever you take an attack for another creature you gain a +1 to attack and damage for 1 round equal to 1/5th the damage received (rounded up) up to ½ your Knight job level (rounded down). Costs 3 Slots.
5th:
Shield Mastery (Ex): When using a shield you are proficient in ignore arcane spell failure from shields, and if proficient ignore armor check penalty to attacks when wearing a tower shield. Costs 3 slots.
Knight Weapon Proficiencies: Proficiency in martial swords and lances. Costs 2 Slots.
6th:
Skilled Sunder (Ex): You may treat objects as having ½ their normal hardness for Sunder attempts, and you gain the benefits of Improved Sunder as a bonus feat. Finally you gain a +4 to the opposed attack roll made as part of a sunder attempt. Costs 5 slots.
7th:
Job HP Bonus.
Combat Mastery.
8th:
Chivalrous Soul (Ex): Whenever you take a hit for an ally you gain a +2 dodge bonus to AC and DR 1/- for 1 round, this bonus stacks with itself and with the DR (and dodge bonuses) granted by Chivalry actions. Costs 4 Slots.
9th:
Parry (Ex): At the beginning of your turn make an attack roll, once during the round you may use the result of this attack roll to replace your AC or the AC of an ally protected by the Cover or Cover Allies commands. Costs 4 Slots.
10th:
Shielded Defense (Ex): When using a non-animate shield you may add your shield bonus as an untyped bonus to Reflex saves and as a morale bonus to Will saves. If you have a +7 or better shield bonus to AC you also gain Evasion when using an inanimate shield. Costs 6 slots.

Monk

http://img1.wikia.nocookie.net/__cb20090402230052/finalfantasy/images/d/d3/FFT_Monk.jpg

Command - Martial Arts:
1st:
Far Punch (Su): As a standard action you may make a single unarmed strike at a range of 20 ft + 10 ft/monk job level. This is still treated as a melee attack and uses your usual modifiers for one.
Strong Strike (Ex): As a full-round action make a single unarmed strike. This attack deals double damage, increasing to triple if your Monk Job Level is 6 or higher, and to quadruple if your Monk Job Level is 10.
2nd:
Chakra (Su): As a standard action you may heal touched creature 1d10 damage per monk level. You cannot heal a creature more damage than it has received since the start of your last turn.
Invigorate (Ex): As a standard action you may focus your chi inward. You gain a +4 bonus to Strength and Constitution for a number of rounds equal to your Monk job level. This bonus increases to +6 at Monk Job level 4, and +8 at Monk Job level 8. If you use this ability again while it is active or within 1 minute thereafter you take 10 damage; this damage increases by 10 for each time you have used the ability consecutively without allowing for the 1 minute rest period.
3rd:
Exorcism (Su): Once per round when you strike an undead creature you may attempt to turn undead as a cleric of twice your Monk Job level as a free action. You cannot use this ability to fuel abilities which are fueled by turning attempts.
4th:
Spinning Flurry (Ex): As a standard action you may make a single unarmed strike against each enemies within your unarmed reach. You gain a bonus to hit on these attacks equal to the number of additional attacks you would normally be granted each round due to your Base Attack Bonus (+1 with BAB +6 or higher, +2 with BAB +11, and +3 with BAB +16).
5th:
Qigong Wave (Su): You may pay 5 MP as a standard action make an unarmed strike as a melee touch attack. You may make this attack at a range of up to 5 ft/2 monk levels beyond your normal unarmed reach. This attack ignores DR and Hardness, may strike incorporeal creatures as if ghost touch, and may score critical hits on undead.
Revive (Su): As a standard action you may touch an unconscious ally to heal them. They regain enough hp to be at 10% of their max hp and lose enough nonlethal damage that they awaken. This also awakens sleeping creatures, undoes magical sleep effects or extraordinary and/or supernatural abilities which keep them asleep or unconscious (such as drow poison).
6th:
Purification (Su): As a standard action you can end any effect currently on you. This has no effect on instantaneous effects (such as death, hit point loss, or ability damage), but can end permanent spell effects, end poison (but does not undo any damage already dealt), cure diseases, and the like. If your current environment is continuously imposing the effect, for example an anti-magic field, solid fog, or the dazzled condition from being in bright light with light sensitivity the effect immediately reapplies; if however it is something that can be ended such as being entangled by an Entangle spell or caught in a Web spell it is ended as if you had made a successful save or check. This will free you from magical grapples, but has no effect on mundane ones.
7th:
Shockwave (Su): As a standard action you may release a burst of ki in a 60-ft line. This deals triple the normal damage of your unarmed strike, but has no attack roll (and therefore no power attack), instead allowing a Reflex save (DC 10 + Monk Job level + Constitution modifier) for half damage.
Cleansing Chakra (Su): When you use Chakra on a creature it now also neutralizes poison, removes blindness/deafness, and cure paralysis.
8th:
Phoenix Flight (Su): As a full round action you may pay 10 MP and fly up to 90 ft with good maneuverability. During this movement you may make a single unarmed strike attack against each creature which is within your unarmed reach during this movement but must move at least 5-ft between each attack, dealing +2d6 fire damage. You may end your movement as part of a final attack dealing an additional 2d6 fire damage per 10-ft of movement left to a maximum of +16d6 fire damage.
9th:
Greater Revive (Su): You may revive a recently deceased creature by laying your hands upon it and channeling ki into it. To do so you must pay 12 MP and the target is brought back to life as if with Raise Dead except they may not have been dead for longer than 3 rounds and do not suffer level lost.
10th:
Secret Fist (Su): As a standard action you may make an unarmed strike or a melee touch attack in which case you deal no damage. The target of this attack must make a Fort save or die in 2 rounds if you hit; this is a death effect.

Inherent Abilities:
Unarmored AC
Job HP Bonus: +4 HP per Job level.
Combat Mastery
Perfected Saves
Slowest MP Growth

Monk Passives:
1st:
Brawler (Ex): You gain the unarmed strike of a Monk (PHB) with a level of twice your Monk job level. You do not gain Flurry of Blows. Costs 3 Slots.
Monk Battle Skills: Balance, Jump, and Tumble. Costs 3 Slots.
2nd:
Unarmored AC (Ex): While unarmored and not wearing a shield and carrying no more than a light load you gain a Job bonus to AC equal to 1 plus your Wisdom modifier if positive plus ½ your Job level. Costs 3 slots or 5 if you do not have Light Armor Proficiency.
3rd:
Ki Strike (Magic) (Su): Your attacks overcome damage reduction as if they were magic. Costs 2 slots.
4th:
Ki Strike (Adamantine) (Su): Your attacks overcome damage reduction as if they were adamantine. Costs 3 slots.
5th:
Counter (Ex) [Counter] : Any successful attack against you made from within your threatened area provokes an attack of opportunity from you. Costs 5 slots.
Perfected Saves.
6th:
Ki Strike (Aligned) (Su): Your attacks overcome damage reduction as if they were your alignment. Costs 3 slots.
7th:
Blindsense (Ex): You gain Blindsense out to 20-ft. Costs 5 slots.
8th:
Blackbelt’s Vitality (Ex): Add Constitution modifier (if positive) times your Monk Job level to your hit points. Costs 4 Slots.
9th:
Blindsight (Ex): You gain Blindsight out to 30-ft. Costs 9 slots.
Ki Strike (Total) (Su): Your attacks ignore DR dealing damage to targets as if they did not have it (even DR /- or DR /epic). Costs 6 Slots.
10th:
Natural Talent (Su): Whenever you are not benefiting from armor or magic items you gain the benefits of the Vow of Poverty feat except its bonus feats. Using an item deactivates this ability for as long as it is used, or 1 hour for items with permanent effects, and 1 round afterwards. The enhancement bonuses from Vow of Poverty are applied in order to Strength, Wisdom, Constitution then Dexterity and increased so that it grants +14 enhancement to Strength, +8 to Wisdom, +6 to Constitution, and +4 to Dexterity. You may carry magic items as long as you are not actively using them with no penalty. Costs 9 slots.


Thief

http://img4.wikia.nocookie.net/__cb20110227161514/finalfantasy/images/2/20/Yuffie-FFVIIArt.png

Command: Thievery
1st:
Quick Movement (Ex): As a move action you may move your speed plus 10 ft. You gain a +4 to tumble checks made as part of this movement. You may use this ability no more than once per hand.
2nd:
Double Theft (Ex): Make two Sleight of Hand checks as a single standard action. You make these checks sequentially and thus know the result or failure before determining what you attempt to grab with the second.
3rd:
Stroll and Steal (Ex): As a standard action move up to your speed, you may make a sleight of hand attempt against each creature you pass adjacent to.
4th:
Mug (Ex): 1/round you may make a free action sleight of hand check at no penalty against a foe you hit in melee that round.
5th:
Lightning Step (Ex): Once per round as a move action you may move your speed plus 30 ft. You gain a +10 to tumble checks made as part of this movement.
6th:
Surprise Strike (Ex): On your turn during the first round of combat if no enemy has acted yet you may make an attack at your highest attack bonus as a free action.
7th:
Instant Reaction (Ex): When rolling initiative you may pay 8 MP to gain a +20 untyped bonus to your initiative check; this is a free action.
8th:
Lightning Step (Ex): As a swift action you may pay 3 MP to move ½ your speed.
9th:
Quick Strike (Ex): As an immediate action you may pay 9 MP to take an attack or full attack action. If you do so instead of using your next swift action you use up your next standard action or standard and move action depending upon whether you took an attack or full attack action respectively.
10th:
Light Speed Strike (Ex): As a full round action you may pay 15 MP to move your speed and make a single touch attack which deals x3 regular damage, or x6 if made with a dagger.

Thief Inherent Abilities:
Quick Start (Ex): You gain a Job bonus to Initiative checks equal to your Job Level.
Combat Skill
Slow MP Growth
Perfected Reflex
Light Armor Proficiency

Passives:
Lv 1:
Thief Weapon Proficiencies: Dagger, Kukri, Punching Dagger, Light Crossbow, Hand Crossbow, Shortbow, and Composite Shortbow. 3 Slots.
Thief Skills: Disable Device, Open Locks, Search, Sleight of Hand. 3 Slots.
Dagger Finesse (Ex): You gain weapon finesse when wielding daggers, including kukri. 3 Slots.
Lv 2:
Dancing Knife (Ex): You may add your Dexterity modifier if positive as a bonus to damage when wielding daggers (including kukri). 3 Slots.
Trap Mastery (Ex): You gain the ability to find traps as a rogue and gain a Job bonus to Search checks for the purposes of finding traps equal to your Job level. In addition you gain a Job bonus to AC and saving throws made against traps and if you succeed on a saving throw for half or partial against a trap you take no effect instead. 3 Slots.
Lv 3:
Thief Mobility Skills: Balance, Climb, Jump, Tumble. 3 Slots.
Perfected Reflex.
Lv 4:
Master Thief (Ex): You gain a Job bonus to Sleight of Hand checks equal to your Job level. 2 Slots.
Speedy (Ex): Your land speed increases by 10-ft. 3 Slots.
Lv 5:
Quick Start (Ex): You gain a Job bonus to Initiative checks equal to your Job Level. 4 Slots.
Lv 6:
Thief’s Dance (Ex): Your movement never provokes attacks of opportunity; if an effect would add an attack of opportunity to movement which would normally not provoke or would cause all movement to provoke (Thicket of Blades) the two abilities counter each other resulting in default state of attack of opportunity provocation.
Lv 7:
Quick Feet (Ex): Your land speed increases by 20-ft. 5 Slots.
Lv 8:
Ambush Strike (Ex): You deal +2d6 damage against flat-footed foes. 5 Slots.
Lv 9:
Masterful Theft (Su): You may use Sleight of Hand to steal a creature’s HP or MP, reducing theirs and increasing yours by the same amount. When you use this ability choose HP or MP and make a sleight of hand check against an adjacent creature. If you chose HP they lose hit points equal to ½ your check result and you gain that amount. If you chose MP they lose MP equal to 1/3 your check result and you gain that amount. A creature makes a Spot check to notice as normal but gains a bonus equal to the amount of HP or MP lost on this check; if they fail they do not realize they have lost the HP or MP immediately. 6 Slots.
Lv 10:
Thief’s Grace (Ex): When in light or no armor and not wearing a shield you gain a Job bonus to AC equal to your Dexterity modifier. 8 Slots.


White Mage

http://img2.wikia.nocookie.net/__cb20140424005127/finalfantasy/images/e/ed/BDPB_White_Mage.png

Command - White Magic
1st:
White Magic 1: You gain access to grade 1 White Magic: Cure, Poisona, Protect. You suffer spell failure when attempting to cast White Magic spells with somatic components when wearing Heavy Armor or any armor you are not proficient in.
2nd:
White Magic 2: You gain access to grade 2 White Magic: Aero, Blindna, Invisibility, Nul Energy, Restore, Vox.
3rd:
White Magic 3: You gain access to grade 3 White Magic: Cure, Libra, Shell, Size.
4th:
White Magic 4: You gain access to grade 4 White Magic: Aerora, Confuse, Nul Death, True Form.
5th:
Turn Undead (Su): You may turn undead as a cleric of twice your Job level.
6th:
White Magic 5: You gain access to grade 5 White Magic: Curage, Esuna, Invisiga, Raise.
7th:
White Magic 6: You gain access to grade 6 White Magic: Aeroga, Protega, Wall.
8th:
White Magic 7: You gain access to grade 7 White Magic: Curaja, NulAll, Reflect, Shellga.
9th:
White Magic 8: You gain access to grade 8 White Magic: Arise, Aeroja, Renew.
10th:
Holy: You gain access to the White Magic spell Holy.

Inherent Abilities:
Job HP Bonus: -1 hp/class level
Perfected Will
Quick MP Growth
Light Armor Proficiency
White Mage Proficiencies: Simple weapons, and warhammers.

White Mage Passives:
1st:
White Mage Skills: Concentration, Heal, Knowledge (Religion). Costs 3 slots.
2nd:
Observe Magic (Sp): You may use Detect Magic as a spell-like ability at-will. Costs 3 slots.
3rd:
Expanded Aura (Ex): Your (aura) radius increase by 10 ft. Costs 4 slots.
4th:
Perfected Will
5th:
Aura of Healing(Su): Allies within (aura) heal ½ your job level hp each round when they are at less than ½ their maximum hp. Costs 9 slots.
6th:
Self-Healing (Su): End any negative effect upon you other than petrification, or death by taking no action for 2 rounds. This has no effect on damage, including ability damage, or ability drain. Costs 8 slots.
Quick MP Growth
7th:
Angelic Ward (Su): Allies within your (aura) gain a deflection bonus to AC equal to ½ your Wisdom modifier. Costs 5 slots.
8th:
White Magic Amp (Ex): When you cast a White Magic spell you may pay additional MP equal to the normal MP cost of the spell to increase all numerical effects of it by 50%. Costs 5 slots.
9th:
Reactive Restoration (Ex) [Counter]: When a spell is cast upon you by another creature you may immediately afterwards cast a spell targeting only you on yourself as an attack of opportunity. Costs 6 slots.
10th:
Conservation of Life (Su): Once per day when you are knocked out all allies within (aura) are affected as if by the renew white magic spell. Costs 6 slots.

Zaydos
2015-08-18, 04:38 PM
Water Crystal ones here

Chemist

http://img2.wikia.nocookie.net/__cb20131126015604/finalfantasy/images/9/92/BDFF_Agn%C3%A8s_Chemist.png
Command - Alchemy:
1st:
Channel Effect (Su): When you use a personal or touch range item (including spell completion, spell trigger, potions and other items that replicate spells) you may have it instead take effect on a willing creature within 25-ft + 5-ft/job level.
2nd:
Grenade Toss (Ex): As a standard action you may throw a grenade-like weapon and have it deal +1d6 damage/job level on a direct hit and +job level to splash damage or any lingering damage. In addition the range increment of the weapon is doubled for this attack.
3rd:
Mix: As a move action you may make an item created with Craft (Alchemy) from “reagents”. These reagents cost twice the normal amount as raw materials to make the item normally would but are not item specific. You must make a (single) Craft (Alchemy) check to make the item, and if you fail by 5 or more you waste 1/3rd the reagents which would have been used.
4th:
Activate Item (Su): As a full round action you may use any item as if you had passed all necessary Use Magic Device checks; for constant use items this activation lasts 1 round per job level. If the item would normally take longer than a full round action to activate use that time instead of a full round action.
5th:
Retrieve Item (Ex): Once per round you may pull an item from a container on your person as a free action instead of the normal action which would be required.
6th:
Quick Quaff (Ex): As a swift action you may drink a potion (instead of as a standard action).
7th:
Spread Effect (Su): When you use a non-continuous item on yourself you may have it affect allies within your (Aura). If you do so the duration is halved.
8th:
Grenadier (Ex): As a full round action you may make a full attack with thrown grenade-like weapons, gaining the benefit of quick draw during it, and have each one deal +1d6 damage/2 job levels on a direct hit and +1/2 job level splash damage or lingering damage. In addition the range increment of the weapon(s) is doubled for these attacks.
9th:
Recover (Su): As a standard action you may immediately end all the following conditions on allies within (Aura): blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. In addition this stops any sap damage, bleed damage, or other damage over time effects upon them.
10th:
Empower Item (Su): When you use an item on yourself you may increase its numerical effects by 50% (rounded down) by spending a swift action.

Inherent Abilities:
Healing Lore (Ex): Add your job level to amount you heal with magic items and double all alchemical bonuses to saving throws applied by items you use on yourself or other.
Perfected Will
Chemist Skills: Craft (Alchemy), Heal, Survival, and Use Magic Device.
Quick MP Progression
Simple Weapon Proficiency
Medium Armor Proficiency
Shield Proficiency

Chemist Passives:
1st:
Quick Draw (Ex): You gain Quick Draw as a bonus feat. Costs 3 slots.
2nd:
Tend Wounds (Ex): You may make Heal checks quicker. If it would normally be a Standard action you may make it as a swift action, if it would normally be 10 minutes it takes you 1 minute; this has no effect on those that take longer. Costs 3 slots.
3rd:
Chemist Skills: Craft (Alchemy), Heal, Survival, and Use Magic Device. Costs 3 Skills.
Maintenance (Ex): You gain a Job bonus to opposed checks to resist Disarm, or Sunder checks equal to your Job level, and twice that to resist Sleight of Hand checks made to lift objects from your person. In addition you add your job level to the hardness of worn and carried objects and any saving throws they must make.
4th:
Healing Lore (Ex): Add your job level to amount you heal with magic items and double all alchemical bonuses to saving throws applied by items you use on yourself or other. Costs 3 slots.
5th:
First Aid (Ex): You may use the Heal skill to heal creatures a number of hit points equal to ½ result of the Heal check up to half their maximum health. This requires 1 full minute of work during which you must be adjacent to the creature and provoke attacks of opportunity each round, or 1 full-round action provoking an attack of opportunity with the Tend Wounds ability. Costs 8 slots.
6th:
Chemist Trader Skills: Appraise, Diplomacy, and Sense Motive. Costs 3 slots.
Perfected Will
7th:
Feel No Pain (Ex): If you have not taken damage in at least 5 rounds, when you take damage it is delayed. All damage you take until the start of your third turn after first receiving damage is negated till the start of your third turn afterwards at which point it is all dealt to you at once. Costs 5 slots.
8th:
Shorten Ailment (Ex): The duration negative effects on you is halved. This has no effect on effects which are for as long as you are within an area or with no fixed maximum duration. It does work on effects such as Hold Person which have a maximum duration but can end prematurely. Costs 6 slots.
9th:
Scavenge (Ex): When an alchemical item is used you can scavenge reagents to be used with the mix command worth 1/3rd its market price from the area in which it was used. To do so takes 1 full round and must be performed within 1 hour of the item being used. You do not need to have used the item yourself. Costs 3 slots.
10th:
Share Items (Su): You can grant the effects of three worn magic items to allies within (aura). By spending 1 minute in meditation you can change which items are shared this way. Costs 7 slots.


Dragoon

http://img1.wikia.nocookie.net/__cb20120706155844/finalfantasy/images/f/fb/Kain.jpg

Command - Leap
1st:
Combat Leap [Jump] (Ex): As a full round action you may make a jump check to move as if with a running jump. At the end of the jump you may make a single melee attack. You treat this movement and attack as a charge gaining +2 to hit but not suffering a -2 to AC.
2nd:
Fire Breath (Su): As a standard action you may breathe out a 15-ft cone of fire dealing 1d6 fire damage per job level to all creatures within the area. A successful Reflex save (DC 10 + Job level + Con modifier) halves this damage.
3rd:
Cold Breath (Su): As a standard action you may breathe out a 15-ft cone of cold dealing 1d6 cold damage per job level to all creatures within the area. A successful Reflex save (DC 10 + Job level + Con modifier) halves this damage.
Lightning Breath (Su): As a standard action you may breathe out a 15-ft cone of lightning dealing 1d6 electricity damage per job level to all creatures within the area. A successful Reflex save (DC 10 + Job level + Con modifier) halves this damage.
4th:
Falling Blow [Jump] (Ex): As a full round action you may make a jump check and move the distance and may make a melee attack at the end of it. If you attack the attack deals +1d6 damage per 20-ft you descended this round (max +15d6 if you descend at least 300-ft or +2d6 per job level whichever is lower) outside of flying. You take no damage from this fall. You may use this ability while falling, or by allowing yourself to fall when flying.
Sweeping Blow (Ex): As a full-round action you may make a single melee attack against each enemy within your melee reach.
5th:
Lancet (Su): As a standard action you may make a single attack. It deals damage normally, but you gain hit points equal to ½ the damage dealt MP equal to 1/10th the damage dealt; this may not bring either value above its maximum. If used against an undead creature you take damage and lose MP equal to the amount you would have gained.
6th:
Mighty Leap [Jump] (Ex): This ability functions as Combat Leap except it deals double damage.
Spirit Barrier (Su): As a swift action you can generate a barrier of spiritual energy. For 10 rounds while this is active you take 1/3rd damage to your MP instead of losing hp.
7th:
War Cry (Su): As a standard action you may let out a terrible battle cry which deals 1d6 sonic damage per job level to all creatures within in a 30-ft cone. A successful Fortitude save (DC 10 + Job level + Con modifier) halves this damage.
Deep Breath: Your Cold Breath, Fire Breath, and Lightning Breath each have their area increased to 30-ft cone.
8th:
Bouncing Leap [Jump] (Ex): This functions as Combat Leap except that if you hit a target you may immediately make a second leap with a different target; you must target a different creature each time and cannot attack the same creature twice during a bouncing leap.
9th:
Long Breath: Your Cold Breath, Fire Breath, Lightning Breath, and War Cry each have their area increased to 30-ft cone.
10th:
True Lancet: As a full round action you may make a full attack where each successful attack restores hp and MP as described under Lancet.

Inherent Abilities:
Slow Jump (Su): Whenever you make a jump you may choose to fall slowly as if with feather fall. This does not function if you are falling to begin with only when you intentionally jump.
High Jump (Ex): When performing a high jump you determine height jumped as if it were the distance leapt with a long jump.
Dragoon Lance (Ex): If you use a [Jump] command and your leap clears the enemy’s head (either because you jumped that high with a high or long jump or because you started out overhead) while wielding a spear you deal double damage.
Heavy Armor Proficiency.
Shield Proficiency: Does not include Tower Shields.
Master Weapon Proficiency: Proficiency in all martial and simple weapons.
Combat Mastery
Perfected Fortitude
Job HP Bonus: +2 HP/Job Level.
Slow MP growth

Dragoon Passives:
1st:
Skilled Leap (Ex): Treat all jumps as running jumps. Cost 3 Slots.
Dragoon Skills: Intimidate, Spot, and virtual ranks in Jump equal to twice your Job level +3 up to maximum ranks. Costs 3 Slots.
2nd:
High Jump (Ex): When performing a high jump you determine height jumped as if it were the distance leapt with a long jump. Costs 2 slots.
Dragoon Weapon Proficiencies: Spear, Longspear, Shortspear, Javelin, Lance. Cost 3 slots.
3rd:
Slow Jump (Su): Whenever you make a jump you may choose to fall slowly as if with feather fall. This does not function if you are falling to begin with only when you intentionally jump. Costs 3 slots.
Distant Leap (Ex): Double the distance and height of all jumps you make. You may jump more you’re your speed as move action. Costs 4 slots.
4th:
Spearmastery (Ex): When wielding a spear your threat range is increased as if it were a reach weapon, but even if it is normally a reach weapon you also threaten creatures within your normal reach as if it were not a reach weapon. Costs 4 slots.
5th:
Dragonslayer (Ex): You may add ½ your job level to damage you deal against dragons including spell damage, this increase applies to a single creature no more than 1/attack or spell. This increases to full damage if you use a Leap command. If you use a multitarget attack or ability this applies once to each dragon it hits. Costs 3 Slots.
Perfected Fortitude
6th:
Sky Walk (Su): May walk on air as if it were solid and may descend as if walking down a hill, but you may not gain altitude except through jumping. Costs 6 Slots.
Dragoon Lance (Ex): If you use a [Jump] command and your leap clears the enemy’s head (either because you jumped that high with a high or long jump or because you started out overhead) while wielding a spear you deal double damage. Costs 5 slots.
7th:
Dragoon’s Sight (Ex): You suffer -2 to Spot checks per 40-ft distance instead of per 10-ft. Costs 2 slots.
8th:
Dragonheart (Su): Once per day when you would be reduced to -1 or less hp or killed you are revived at ½ health. This ability activates only once per day no matter how many jobs have it equipped. Costs 6 slots.
9th:
Highwind (Ex): Double the distance and height of all jumps you make; this results in a total of triple if you have Distant Leap equipped. Costs 4 slots.
Job HP bonus.
10th:
Soul Mates (Ex): Whenever an ally with an ECL no more than 2 less than yours is rendered unconscious or killed you gain a +4 morale bonus to Strength for 1 minute. Each additional ally that gets knocked out increases this bonus by +2, but if the same ally is revived and knocked out once more they do not add to the bonus or reset the duration. Costs 4 Slots.

Red Mage:



http://img4.wikia.nocookie.net/__cb20110615203403/finalfantasy/images/1/10/FF_TCG_Arc_RM.png
Command - Red Magic
1st:
Red Magic 1: You gain access to grade 1 Red Magic spells. Red Magic spells are the same list as Black and White Magic spells of the same grade. You may cast Red Magic spells without suffering spell failure when wearing any armor you are proficient in.
2nd:
No ability
3rd:
Red Magic 2: You gain access to grade 2 Red Magic spells.
4th:
No ability.
5th:
Red Magic 3: You gain access to grade 3 Red Magic spells.
6th:
Red Magic 4: You gain access to grade 4 Red Magic spells.
7th:
No ability.
8th:
Red Magic 5: You gain access to grade 5 Red Magic spells.
9th:
Twin Cast: When casting a Color Magic Spell you may cast it twice. To do so you pay its MP cost with all effects which modify it twice; for example to Twin Cast Ultima you would pay 50 MP twice or 100 MP total, if you wanted to Twin Cast Amped Maxed MP Reduced Ultima you would pay 125 MP (50 base + 50 for Amp + 50 for Max – 25 for Save Black Magic MP) twice or 250 MP total. If you use Save [Color] Magic MP on a Twin Cast spell you are only dazed for 1 round despite casting it twice. If you use Twin Cast to cast a spell which is not Red Magic you must also pay an MP surcharge equal to its base MP cost; for example with a Twin Cast Ultima you would pay a 50 MP surcharge so that your actual total would be 150 MP, or 300 MP if you used the Amped Maxed MP Reduced (350 without Save Black Magic MP).
10th:
Red Magic 6: You gain access to grade 6 Red Magic spells.

Inherent Abilities:
Quick MP Growth
Perfected Cunning
Medium Armor Proficiency
Master Weapon Proficiency: Proficiency in all martial and simple weapons.
Combat Skill

Red Mage Passives:
1st:
Red Mage Skills: Concentration, Heal, Knowledge (Arcana), Knowledge (Religion), Spellcraft. Costs 3 slots.
2nd:
Red Mage’s Awareness Skills: Listen, Search, and Spot. Costs 3 slots.
3rd:
Perfected Cunning
Red Mage’s Grace Skills: Balance, Hide, Move Silently, and Tumble. Costs 3 slots.
4th:
Red Mage’s Persuasion Skills: Bluff, Diplomacy, Disguise, Gather Information, and Intimidate. Costs 3 slots.
5th:
Adrenaline: When you down an enemy (as defined by cleave) with a spell you may make a single weapon attack. When you down an enemy with a weapon attack you may cast a spell of level 2 or lower. Costs 3 slots.
Medium Armor Proficiency
6th:
Master Combat Proficiency: Proficiency in all simple and martial weapons. Costs 3 slots.
Quick MP Progression
7th:
An Eye for an Eye: Your critical threat range doubles when you are at less than 20% hp. This stacks with Keen and Improved Critical. Costs 8 slots.
8th:
Save Red Magic MP: When you cast a red magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 4 slots.
9th:
Emergency Mana (Su): You gain temp mp equal to your job level each round when you are at less than 2 hp per job level. Costs 9 slots.
10th:
Red Mage’s Skill Knack: All skills. Costs 6 slots.

Summoner



http://img4.wikia.nocookie.net/__cb20150524184938/finalfantasy/images/e/ec/FFRK_Rydia_Profile.png
Comand - Summon Magic:

Unlike other forms of Color Magic Summon Magic is not divided into grades instead being listed as individual spells. You suffer spell failure when attempting to cast Summon Magic spells with somatic components when wearing Heavy Armor or any armor you are not proficient in.

1st:
Summon Chocobo.
2nd:
Summon Moogle
Summon Sylph
Summon Remora
3rd:
Summon Ifrit
Summon Ramuh
Summon Shiva
4th:
Summon Titan
Summon Mist Dragon
Summon Black Chocobo
5th:
Summon Asura
Summon Golem
Summon Mindflayer
6th:
Summon Valefor
Summon Deus Ex Machina
Summon Promethean Fire
Summon Ziusudra's Sin
7th:
Summon Susano-o
Summon Catoblepas
Summon Kirin
8th:
Summon Odin
Summon Carbuncle
Call (Su): As a standard action you may roll 1d20 and activate a Summon Magic spell as indicated below without paying its MP cost. 1: Moogle. 2: Sylph. 3: Remora. 4: Ramuh. 5: Ifrit. 6: Shiva. 7: Titan. 8: Mist Dragon. 9: Asura. 10: Golem. 11: Mind Flayer. 12: Deus Ex Machina. 13: Promethean Fire. 14: Ziusudra’s Sin. 15: Susano-O. 16: Catoblepas. 17: Kirin. 18: Odin. 19: Carbuncle. 20: Leviathan. If you use Call 3 times in a day when no enemies are within your (aura) the spirits will not respond to your Call ability for 24 hours due to this frivolous use of their powers. You may not use any abilities which modify the MP cost (such as Summon Magic Amp) and Call does not trigger Summoning Surge or Summon’s Aura.
9th:
Summon Leviathan
Summon Phoenix
10th:
Summon Bahamut

Inherent Abilities:
Job HP Bonus: -2 hp/class level
Perfected Will
Quick MP Growth
Summoner Weapon Proficiencies: Proficiency in all simple weapons.
Light Armor Proficiency.

Summoner Passives:
1st:
Summoner Skills: Concentration, Knowledge (Nature), Knowledge (Religion), Knowledge (the Planes). Costs: 3 slots.
2nd:
Lightning Resistance (Ex): Gain electricity resistance 5 increasing to 10 at 5th, 20 at 7th, and 30 at 10th. Costs 3 slots.
3rd:
Share Resistance (Su): Allies within your (aura) gain any energy resistances (but not immunity) you may possess. Costs 3 slots.
4th:
Fire and Cold Resistance: Gain Fire and Cold resistance 5 increasing to 10 at 5th, 20 at 7th, and 30 at 10th. Costs 5 slots.
5th:
Summoning Surge (Ex): Each consecutive round you cast a spell with Summon Magic, other than Summon Chocobo, Summon Black Chocobo, or Summon Valefor, increases its numerical effects by 25% (max +100%). Costs 5 slots.
6th:
Quick MP Growth
Summon’s Aura (Su): Whenever you cast a Summon Magic spell with an area of effect its area of effect is treated as within your (aura) for 1 round. Costs 5 slots.
7th:
Summon Substitute (Su): When you are knocked unconscious or killed a random summon magic effect activates as if you had used Call. Costs 7 slots.
8th:
Summon Magic Amp (Ex): When you cast a Summon Magic spell you may pay additional MP equal to the normal MP cost of the spell to increase all numerical effects of it by 50%. This has no effect on Summon Magic spells which summon sustained creatures such as Summon Chocobo. Costs 5 slots.
9th:
MP Boost (Ex): You use the MP growth track one better than that granted by your equipped MP growth ability. Costs 6 slots.
10th:
Critical MP Reduction (Su): When at less than 20 hp color magic costs ½ MP. Costs 9 slots.


Time Mage



http://img2.wikia.nocookie.net/__cb20090404230237/finalfantasy/images/b/b6/FFT_Time_mage.jpg
Command - Time Magic
1st:
Time Magic 1: You gain access to grade 1 Time Magic spells: Quake, Regen, Slow, Speed. You suffer spell failure when attempting to cast Time Magic spells with somatic components when wearing armor heavier than Light or any armor you are not proficient in.
2nd:
Time Magic 2: You gain access to grade 2 Time Magic spells: Flute, Haste, Mute, Quara.
3rd:
Time Magic 3: You gain access to grade 3 Time Magic spells: Hastega, Lesser Teleport, Slowga, Veil
4th:
Double-Take (Su): When you roll initiative you may spend 5 MP to re-roll taking the new roll instead even if worse. You may use this ability to re-roll the new roll until you are satisfied or out of MP.
5th:
Time Magic 4: You gain access to grade 4 Time Magic spells: Flight, Hold, Gravity, Teleport, Veilga.
6th:
Time Magic 5: You gain access to grade 5 Time Magic spells: Comet, Quaga, Quick.
7th:
Time Magic 6: You gain access to grade 6 Time Magic spells: Extend, Greater Teleport, Old
8th:
Time Magic 7: You gain access to grade 7 Time Magic spells: Graviga, Quicken, Warp
9th:
Time Magic 8: You gain access to grade 8 Time Magic spells: Meteor, Reraise, True Teleport, Undo.
10th:
Time Stop: You gain the ability to cast the Time Magic Spell Time Stop.

Inherent Abilities:
Job HP Bonus: -2 hp/job level
Perfected Will
Quick MP Growth
Time Mage Weapon Proficiencies: Dagger, Club, Sickle, Quarterstaff, Dart, Sling, and Light and Heavy Crossbows.

Time Mage Passives:
1st:
Time Mage Skills: Concentration, Knowledge (Arcana), Spellcraft. Costs 3 slots.
2nd:
Observe Magic (Sp): You may use Detect Magic as a spell-like ability at-will. Costs 3 slots.
3rd:
Float (Su): You are continuously affected as if by the Float time magic spell except you may float up to 1 ft off the ground per 2 job levels.
4th:
Time Magic Amp (Ex): When you cast a Time Magic spell you may pay additional MP equal to the normal MP cost of the spell to increase all numerical effects of it by 50%. Costs 5 slots.
5th:
Quick MP Growth.
6th:
Critical Quicken (Ex): When you would be knocked out you may take a standard action before being knocked out. If you would be killed you cannot heal the effect killing you, though you may resurrect or raise yourself as if you were already dead. Costs 5 slots.
7th:
Hasten World (Su): Allies within your (aura) gain the benefits of a Haste spell. Costs 9 slots.
8th:
Save Time Magic MP: When you cast a time magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 6 slots.
9th:
Teleport Step (Su): You may take a move action to teleport up to your speed to a square you have one or both of line of sight or line of effect to.
10th:
Max Time Magic: When you cast a Time Magic spell you may pay additional MP equal to the normal MP cost of the spell to instead of rolling for any random numerical effects treat them as the highest possible roll. Costs 7 slots.


Viking


http://img1.wikia.nocookie.net/__cb20131126015648/finalfantasy/images/5/5c/BDFF_Tiz_Pirate.png
Command - Brutality
1st:
Berserk (Ex): As a free action you may pay 5 MP to enter a berserk state and gain a +6 morale bonus to Strength, and a +3 morale bonus to Will, however you may take no action unavailable to a raging barbarian, must attempt to attack an enemy every round, and lose access to Command abilities. This berserker rage lasts 3 + Con modifier rounds.
2nd:
No ability.
3rd:
Shell Split (Ex): On any attack made as part of an attack or full attack action (but not a command or other ability that makes an attack as a standard or full round action such as a martial maneuver) you may pay MP 8 MP. If that attack hits the target their total armor and natural armor bonus to AC is reduced by 4 (to a minimum of +0) for 1 minute. You may only use this ability once per round.
4th:
Provoke (Su): As a standard action you may single out a target within 20-ft per job level hurling fighting words and concentrated fighting spirit at them. The target must make Will save or attack you in preference to all other targets for 1 round per job level; if the target may include you in an area of effect attack it must do so (beneficial AoEs are still acceptable not to target you) and the target may not attack other creatures if it could attack you without provoking attacks of opportunity or moving through damaging terrain even if this requires it to move to attack you or draw a sheathed ranged weapon, you must be within its ability to move to attack you. This is a mind-affecting effect, but may affect mindless living creatures despite type based immunities and being mindless as it plays on their instinctual fight response. A mindless creature affected by this must attack you for the duration and may take no action not related to attacking you nor may they attack other creatures even if reaching you to attack you would deal damage to them, provoke attacks of opportunity, or is completely impossible.
5th:
Furor (Ex): As a full round action you may attack all adjacent creatures and may attempt to bull rush each one to push it back up to 10-ft (you do not have to move along with them). You may use this ability during the berserk state of Berserk, Calm Rage, or Leviathan’s Wrath but if you do so you may not choose not to attack a creature that is adjacent to you (though you may still choose not to bull rush one).
6th:
Mad Rush (Ex): As a standard action you may make a single attack with a 50% miss chance which deals triple damage. You may move up to your speed in a straight line before making this attack in which case it is considered a charge (including the +2 to hit and -2 to AC). You may use this ability during the berserk state of Berserk, Calm Rage, or Leviathan’s Wrath.
Shin Smash (Ex): On any attack made as part of an attack or full attack action (but not a command or other ability that makes an attack as a standard or full round action such as a martial maneuver) you may pay MP 12 MP. If that attack hits the target their speed for all movement types is halved for 1 minute. You may only use this ability once per round.
7th:
Defang (Ex): On any attack made as part of an attack or full attack action (but not a command or other ability that makes an attack as a standard or full round action such as a martial maneuver) you may pay MP 12 MP. If that attack hits the target they suffer a -4 penalty to attack rolls for 1 minute. You may only use this ability once per round.
8th:
Calm Rage: As a free action you may pay 10 MP to enter a berserk state and gain a +6 morale bonus to Strength and Dexterity, immunity to mind-affecting effects, however you may take no action unavailable to a raging barbarian, must attempt to attack an enemy every round, and lose access to Command abilities. This berserker rage lasts 3 + Con modifier rounds. This berserk state does not end mind-affecting effects already upon you but does suppress their effects for the duration.
9th:
Hurt (Ex): As a standard action you may make a single attack which deals increased damage based upon your current hit points, your impervious status granting you greater furor. This attack deals quadruple damage if you are at maximum hp, triple if you have at least 75% of your maximum hit points, double if you have at least half of your maximum hit points, and normal damage if you are at less than half hit points.
10th:
Leviathan’s Wrath: As a free action you may pay 15 MP to enter a berserk state and gain a +8 morale bonus to Strength, and a +4 morale bonus to Will. In this state you gain 15 temporary hit points each round, and a +8 bonus to opposed checks made as part of a Bull Rush. However you may take no action unavailable to a raging barbarian, must attempt to attack an enemy every round, and lose access to Command abilities. This berserker rage lasts 3 + Con modifier rounds.

Inherent Abilities:
Medium Armor
+4 HP/job level
Good Fort
Good BAB
Viking Weapon Proficiencies: Simple weapons, and martial axes and hammers as well as dwarven waraxe and maul.
Viking’s Skills
Slow MP.
Medium Armor Proficiency.
Shield Proficiency: Except tower shields.

Viking Passives:
[Drink] Abilities: All drink abilities are activated by drinking a bottle of fine wine. You may do so as a standard action if you have any of them. You may substitute other alcohol worth 10 GP but it may take a longer period if it is more than a bottle. If you have multiple [Drink] abilities one bottle will activate all of them.
1st:
Drink me Hearties (Ex) [Drink]: When you drink a bottle of fine wine (as a standard action) to gain 1d6 + your viking job level temp hp for 1 hour. Costs 2 slots.
2nd:
Viking Skills: Balance, Intimidate, and Swim. Costs 3 slots.
Viking Weapon Proficiencies: Simple weapons, and martial axes and hammers as well as dwarven waraxe and maul. Costs 3 slots.
3rd:
Born in the Water (Ex): You gain a swim speed equal to your land speed. Costs 3 slots.
Perfected Fortitude
4th:
Final Vitality (Ex): Gain fast healing equal to your job level up to 1/4th your max health. Costs 4 slots.
5th:
Counter (Ex) [Counter] : Any successful attack against you made from within your threatened area provokes an attack of opportunity from you. Costs 5 slots.
Drown Fear (Ex) [Drink]: When you drink a bottle of fine wine end any fear effect affecting you, and gain a morale bonus to saves versus fear equal to your Viking Job level for 1 hour. Costs 2 slots.
6th:
Magic Counter (Ex) [Counter]: If you targeted by a spell or supernatural ability, or within the area of one’s effect, you may make an attack of opportunity against the source either within your threatened area or within the range of a held ranged or thrown weapon you are proficient with. This attack is made after the effect which triggered it (but not its full duration if longer than instantaneous), so you must still be alive and able to act. Costs 5 slots.
Mead of Poetry (Ex): When you drink a bottle of fine wine you gain a Job bonus on Craft (Poetry), Perform (Oratory), and Perform (Sing) checks equal to your Viking job level for 1 hour. Costs 2 slots.
7th:
Push Back (Ex): Whenever you hit someone with an attack using a hammer or axe you may attempt to bull rush them without entering their space or provoking attacks of opportunity. You may only push a target 5-ft back but you may choose to move 5-ft along with them. Costs 5 slots.
8th:
Vitality (Ex): Gain fast healing equal to your job level up to ½ health. Costs 6 slots.
9th:
Frenzied Attack (Ex): You gain extra attack at highest bonus when using Berserk, Calm Rage, or Leviathan’s Wrath. Costs 6 slots.
10th:
Drink to the Gods (Su): When you drink fine wine you gain temporary MP equal to your Intelligence modifier or ½ your job level whichever is lower. This temporary MP lasts for 1 hour or until used. Costs 5 slots.
Vicious Counter (Ex): Whenever you take damage you may make an additional attack of opportunity before the start of your next turn. This does not allow you to make an attack of opportunity unless one is threatened or another ability allows it, just gives you an extra to use. Costs 4 slots.

Zaydos
2015-08-18, 04:39 PM
Fire crystal here

Dark Knight

http://img4.wikia.nocookie.net/__cb20131123015507/finalfantasy/images/1/16/BDFF_Ringabel_Dark_Knight.png

Command - Dark Arts
1st:
Abyssal Blade (Su): As a standard action you may make a single attack and sacrifice hit points up to twice your job level to deal +3 damage per 2 points of hit points sacrificed. You may, as a full round action, perform a full attack where you may use this ability (separately) on each attack made.
2nd:
Dark Bane (Su): As a standard action you may sacrifice hit points equal to twice your class level to make a ranged touch attack which deals 1d6 damage/class level.
Demi (Sp): You may sacrifice 8 hp to use Demi as a spell-like ability. This is a 3rd level Transmutation effect with a range of medium (100-ft + 10-ft/caster level), and is automatically heightened to your job level if higher than 4. Demi deals damage to its target equal to 1/4th their current hp with a Will save allowed to negate this damage.
3rd:
Black Bane (Su): Sacrifice 5 hit points per job level to deal 3d6 damage times job level in a 15-ft radius burst. A Reflex save (DC 10 + Job level + Con modifier) is allowed for half.
4th:
Infernal Blade (Su): As a standard action you may make a single attack which deals double damage and reduces the target’s MP by 1/3rd the damage inflicted.
Confuse (Sp): You may sacrifice 10 hit points to use confusion as a spell-like ability on a single target; you may sacrifice an additional 3 hit points to heighten this spell by 1 level up to your job level (max 18 hp to heighten it 6 levels).
5th:
Demon Master (Sp): You may pay 12 MP to use Demon Master as a spell-like ability. This functions as Charm Person but affects creatures of the [Evil] subtype and not humanoids. This ability is automatically heightened to an effective spell level of your Job level.
6th:
Dark Nebula (Su): As a standard action you may sacrifice hit points equal to twice your class level to deals 1d6 damage/class level in a 40-ft radius burst centered on yourself (it does not hurt you) with a Reflex save (DC 10 + Job level + Con modifier) allowed for half damage.
Life or Death (Su): As a swift action you may invoke doom upon yourself to temporarily increase your fighting power. You gain a +8 bonus to Strength and Dexterity, DR equal to your job level (no inherent means of penetration), energy resistance equal to twice your Job level against all five energy types, a +1 to the Fort and Ref save DCs of your abilities (including those of other classes and spells you cast), and add your job level to damage with Dark Knight abilities (including attacks made as part of them) for 3 rounds. When it ends you take nonlethal damage equal to the difference between your current and max hp and are immediately reduced to -9 hp and stable (this does not stabilize you if you were already dying).
7th:
Crushing Blow (Ex): As a standard action you may make a single attack which deals double damage and forces the target to make a Fort save (DC 10 + job level + Con modifier) on a hit or be dazed for 1 roud.
Doom (Sp): Sacrifice 14 hp to use Doom (see Black Magic) as a spell-like ability; you may sacrifice an additional 3 hit points to heighten this spell by 1 level up to your job level.
8th:
Absorb Magic (Su): As a standard action you may ready yourself against magic. You gain SR 16 + twice job level for 1 round. If this spell resistance prevents a spell from affecting you gain MP equal to ½ that spell’s MP cost.
Break (Sp): You may sacrifice 20 hp to use flesh to stone as a spell-like ability; you may sacrifice an additional 4 hit points to heighten this spell by 1 level up to your job level.
9th:
Sanguine Sword (Su): As a standard action you may make a single melee attack which deals triple damage and heals you 1/3rd the damage inflicted. If used against an undead creature you take damage equal to the amount you would normally be healed.
10th:
Rage (Su): As a standard action you may select four targets, you may select the same target multiple times, in a specific order. You immediately use Dark Bane on these targets until you have too few hp to remain conscious after using it again or have used it all four times.
Death (Sp): You may sacrifice 23 hp to use flesh to stone as a spell-like ability; you may sacrifice an additional 4 hit points to heighten this spell by 1 level up to your job level.

Inherent Abilities:
Job HP Bonus: +4 hp/Job level
Combat Mastery
Perfected Fortitude
Dark Knight Weapon Proficiencies: All Martial Melee Weapons and Bastard Swords.
Heavy Armor Proficiency
Shield Proficiency: Except tower shields.
Slow MP Growth

Dark Knight Passives:
1st:
Poison Immunity (Ex): You gain immunity to poison. Costs 3 slots.
2nd:
Perfected Fortitude
3rd:
Dark Knight Skills: Autohypnosis, Intimidate, Jump. Costs 3 slots.
Heavy Armor Proficiency
4th:
Adversity (Ex): You gain +1 morale bonus to attack, damage, saving throws, and AC for every 25% of your max hp you currently have lost (up to +4 at when in negative hit points). Costs 6 slots.
5th:
Combat Mastery: Full BAB.
6th:
Job HP Bonus
Dark Knight Weapon Proficiencies: All martial melee weapons and bastard swords. Costs 3 slots.
7th:
Vehemence (Ex): You may take a penalty to AC up to your job level to gain a bonus to melee attack and damage equal to ½ that penalty. Both penalty and bonus last until the start of your next turn. Costs 4 slots.
8th:
Dread Resilience (Ex): Whenever you fail a Fort or Will save you take damage equal to twice your character level and it is treated as a success. You do not take this damage, nor treat it as a success, if it would reduce you to unconsciousness, but cannot otherwise choose not to use this ability. Costs 6 slots.
9th:
Death Immunity: You gain immunity to death effects. Costs 3 slots.
10th:
See You in Hell (Su): When you are knocked out release a burst of dark energy which deals 3d6 damage/job level to enemies within (aura). A successful Fortitude save (DC 10 + Dark Knight Job level + Charisma modifier) halves this damage.


Hunter

http://img4.wikia.nocookie.net/__cb20140819182416/finalfantasy/images/6/60/GriaHunter.png
Command - Hunting

All abilities within this command function only with ranged attacks, and will not function with melee attacks or thrown weapons.

1st:
Lightning Shot (Ex): Once per round as part of an attack made as part of an attack or full attack action (as opposed to another action which allows you to make an attack or full attack) you may declare that attack to be a Lightning Shot which cannot be reacted to with immediate actions or attacks of opportunity.
2nd:
Vitals Shot (Ex): As a standard action make a single ranged attack. If you hit roll 1d8. On a 1 or 2 nothing special happens. On a 3 it is automatically a critical hit. On a 4 the target is permanently blinded unless they succeed at a Fortitude save (DC 10 + Job level + Dexterity modifier). On a 5 they suffer 1d8 damage to their highest physical ability score. On a 6 they suffer 1d6 damage to each physical ability score. On a 7 they must make a Fortitude save (same DC) or have all speeds they possess reduced by half for 1 minute; this stacks with itself so 2 such attacks will leave them with a speed of 0 ft. On an 8 they must make a Fortitude save (same DC) or be dazed for one round.
3rd:
Exorcist Shot (Su): As a standard action you may make a single attack instilled with energy disruptive to the undead. Any undead creature struck must make a Will save (DC 10 + Job level + Charisma modifier) or be destroyed.
4th:
X-Attack (Ex): As a full round action you release a flurry of arrows. Make a full attack action against one target, and then make a second full attack action against another target.
5th:
Disarming Shot (Ex): As a standard action you may fire a single shot to attempt to disarm an opponent. This functions as a disarm attempt except made with a ranged weapon and you are always considered to be wielding a 1 handed weapon but add your Job level to all opposed rolls made as part of the attempt and cannot be disarmed in return.
6th:
Sonic Boom (Su): As a standard action you may fire an attack so that the projectile explodes in a sonic boom as it reaches its target. To do so pay 6 MP and make a ranged attack against a square intersection as if using a grenade-like weapon. Any creature (or unattended object) within a 20-ft radius of where your attack hits takes 2d6 sonic damage per job level. A Fortitude save (DC 10 + Job level + Dexterity modifier) is allowed for half damage.
7th:
Leg Shot: As a standard action you may attempt to cripple a creature’s ability to move. If you hit in addition to normal damage reduce a single movement speed of choice (such as land, swim, fly) by half for 1 minute. The target is allowed a Fortitude save (DC 10 + Job level + Dexterity modifier) to negate this effect. This effect stacks with itself and may reduce a creature’s speed to 0 ft with two successful uses.
8th:
Death Whisper (Su): As a standard action make a single attack. If you hit the target must make a Fortitude save (DC 10 + Job level + Dexterity) or be affected as if by the Doom spell.
9th:
Barrage (Ex): As a full round action you release a massive barrage of arrows. Make two attacks at highest bonus against every enemy within range.
10th:
Ultima Shot (Su): As a standard action you fill an arrow with magic and fire it off. Standard action. To do so pay 80 MP and make a ranged attack against a square intersection as if using a grenade-like weapon. Any creature (or unattended object) within an 80-ft radius of where your attack hits takes 40d6 damage.

Inherent Abilities:
Hunter Skills
Combat Mastery
Perfected Puissance
Bow Counter
Master Weapon Proficiency: Proficiency in all martial and simple weapons.
Medium Armor Proficiency

Passives:
1st:
Bow Mastery (Ex): You gain proficiency in short and long bows and point blank shot as a bonus feat. In addition you do not provoke attacks of opportunity for ranged attacks. Costs 4 slots.
Wild Empathy (Ex): As a druid of twice your job level. Costs 2 slots.
2nd:
Rapid Fire (Ex): You gain Rapid Shot as a bonus feat. Costs 3 slots.
Hunter Skills: Handle Animal, Knowledge (Nature), Spot, Survival. Costs 3 slots.
Deflect Arrows (Ex): Gain Deflect Arrows as a bonus feat. Costs 3 slots.
3rd:
Tracker (Ex): Gain Track as a bonus feat. Costs 2 slots.
Paralysis Immunity (Ex): You gain immunity to paralysis. Costs 2 slots.
4th:
Perfect Puissance
Beast Hunter (Ex): You gain Favored Enemy +2 (as the ranger ability) against Magical Beasts, Monstrous Humanoids, and Plants. Costs 5 slots.
5th:
Aim for the Heart (Ex): Each round you may take a penalty to hit with ranged attacks up to your job level to gain an equal bonus to damage with ranged attacks. Costs 3 slots.
Bow Counter (Ex): You may use [Counter] abilities with a held bow as if you threatened everything out to its maximum range.
6th:
Sniper (Ex): You gain Precise Shot and Improved Precise Shot as bonus feats. Costs 4 slots.
Medium Armor Proficiency.
7th:
Improved Beast Hunter (Ex): You gain Favored Enemy +2 (as the ranger ability) against Magical Beasts, Monstrous Humanoids, and Plants. Costs 9 slots.
8th:
Reactive Regeneration (Ex): You gain Fast Healing equal to your job level but it may never heal you more damage than you took the previous round. Costs 4 slots.
9th:
Precision (Ex): If you hit with every attack in a full attack you may make an additional attack at your lowest attack bonus -2. If this attack hits you may make another at an additional -2, and so forth until you miss. Costs 8 slots.
10th:
Concentrate (Ex): You gain a +10 job bonus to hit with ranged attacks. Costs 8 slots.


Mystic Knight

http://img1.wikia.nocookie.net/__cb20131224050412/finalfantasy/images/3/3f/BDPB_Spell_Fencer.jpg

Command - Sword Magic

Sword Magic spells follow a few special rules that apply to all of them. When you cast a sword magic spell choose one weapon you are wielding. For the next 5 rounds the first time each round that you successfully strike a target with that weapon the spell goes off on that target; if you make an attack out of turn (such as with an immediate action or an attack of opportunity) it counts as your next turn's use of the spell. You gain a +2 to any checks made to overcome spell resistance and ignore Spell Turning or Reflect with Sword Magic spells and targets suffer a -2 penalty to their saving throw. If you score a critical hit with an attack augmented by a sword magic spell this bonus to checks made to overcome spell resistance and penalty to saving throws are multiplied by the same amount as the damage from the weapon attack is. If the threat roll's unmodified result is within your critical threat range the target instead gets no saving throw.

Unless otherwise noted a Sword Magic spell costs three times the normal MP cost of the spell when used as a Black (or White) Magic effect, and functions as the single target version of that effect.

1st:
Sword Magic 1: You gain access to grade 1 Sword Magic spells: Fire, Ice, and Thunder. You suffer spell failure when attempting to cast Sword Magic spells with somatic components when wearing armor you are not proficient in.
2nd:
Sword Magic 2: You gain access to grade 2 Sword Magic spells: Aero, Blind, Poison, and Sleep.
3rd:
Sword Magic 3: You gain access to grade 3 Sword Magic spells: Blizzara, Fear, Fira, and Thundara.
4th Level:
Aspir Strike (Su): As a standard action you may make a single weapon attack which does not inflict hit point damage, but instead inflicts 1/3rd the normal damage to the target’s MP and restores that much MP to you.
5th level:
Sword Magic 4: You gain access to grade 4 Sword Magic Spells: Aerora, Baleful Polymorph, Drain.
6th:
Sword Magic 5: You gain access to grade 5 Sword Magic Spells: Blizzaga, Doom, Firaga, Thundaga.
7th:
Sword Magic 6: You gain access to grade 6 Sword Magic Spells: Aeroga, Break, Insanity, Kill.
8th:
Sword Magic 7: You gain access to grade 7 Sword Magic Spells: Blizzaja, Firaja, Thundaja.
9th:
Sword Magic 8: You gain access to grade 8 Sword Magic Spells: Aeroja, Aspir, Dark, Death. Sword Magic Death does not allow a saving throw.
10th level:
Sword Magic Ultima and Holy: Gain access to the sword magic spells Ultima and Holy. Sword Magic Holy does not allow a saving throw. Sword Magic Ultima releases an Ultima effect centered on the target, and costs only 50 MP if used on a melee weapon; this Ultima effect may damage you like you were any other creature.

Inherent Abilities:
Combat Skill
Master Weapon Proficiency: Proficient in all Simple and Martial Weapons.
Medium Armor Proficiency
Perfected Persistence
Job HP Bonus: +1 hp/job level.
Quick MP Growth

Mystic Knight Passives:
1st:
Sword Mage Skills: Concentration, Knowledge (Arcana), and Spellcraft. Costs 3 slots.
2nd:
Auto-Shell (Su): When at less than 25% hit points you gain a Morale bonus to saving throws equal to 1 + ½ your Job level and Spell Resistance 12 + twice your Job level. Costs 5 slots.
3rd:
Combat Skill.
Armored Magic (Ex): Never suffer spell failure for Color Magic when in armor you are proficient for. Costs 2 slots.
4th:
Firewall (Su) [Counter]: When a creature successfully strikes you with an attack from within your (aura) you may make a ranged touch attack to deal 1d8 fire damage per 2 job levels as an attack of opportunity. Costs 5 slots.
5th:
Magic Armor (Su): When you have a Sword Magic spell which deals energy damage active you gain energy resistance 30 against that energy type. Costs 2 slots.
6th:
Anti-Magic (Su): Whenever you are targeted by a spell (or spell-like ability) or included within the area of a spell (or spell-like ability) afterwards you gain Spell Resistance 14 + twice your Job level for 2 rounds. Costs 4 slots.
7th:
Combat Mastery
8th:
Phantom Weapon (Su): When you cast a Color Magic spell which deals damage when cast (as opposed to sword magic spells which bestow you with the ability to deal damage) you may add the damage of a single weapon attack to it to each creature within the area. You do not have to make an attack roll, you may not power attack or use other abilities that are triggered on an attack, but you inflict damage as if you had struck the foe(s). Costs 7 slots.
9th:
Memento (Su): The first time you die each encounter (or each minute out of combat) allies within your (aura) gain MP equal to four times your job level. Traditional spellcasters regain spell slots equivalent to what they would lose if drained of that amount except rounding down instead of up. Costs 3 slots.
10th
Sword Magic Amp (Ex): When you cast a Sword Magic spell you may pay additional MP equal to the normal MP cost of the spell to increase all numerical effects of it by 50%. Costs 4 slots.


Ninja

http://img1.wikia.nocookie.net/__cb20131213041721/finalfantasy/images/5/50/EdgeDS.jpg

Command - Ninjutsu
1st:
Throw (Ex): As a standard action you may make an attack with a thrown weapon and add 2d6 damage per job level.
2nd:
-
3rd:
-
4th:
Image (Sp): Use Mirror Image as a spell-like ability at-will.
5th:
Smoke (Su): As a standard action you may create a 10-ft burst of thick smoke centered on yourself which blocks vision completely, you may move at your full speed in this smoke despite being effectively blinded.
6th:
Shippujinrai (Ex): When you roll initiative, you may as an immediate action, which costs you your next Standard action instead of your next Swift action, move up to your speed and make a single attack before any other actions take place.
7th:
Vanish (Su): When you take damage you may, as an immediate action, become invisible (as the spell) till the end of your next turn; if you attack this invisibility immediately ends.
8th:
Rend Protections (Sp): You may pay 20 MP to dispel all beneficial spells from 1 target within 20-ft as if with Mage’s Disjunction; this is the equivalent of an 8th level spell and has no effect on magic items.
9th:
Ikkikasei (Ex): Once per encounter you may, as a full round action, perform two consecutive full attack.
10th:
Assassination (Ex): As a standard action you may make a single attack which deals +10d6 damage. If the target is denied their Dexterity bonus against you they must make a Fortitude save (DC 10 + Job level + Dexterity modifier) or die; this is a death effect.

Inherent Abilities:
Dual Wield (Ex): You gain Two-Weapon Fighting as a bonus feat. If your BAB is +6 or higher you also gain Improved Two-Weapon Fighting, and if it is +11 or higher you gain Greater Two-Weapon Fighting.
Ninja Weapon Proficiencies: All simple weapons, all thrown weapons when used as thrown weapons, shortsword, shortbow, ninja-to, sai, nunchaku, kama, war fan, kusari-gama, three-section staff.
Perfected Reflex
Evasion: As the Rogue ability.
Two-Weapon Mastery (Ex): When making attacks with two weapons you may add your Dexterity modifier (if positive) to damage.
Ninja Skills: Balance, Disguise, Hide, Move Silently.
Slow MP Growth
Combat Skill

Ninja Passives:
1st:
Throw Anything (Ex): You may use any melee weapon as if it were a thrown weapon with a range increment of 15-ft. Costs 2 slots.
Utsusemi (Ex): You gain a dodge bonus to AC equal to ½ your job level when wearing light or no armor, no shield, and carrying no more than a light load. Costs 5 slots.
2nd:
Dual Wield (Ex): You gain Two-Weapon Fighting as a bonus feat. If your BAB is +6 or higher you also gain Improved Two-Weapon Fighting, and if it is +11 or higher you gain Greater Two-Weapon Fighting. Costs 4 slots.
Waterwalking (Su): You may walk on water as if under the effects of a Water Walking spell. Costs 3 slots.
Evasion (Ex): You gain Evasion as the rogue ability. Costs 4 slots.
3rd:
Cleave (Ex): You gain cleave as a bonus feat. Cost 3 slots.
Perfected Evasion
4th:
Two-Weapon Mastery (Ex): When making attacks with two weapons you may add your Dexterity modifier (if positive) to damage. Costs 3 slots.
Ninja Skills: Balance, Disguise, Hide, Move Silently. Costs 3 slots.
5th:
Combat Skill (Medium BAB)
Transcience (Ex) [Counter]: Whenever an attack made against you misses you may make an attack of opportunity against the attacker if they are within your threatened area. Costs 5 slots.
6th:
Improved Evasion (Ex): You gain Evasion and Improved Evasion as the rogue abilities. Costs 8 slots.
7th:
Comeback Kid (Ex): You gain a bonus to hit equal to the number of attacks that have missed you since the end of your last turn to a maximum of +5. Costs 3 slots.
8th:
Last Haste (Su): Whenever you are at less than 25% hp you gain the benefits of a Haste spell. Costs 3 slots.
9th:
Thousand Faces (Su): As the druid ability. Costs 3 slots.
10th:
Frenetic Fighting (Ex): When making a full attack you may take a -2 to hit with each attack to gain an extra attack with each weapon used. Costs 6 slots.


Performer

http://img3.wikia.nocookie.net/__cb20101006003021/finalfantasy/images/2/2e/Yuna_Songstress.jpg

Command - Performance

Songs: You must be able to sing to perform a song. Creatures retain effects for duration even if they leave the area unless otherwise noted. Songs are instantaneous in themselves and do not need to be maintained unless otherwise noted.
Dance: You must be free to move to perform a dance. You may not perform a dance when entangled, grappled, immobilized, or unable to move. Dances have durations of as long as performed unless otherwise noted, and their effect only affects creatures currently within the range of your (Aura) or until the end of their turn if they move out during their turn unless otherwise noted.
1st:
Inspirational Song (Su) [Song]: As a standard action you raise your voice in a quick and uplifting song into which you interweave magic. You must pay 4 MP to grant all allies within (Aura) a +1 morale bonus to attack and weapon damage as well as saves against Charm and Fear for a number of rounds equal to your Charisma modifier (min 1 round). You may increase this bonus to +2 by paying 10 MP if you are at least job level 3, to +3 by paying 16 MP if you are job level 6, to +4 by paying 24 MP if you are at least job level 9.
Jitterbug (Su) [Dance]: By performing a quick dance you increase the speed of your allies. It is a standard action to begin this dance and then a move action each round thereafter to maintain it and it grants allies within (Aura) the benefits of a haste spell. This dance costs 2 MP per round.

2nd:
Skill Boost (Su): As a standard action you may sing a brief strain of music which inspires a skill of your choice. When you use this ability select a skill and pay MP up to four times your job level. Allies within (Aura) gain a competence bonus to that skill equal to ¼ the MP paid for a number of rounds equal to your Charisma modifier (min 1 round). If you have Save Performance MP you are considered to have paid double what you actually did for calculating maximum and bonus granted.

3rd:
Slow Dance (Su) [Dance]: By performing an exaggeratedly slow dance you decrease the speed of your enemies. It is a standard action to begin this dance and then a move action each round thereafter to maintain it and it forces enemies within (Aura) to make a Will save (DC 10 + job level + Cha modifier) or suffer the effects of a haste spell. This dance costs 2 MP per round.

4th:
Steeling Refrain (Su) [Song]: You raise your voice in a song that inspires your companions to resist foes, and steels their resolve. When you use this song pay 16 MP and allies within (Aura) gain a morale bonus to saving throws equal to 2 + ½ your job level and Spell Resistance 12 + twice your job level for a number of rounds equal to your Charisma modifier (min 1 round).
Fascinating Dance (Su) [Dance]: You begin an elaborate and beautiful dance. Unlike other dances this dance has effects which linger when you leave and does not apply to creatures which enter your (Aura) after you begin. When you begin this dance enemies within (Aura) must make a Will save (DC 10 + job level + Cha modifier) or be fascinated for as long as they can see you dancing and for a number of rounds thereafter equal to your Charisma modifier (min 1 round). Blind creatures are immune to this dance, but it is not a mind-affecting effect. This dance costs 1 MP per round.

5th:
Nameless Song (Su) [Song]: You sing a mysterious stanza whose chaotic power fills you and your allies. To use this song pay 22 MP and roll 1d8, all allies within (Aura) gain a benefit based upon the result for a number of rounds equal to your Charisma modifier (min 1 round). 1: DR Job level/-. 2: Immunity to all energy types. 3: May take an extra move action each round. 4: All damage dealt to them is nonlethal. 5: They gain immunity to death effects and mind-affecting effects. 6: Gain a bonus to weapon damage equal to your job level. 7: +4 bonus to all physical ability scores. 8: +4 bonus to all ability scores.
Flirt (Sp): As a standard action you may pay 14 MP to use this ability. It functions as Charm Monster as a spell-like ability except the duration is 10 minutes/job level and you may heighten it up to job level by paying 8 MP per spell level beyond 4th.

6th:
Dance of Battle (Su) [Dance]: This dance requires a full round action to activate and a standard action to maintain each round. While performing this dance you may use Charisma in place of Strength, and if you have maintained it in place of Dexterity as well. Each round you perform this dance you may move up to your speed and then roll 1d4. On a 1 make a full-attack with melee attacks only. On a 2 make a single melee attack and the target must make a Will save (DC 10 + Job level + Cha modifier) or be confused for 1 round (as the spell confusion) but the confused creature never targets you because you attacked them (your attacks are ignored for the purpose of confusion) or due to attack nearest creature results (going to the nearest non-you target). On a 3 make a single melee attack and the target must make a Fort save (same DC) or die; this is a death effect. On a 4 make a single melee attack against each creature in reach.


7th:
Matador’s Song (Su) [Song]: Your song gives allies the agility and speed required to dodge the worst of foes assaults. This song costs 24 MP and grants allies within (Aura) a +2 + ½ job level Dodge bonus to AC and attacks against them have a 20% miss chance for a number of rounds equal to your Charisma modifier (min 1 round).


8th:
Spellcaster’s Sonnet (Su) [Song]: Your voice weaves a tapestry of magical energy through your allies allowing them to tap into the otherworldly energy to amplify their own spells. This song costs 28 MP and allies (including yourself) within (Aura) gain a +3 morale bonus to their caster level and the saving throw DCs of their spells (and spell-like abilities) is increased by 2 for a number of rounds equal to your Charisma modifier (min 1 round).

9th:
Antimagic Masque (Su) [Dance]: You perform a dance which works to shield and shunt harmful magic away from your allies. When you perform this dance allies within (Aura) gain Magic Immunity and are immune to the direct effects of other creature’s Su abilities. Initiating this dance is a standard action and maintaining it requires a standard action each round. This dance costs 8 MP per round.

10th:
Finale (Su) [Song]: The culmination of the performer’s art, you sing a climatic song which heralds the battle’s end. This song is so potent you may sing it merely once per day and it costs you 40 MP to do so. All allies (including yourself) within (Aura) have their initiative changed so that they act immediately after this song (but not again until 1 round has passed from then).

Inherent Abilities:
Performer Social Skills
Save Performance MP
Light Armor Proficiency
Perfected Cunning

Performer Passives:
1st:
Performer Skills: Max ranks in Perform (Dance) and (Sing), half ranks in all other Perform skills. Costs 2 slots.

2nd:
Celebrity: Add job level to Bluff, Diplomacy, and Gather Information checks made to interact with creatures which are aware of you by reputation, add ½ job level otherwise. Costs 3 slots.

3rd:
Charm Immunity: You gain immunity to [Charm] effects and Dominate spells and effects. Costs 3 slots.

Performer Social Skills: Bluff, Diplomacy, Knowledge (Local), and Gather Information. Costs 3 slots.

4th:
Cower: Creatures which can attack another enemy without provoking an attack of opportunity cannot attack you unless it includes another creature in that attack. They may attempt a Will save to overcome this as a free action each round, on a success they are immune for 1 minute. This is a Mind-affecting effect. If you attack a creature the effect is broken for 1 minute. Costs 5 slots.

5th:
Piercing Voice (Ex): You gain immunity to magical effects which would cause you to lose your voice and are able to produce noise via vocalization even in magical silence. Costs 3 slots.
Extended Aura (Ex): Your [aura] distance is doubled. Costs 5 slots.

6th:
Save Performance MP (Ex): Songs and Dances cost half their normal MP. Costs 4 slots.

7th:
Share Job Skills (Ex): Allies within your [aura] gain the virtual ranks granted to you by your job abilities, this cannot increase their ranks in a skill to greater than your character level +3. Costs 4 slots.

8th:
Dancer’s Grace (Su): You add Charisma as a deflection bonus to AC when you are dancing. Costs 4 slots.

9th:
Sky Dance (Su): You gain a fly speed equal to your land speed with good maneuverability. Costs 6 slots.

10th:
Critical Vanish (Su): Become invisible (as greater invisibility) whenever you are at less than 1/4th health. Costs 10 slots.


Samurai

http://img2.wikia.nocookie.net/__cb20150424210508/finalfantasy/images/4/45/BS_Kamiizumi_render.png

Command - Bushido

Draw Arts: Draw Art abilities are used when drawing a sheathed katana or wakizashi your fighting spirit rushing out to clash with your enemies’ to create wondrous effects. You may only activate 1 Draw Art each time you draw a weapon, and may activate no more than 1/round as a free action though you may activate multiple if you spend actual actions and have the sheathed swords to do so; if you draw a weapon outside of your turn (such as to make an attack of opportunity with Lightning Draw below) then it counts as your free action activation for the next round. As they are powered by the hostility between you and your enemies they have no effect unless there is an enemy within your (aura). Unless otherwise specified a Draw Art ability is used as part of the action of drawing the katana or wakizashi, although most have an additional effect if you spend a standard action instead of the normal action to do so. You may not combine standard action Draw Arts with other abilities which cause you to draw a weapon as a standard action (such as Zantetsu).

1st:
Spirit Blade (Su) [Draw Art]: Enemies within (aura) take 1d6 damage per 2 job levels with a Fortitude save (DC 10 + job level + Cha modifier) for half damage. If drawn as a standard action they instead take 1d6 damage per job level; Fort save still halves.
2nd:
Blade Bash (Ex): As a standard action you may make a melee attack which deals ½ the normal damage and all damage dealt is nonlethal. If you hit the target they must make a Fortitude save (DC 10 + job level + Strength or Dexterity modifier) or be dazed for 1 round.
3rd:
Momentum (Ex): As a full-round action you may make a full attack. Whenever you drop an enemy (as defined in Cleave) you may move up to 10 ft and then make a bonus attack (as if with Great Cleave). You gain a bonus to damage on attacks made as part of this action equal to the number of enemies you have dropped since the beginning of your turn.
4th:
Purifying Breeze (Su) [Draw Art]: Allies within (aura) gain a morale bonus to AC and saves equal to ½ your job level for 1 round. If drawn as a standard action this bonus instead lasts 1 round/job level.
5th:
Zantetsu (Ex): As a standard action you may draw a sheathed katana or wakizashi and make a melee attack with it. In addition to the normal effects of a melee attack if the target has less than 50% of their max health before the damage they must make a Fortitude save (DC 10 + Job level + Str or Dex mod) or die, this is a death effect.
6th:
Sanguine Blossom (Su) [Draw Art]: Enemies within (aura) take 1d6 damage per 2 job levels, a Fortitude save (DC 10 + job level + Cha modifier) halves this damage. If drawn as a standard action the damage increases to 1d6 per job level, but a Fort save still halves this damage. You gain temp hp for 10 minutes equal to most damage dealt to any single creature with this ability.
7th:
Cloudsea Curse (Su) [Draw Art]: Enemies within (aura) must make a Will save or be slowed for 1 round and suffer 1d4 Dexterity damage. If you drew it as a standard action they are slowed for 1 round/2 job levels and suffer 2d4 Dexterity damage on a failed save. In addition a thin fog fills your aura imposing a -4 penalty on spot checks for 1 round if drawn normally or 1 round/2 job levels if drawn as a standard action.
8th:
Ethereal Embrace (Su) [Draw Art]: You gain the benefits of haste and twice your job level in temporary hp for 1 round, or 1 round/job level if drawn as a standard action.
9th:
Clean Slate (Su) [Draw Art]: You may draw a katana or wakizashi as an immediate action as part of this ability, this counts as your free action Draw Art for the next round. If used as an immediate action you may make a Reflex save against any spell (or spell-like ability) which is targeting you or including you in its area (if it does not have a save DC use what it would have if it did). On a successful save the spell has no effect on you and/or your space is not included in its area. If drawn as a standard action you may instead make a targeted dispel magic attempt on yourself ignoring any effects you choose.
10th:
Shin-Zantetsu (Su): Draw a katana or wakizashi as a standard action and strike at the air. You deal 5d6 damage to enemies within a 60-ft cone and any with less than half health afterwards must make a Fortitude save (DC 10 + Job level + Charisma modifier) or die, this is a death effect.

Inherent Abilities:
Samurai Battle Skills
Perfected Puissance (Fort + Ref)
Combat Mastery
Master Weapon Proficiency
Medium Armor Proficiency

Samurai Passives:
1st:
Lightning Draw (Ex): You gain Quick draw as bonus feat, and you threaten areas with sheathed weapons and may draw a weapon to make an attack of opportunity with it. Costs 3 slots.
Katana Mastery (Ex): Katana (bastard swords) and wakizashi (shortswords) you wield are considered 2 size categories larger for damage. You gain proficiency in bastard swords and shortswords, and you may gain the benefits of Weapon Finesse when wielding a bastard sword. Costs 5 slots.
2nd:
Confusion Immunity (Ex): You gain immunity to confusion effects. Costs 2 slots.
Samurai Social Skills: Craft (Calligraphy), Diplomacy, Profession (Gambler), Sense Motive. Costs 3 slots.
3rd:
Perfected Puissance
Easy Counter (Ex): When you make an AoO with a [Counter] ability you do not expend your AoO for the turn. Costs 5 slots.
4th:
Samurai Combat Skills: Balance, Iajutsu Focus, Tumble. Costs 3 slots.
Sword Catch (Ex): If you have at least 1 hand free you may replace your AC against melee attacks with 10 + your Reflex save modifier. You lose this benefit against any attack against which you are flat-footed or otherwise denied your Dexterity bonus to AC. Costs 6 slots.
5th:
Combat Mastery
Powerful Counter (Ex): Add ½ job level to hit and damage with Attacks of Opportunity made with [Counter] abilities. The bonus damage increases to Job level if the weapon you used was drawn as part of the attack. Costs 6 slots.
6th:
Death Strike (Ex): You automatically confirm all critical threats. In addition Bastard Swords and Shortswords inflict critical hits on an 18-20 in your hands instead of their normal crit range. Costs 3 slots.
7th:
Meatbone Strike (Ex) [Counter]: When you are reduced to less than 25% hp from more than 25% hp you may make an attack of opportunity against the source if it is within your threatened area. This attack of opportunity deals double damage on a hit. Costs 3 slots.
Quick Sheath (Ex): Sheath weapon 1/round as a free action. Costs 4 slots.
8th:
Counterstrike (Ex) [Counter]: Any attack is made against you, hit or miss, from within your threatened area provokes an attack of opportunity from you. You may draw a weapon as part of an attack of opportunity. Costs 9 slots.
9th:
Distant Counter (Su): Your spiritual pressure extends out from you allowing you to threaten your entire (aura) for the purposes of [Counter] attacks. Attacks made beyond your normal melee reach this way use a spiritual extension of your blade and overcome DR as magic if they were not already and do not trigger effects which can damage weapons used to attack a target or are triggered by non-reach melee attacks. Costs 3 slots.
10th:
Perfect Cut (Ex): Your attacks ignore immunity to critical hits, even that granted by being amorphous. Costs 5 slots.

Zaydos
2015-08-18, 04:40 PM
Earth Crystal here

Arcanist

http://img2.wikia.nocookie.net/__cb20120608015256/finalfantasy/images/d/df/Ffl-char-maskedman.png

Command - Hex
1st:
Exterminate (Su): As a standard action you force creatures suffering from poison within double the range of your (aura) to immediately suffer its damage. If they are suffering sap damage they take 10 rounds worth of that damage, for more traditional poisons they immediately suffer its secondary damage. A Fortitude save (DC 10 + Job level + Charisma modifier) is allowed to negate this effect.
2nd:
Terrify (Su): As a standard action you intensify feelings of fear within creatures within double the range of your (aura). Such creatures which are under the effects of a fear effect have it worsen by one step (shaken to frightened, frightened to panicked) for its existing duration; creatures which are already panicked or cowering instead become paralyzed with fear.
3rd:
Annihilation (Su): As a standard action you release a dark force dealing 2d8 + 1d8 per Job level damage to all creatures other than yourself within twice the range of your (aura). A successful Fortitude save (DC 10 + Job level + Charisma modifier) halves this damage. This damage is considered [Evil] for overcoming regeneration and similar effects and deals +1 damage per die to [Good] subtype creatures and creatures with an Aura of Good as a Good cleric or Paladin.
4th:
Twilight (Su): As a standard action you bring death to unconscious and sleeping creatures within twice the range of your (aura). Any creature within this area must make an immediate Fortitude save (DC 10 + Job level + Cha modifier) die; this is a death effect. Dying creatures don’t get a save and simply die.
5th:
Weakness (Su): As a standard action you can drain strength from those who rely on it most. Creatures within twice the range of your (aura) which have made a melee attack within the last round take Strength damage equal to your job level. A successful Fortitude save (DC 10 + Job level + Cha modifier) halves this damage.
6th:
Countermagic (Su): A true arcanist is a master of magic and its unmaking as well as making. As an immediate action you may spend MP equal to the MP cost of a spell to attempt to counterspell it. Make a Caster Level check against a DC of 11 + the spell’s caster level. If you succeed the spell is countered. You may use this ability to counter spell-like abilities as if they were spells.
7th:
Voiceblighter (Su): As a standard action you can strip the voice from creatures of magic. Any creature within twice the range of your (aura) which has cast a spell or used a spell-like ability within the last round are rendered muted (as the mute spell) for 1 round per job level. A Will save (DC 10 + Job level + Cha modifier) is allowed to reduce this duration to 1 round.
8th:
Scorpion’s Curse (Su): As a standard action you release the vengeful curse of the toxic scorpion. Any creature which damaged you since the end of your last turn must make a Fort save (DC 10 + Job level + Cha modifier) or begin suffering 3d6 sap damage a round for Job level rounds. This is considered to be a poison effect, immunity or resistance to poison protects against it as if it were poison and effects which neutralize poison end it prematurely.
9th:
Banshee’s Song (Su): You release a deadly curse a haunting wail sounding through the air around you. All creatures other than yourself within twice the range of your (aura) must make a Fort save (DC 10 + Job level + Cha modifier) or be affected as if by a Doom spell.
10th:
Reaper’s Call (Su): With dread magic you call the reaper for those who bear its mark. As a standard action you may force all creatures within twice the range of your (aura) which are under the effects of a Doom spell or similar effect to immediately make a Fortitude save (DC 10 + Job level + Cha modifier) or die.

Inherent Abilities:
Job HP Bonus: -2 hp/class level.
Quickest MP
Arcanist Proficiencies: Quarterstaff and dagger.
Perfected Will

Arcanist Passives:
1st:
Arcanist Skills: Concentration, Knowledge (Arcana), Knowledge (the Planes), Profession (Herbalist), Spellcraft. Costs 3 slots.
2nd:
Perfected Will
3rd:
Pierce (Ex): +5 to checks made to overcome spell resistance and ignore reflect, spell turning, and other abilities which reflect magic back upon the caster. Costs 5 slots.
4th:
Blood Magic (Su): You may reduce your max hp by 2 to gain 1 MP, this reduction lasts 8 hours and you may perform any number of times until it would reduce your max hp to -1 or less. Costs 6 slots.
5th:
Hex-Master (Su): +2 to save DCs of any Black Magic Spell, Hex Command, or Dark Art Command which does not deal damage, or which deals sap damage.
6th:
Final Darkness (Su): You gain a +1 bonus to Caster Level, +1 to save DCs, and +1 damage per die with Black Magic when at less than half your max MP. This increases to +2 in all cases when at less than 20% of your max MP.
7th:
Fastest MP Growth
8th:
Save Black Magic MP: When you cast a Black Magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 6 slots.
9th:
Phantasm Magic (Su): When you group cast a Black Magic spell instead of targeting an area or its normal number of targets you may target 2 creatures per caster level all of which must be within the spell’s range and within 100-ft of each other. Costs 9 slots.
10th:
Max Black Magic: When you cast a Black Magic spell you may pay additional MP equal to the normal MP cost of the spell to instead of rolling for any random numerical effects treat them as the highest possible roll. Costs 7 slots.


Conjurer

http://img4.wikia.nocookie.net/__cb20150429061149/finalfantasy/images/8/86/BDFF_Agnes_Conjurer.png

Command - Invocation

All Invocation abilities have the following rules: Invocations require a standard action, and an MP cost, to activate and remain active until you activate another Invocation, or change Command abilities (such as by changing job) so that you no longer have the Invocation Command active. They are all Supernatural abilities.

1st:
Invoke Chocobo: Pay 4 MP. You gain +20-ft enhancement to your land speed while this invocation is active.
2nd:
Invoke Moogle: Pay 10 MP. Gain twice your job level in temp hp at the beginning of each your turns. These temporary hit points last until the beginning of your next turn.
Invoke Sylph: Pay 10 MP. Your first successful attack each turn heals you ½ the damage damage dealt.
Invoke Remora: Pay 5 MP. You gain a swim speed equal to your land speed and the ability to breathe water as if it were air.
3rd:
Invoke Ifrit: Pay 8 MP. You add +2d6 fire damage to weapon attacks.
Invoke Ramuh: Pay 8 MP. You add +2d6 electric damage to weapon attacks.
Invoke Shiva: Pay 8 MP. You add +2d6 cold damage to weapon attacks.
4th:
Invoke Titan: Pay 10 MP. You gain a +3 +1/2 job level enhancement bonus to Strength.
Invoke Mist Dragon: Pay 8 MP. Mist fills your square granting you and any creature which shares your space concealment. While you can use this concealment to hide, people may find a floating cloud suspicious.
Invoke Black Chocobo: Pay 5 MP. You gain a +20-ft enhancement to all speeds.
5th:
Invoke Asura: Pay 8 MP. You gain a deflection bonus to AC equal to half your job level, the ability to heal another creature with a touch restoring any number of hit points to them but sacrificing that many yourself, and the ability to revive a dead creature as Raise Dead except without level loss with a touch; to do so requires you to sacrifice your own life dying immediately.
Invoke Golem: Pay 12 MP. You gain DR job level/-.
Invoke Mindflayer: Pay 5 MP. Gain Telepathy with a range of twice your (aura).
6th:
Invoke Valefor: Pay 5 MP. Gain a fly speed equal to twice your land speed with average maneuverability.
Invoke Deus Ex Machina: Pay 5 MP. Gain the ability to create a 15-ft radius burst of electricity within 60 ft which deals 1d6 electricity damage/job level. A Reflex save (DC 10 + Job level + Constitution or Charisma modifier) halves this damage.
Invoke Promethean Fire: Pay 5 MP. Gain the ability to create a 100-ft line of fire which deals 1d6 fire damage/job level. A Reflex save (DC 10 + Job level + Constitution or Charisma modifier) halves this damage.
Invoke Ziusudra's Sin: Pay 5 MP. Gain the ability to create a 30-ft line of freezing cold which deals 1d6 cold damage/job level. A Reflex save (DC 10 + Job level + Constitution or Charisma modifier) halves this damage.
7th:
Invoke Susano-o: Pay 16 MP. You double in size increasing a size category and gaining reach as appropriate to your new form and you gain +4 size bonus to Strength, and a +2 size bonus to Constitution.
Invoke Catoblepas: Pay 20 MP. Your melee attacks apply a stacking -2 penalty to Dexterity, if this reduces a living creature’s Dexterity to 0 the target is petrified.
Invoke Kirin: Pay 20 MP. You gain immunity to poison and disease, and a job bonus to saving throws equal to your job level.
8th:
Invoke Odin: Pay 12 MP. Your attacks deal triple damage to foes at full health.
Invoke Carbuncle: Pay 18 MP. You gain reflective spell resistance 10 + twice your job level. Reflective spell resistance functions as normal spell resistance but if it succeeds the caster suffers the effects of the spell as if they had been the target.
9th:
Invoke Leviathan: Pay 18 MP. You gain a swim speed equal to your land speed and the ability to breathe water. In addition, you may, as a full round action, make a single melee attack which deals multiplied damage based upon your BAB. This deals double damage if your BAB is +10 or less, triple if it is +11 to +15, and quadruple if it is +16 or higher.
Invoke Phoenix: Pay 15 MP. You gain fast healing equal to twice your job level.
10th:
Invoke Bahamut: Pay 25 MP. You gain a frightful presence, whenever you attack or charge any enemy within range of your aura with less hit dice than you must make a Will save (DC 10 + job level + Charisma modifier) or be shaken for 5d6 rounds, creatures with 5 or less hit dice are panicked instead. On a successful save that creature is immune to your frightful presence for 24 hours. Your natural armor bonus to AC increases by +5 (this is not an enhancement bonus and stacks with them). Finally as a swift action in any round in which you dropped an opponent (as defined in Cleave) you may force all enemies within your (aura) which saw you do so to make a Will save (same DC as frightful presence) or be shaken for a number of rounds equal to the higher of your Constitution or Charisma modifier (min 1), this save is made at a -1 penalty for each additional opponent beyond the 1st that you have dropped this round to their knowledge.

Inherent Abilities:
Combat Skill
Job HP Bonus: -1 hp/class level.
Fastest MP Growth
Perfected Persistence
Invoke Image

Conjurer Passives:
1st:
Conjurer Skills: Concentration, Knowledge (Arcana), Knowledge (Nature), Knowledge (the Planes), Knowledge (Religion), Spellcraft. Costs 3 slots.
2nd:
3rd:
4th:
Perfected Persistence
5th:
Invoke Image (Su): You can invoke the image of a creature you can summon or invoke, even if you do not have Summon Magic or Invocation as an equipped command at the moment. You gain a circumstance bonus to Intimidate checks equal to the minimum job level required to summon the creature as long as it is not a moogle or chocobo. This super imposed image is obviously unreal and does not give cover or concealment due to its translucence, though it may apply a small penalty to Spot checks to make out detail through it or other benefits depending upon circumstance at the DM’s discretion. You can change the image, activate, or deactivate this ability as a move action, unless you have a summon invoked at which point it is automatically active and of that summon. If you have 2 or more summons invoked it is automatically the highest level summon invoked, if this is a tie you may toggle between the two as a move action. Costs 3 slots.
Echoing Summon (Su): When you use summon magic or invoke a summon all allies within your (aura) gain the benefits of that summon’s invocation, if you have a Conjuror level sufficient to invoke it, for 1 round. Costs 6 slots.
6th:
Focus Summoning (Ex): When casting a Summon Magic spell with an area of effect you may increase the spell’s numerical effects by 50% but the spell affects only a single target within the area instead of an area. Costs 6 slots.
7th:
Quickest MP Growth
Controlled Calling (Ex): When you use the Call ability you may roll twice and take whichever result you desire. Costs 4 slots.
8th:
Save Summon Magic MP: When you cast a Summon Magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 6 slots.
9th:
Dual Invocation (Su): You may have 2 invocations active at once. When you activate a third you may choose which to de-activate. You must activate each one separately still. Costs 9 slots.
10th:
MP Recovery (Su): You recover 2 mp per 10 minutes. Costs 12 slots.


Devout

http://img4.wikia.nocookie.net/__cb20131127223740/finalfantasy/images/e/e7/BDFF_Edea_Devout.png

Command - Spiritism
1st:
Freeing Touch (Su): As a standard action you may touch a creature and immediately end any hold effects or paralysis affecting them (as remove paralysis in the latter case). If the target is asleep they are also awakened.
2nd:
Rend Spirits (Su): As a standard action you may invoke your mastery over spirits. Incorporeal undead, elementals, outsiders, fey, and creatures with the spirit subtype within your (aura) take 3d6 damage per 2 job levels. A Will save (DC 10 + job level + Wisdom modifier) is allowed for half.
3rd:
Spirits’ Ward (Su): As a standard action you may ward an ally against harmful energies. To do so they must be within (aura) when you use this ability and you must pay 4 MP. The target takes half damage from all energy types for a number of rounds equal to your Wisdom modifier (min 1 round).
4th:
Spirits’ Shield (Su): As a standard action you may call upon the spirits to ward your ally against more than just physical harm. By spending 12 MP you grant a target within your (aura) immunity to death effects, mind-affecting effects, daze, stun, paralysis, sleep, hold, poison, blindness, and muteness for a number of rounds equal to your Wisdom modifier (min 1 round). This does not end pre-existing effects or stop them from affecting the target again (for example if they have already taken poison it does not prevent the secondary damage) and does not protect against self-inflicted effects.
5th:
Mass Spirits’ Ward (Su): By paying 12 MP when you use Spirits’ Ward you may have it apply to all allies within range.
6th:
Mending (Su): As a standard action you may release a burst of curative energy which saves the dying. Dying allies within your (aura) are restored to 1 hp.
7th:
Greater Spirits’ Ward (Su): As a standard action you may invoke the protection of spirits onto an ally wrapping them completely. You must pay 9 MP to do so and select one target within your (aura). That target gains immunity to all energy types for a number of rounds equal to your Wisdom modifier (min 1).
8th:
Mass Spirits’ Shield (Su): By paying 28 MP when you use Spirits’ Shield you may have it apply to all allies within range.
9th:
Stillness (Su): You can impose a peace over an area invoking the will of the spirits to enforce it. By spending 4 MP you can cause it so that creatures within your (aura) cannot deal or receive damage for a number of rounds equal to your Wisdom modifier (minimum 1), but you cannot move while this effect is active.
10th:
Spirits’ Blessing (Su): You invoke the most powerful blessing of the spirits upon one target. By paying 15 MP you cause it so that a target within your (aura) is protected from energy damage. If the target would take energy damage they are healed that much instead. This effect lasts for a number of rounds equal to your Wisdom modifier.

Inherent Abilities:
Job HP Bonus: -2 hp/class level
Quickest MP Growth
Holy One
No weapon or armor proficiencies.
Perfected Will

Devout Passives:
1st:
Devout Skills: Concentration, Heal, Knowledge (Religion), Knowledge (the Planes), Spellcraft. Costs 3 slots.
2nd:
Perfected Will
3rd:
Speak with Spirits (Su): You may speak with corpses as if they were still alive, speak with incorporeal undead, elementals, fey, and outsiders as if with the tongues spell. Costs 5 slots.
4th:
Resist Magic (Su): Add one plus half your job level as a job bonus to saves against spells and spell-like abilities. Costs 5 slots.
5th:
Constrain Aura (Ex): You may change the area of your (aura) down to 0-ft or up to its normal size. It takes a move action to change its radius by 10-ft. Costs 3 slots.
6th:
Holy One (Su): Spells you cast heal twice the normal amount, but your Base Attack Bonus is reduced by 1 per 4 character levels rounded up (-1 if level 1-4, -2 if 5-8, -3 if 9-12, -4 if 13-16, and -5 if 17+). Costs 8 slots.
7th:
Quickest MP Growth
8th:
Save White Magic MP: When you cast a White Magic spell you may reduce the MP cost by 50% of the spell’s base MP cost (i.e. without the modifiers from other abilities), if you do so you are unable to act for one round as if dazed. Costs 6 slots.
9th:
Networked Healing (Su): Whenever you cast a White Magic spell which heals a creature you may have all other allies within your aura heal 1/10th that amount. Costs 5 slots.
10th:
Networked Revival (Su): When you cast a White Magic spell which revives a creature you may have all other dead allies within your (aura) which could be revived with that spell be revived at -9 hp. With Arise they must have died within the area or a piece of their body must be within it. Costs 9 slots.


Holy Knight

http://img2.wikia.nocookie.net/__cb20110217002532/finalfantasy/images/d/df/King_Cecil.jpg

Command - Holy Arts
1st:
Heart Strike (Ex): As a standard action you may make a single attack which deals double damage.
White Magic 1: You gain access to grade 1 White Magic: Cure, Poisona, Protect. You suffer spell failure when attempting to cast White Magic spells with somatic components when wearing armor you are not proficient in.
White Magic 2: You gain access to grade 2 White Magic: Aero, Blindna, Invisibility, Nul Energy, Restore, Vox.
2nd:
Radiant Blast (Su): As a standard action you may pay 8 MP to fire off a bolt of holy light which deals 2d6 damage/job level as a ranged touch and is considered to be a [Good] spell for overcoming regeneration and similar effects.
3rd:
Giant Slayer (Ex): As a standard action you may make a single attack which deals triple damage to a target with more hp than you.
Shield Other (Sp): You may pay 3 MP to use Shield Other as a spell-like ability.
4th:
Battle Cry (Ex): As a standard action you may release a powerful battle cry which inspires allies within (Aura) granting them a morale bonus to attack and damage equal to 1 + 1/3rd your Job level for 1 round.
5th:
Astra (Su): As a standard action you may pay 10 MP to automatically pass your next save made within 10 minutes/job level.
Saint Cross (Su): As a standard action you may pay MP to create a 20-ft radius burst within 40-ft per job level which deals 2d6 damage per job level. This is considered to be a [Good] spell for overcoming regeneration and similar effects. A successful Will save (DC 10 + Job level + Charisma modifier) halves this damage.
6th:
Rampart (Su): As a standard action you can generate a protective field throughout your aura. Allies, including yourself, within (Aura) gain a dodge bonus to AC equal to your job level, and DR job level/-.
White Magic 3: You gain access to grade 3 White Magic: Cure, Libra, Shell, Size.
7th:
Warcry (Ex): This functions as Battle Cry but you may also make a demoralize check (see Intimidate) and apply it to all enemies within the area.
Mass Shield Other: You may pay 9 MP to use Mass Shield Other as a spell-like ability. This is the equivalent of a 5th level spell and functions as Shield Other except the duration is 1 minute/caster level, and it targets 1 creature/caster level.
8th:
Lifebreak (Ex): As a standard action you may make a single attack which deals increased damage based upon how much damage you have taken. It deals double damage if you are at less than 75% of your max health, triple if you are at less than 50%, quadruple if you are at less than 25%, five times if you are at less than 5% hp, and six times normal damage if you are at 1 or less hp.
9th:
Desperation: As a full round action you fill yourself with righteous fury lashing out recklessly. Pay 16 MP and make a full attack. Add your AC – 10 to damage with each attack made as part of this full attack, but your AC is reduced to 10 until the start of your next turn.
White Magic 4: You gain access to grade 4 White Magic: Aerora, Confuse, Nul Death, True Form.
10th:
Northswain’s Strike (Su): As a standard action you may pay 25 MP to make a ranged touch attack which deals 3d6 damage/job level and if damaged the target must make a Fortitude save (DC 10 + job level + Charisma modifier) or die (this is a death effect). This is considered to be a [Good] spell for overcoming regeneration and similar effects.

Inherent Abilities:
Perfected Persistence
Combat Mastery (Good BAB)
Job HP bonus: +2 hp/job level.
Holy Knight Skills
Medium MP Growth
Heavy Armor Proficiency
Shield Proficiency: Including Tower Shields
Master Weapon Proficiency: Proficiency in all martial and simple weapons.

Holy Knight Passives:
1st:
Subdue (Ex): You take no penalty to attack rolls when dealing nonlethal damage with a weapon that would normally deal lethal damage and may deal nonlethal precision damage with any weapon not just those that default to nonlethal. Cost 2 slots.
Templar’s Courage (Su): You gain immunity to fear, and allies within your (aura) gain a +4 to saves vs fear. Cost 4 slots.
2nd:
Guardian’s Vengeance (Ex) [Counter]: Whenever you take damage for another creature (such as through Shield Other spell or certain Chivalry abilities) you may make an Attack of Opportunity against the source if they are within your threatened area.
Job HP Bonus.
3rd:
Perfected Persistence
Combat Mastery
4th:
Holy Fortitude (Ex): Whenever you take damage for another creature (such as through Shield Other spell or certain Chivalry abilities) reduce that damage by ½ your job level. Costs 2 slots.
Holy Knight Skills: Intimidate, Knowledge (Religion), and Sense Motive. Costs 3 slots.
5th:
Guardian’s Aegis (Su): May use the Cover, Cover Allies, and Spell Cover Chivalry abilities for all allies within (aura) not merely adjacent ones. Costs 4 slots.
Holy Edge (Su): Attacks overcome DR as Good. Costs 3 slots.
6th:
Mettle: As the hexblade ability. Costs 6 slots.
7th:
Armor Mastery (Ex): Gain proficiency in all armor. Treat heavy or medium armor as light when beneficial. Suffer no spell failure with color magic that would normally include spell failure. This costs 4 slots if you have Heavy Armor Proficiency already, 7 slots if you have Light Armor Proficiency, or 9 slots if you have no armor proficiencies.
8th:
Divine Grace (Su): As the paladin ability. Costs 5 slots.
Improved Guard (Ex): When you use Total Defense, Rampart, or Iron Clad you gain a dodge bonus to AC equal to ½ your Holy Knight Job level and the same amount of DR /- (this stacks with any dodge bonus or DR provided by that action) and universal energy resistance equal to your holy knight job level. Costs 4 slots.
9th:
Store Action (Ex): 1/round you may use a Swift, Move, or Standard action to gain an additional action of the same type during your next turn. When you roll initiative you lose any and all banked actions. Costs 6 slots.
10th:
Divine Critical (Ex): Your ability to score critical hits improves. If your weapon has a x2 critical multiplier its critical multiplier becomes x3. If it has a x3 or x4 critical multiplier its threat range instead increases by 1 before multipliers. Costs 9 slots.

Zaydos
2015-08-18, 04:41 PM
Color Magic Spells

Black Magic
Grade 1
Blizzard
Evocation [Cold]
Grade: Black Magic 1
Level: 1st
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 1
When you cast this spell you call fire upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d8 cold damage + 1d8/2 Caster Levels beyond 1st (max 5d8) If cast as an area of effect it deals 1d4 cold damage within a 15-ft radius + 1d4 per 2 Caster Levels beyond 1st (max 5d4) and a reflex save is allowed to halve this damage.

Fire
Evocation [Fire]
Grade: Black Magic 1
Level: 1st
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 1
When you cast this spell you call fire upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d8 fire damage + 1d8/2 Caster Levels beyond 1st (max 5d8) If cast as an area of effect it deals 1d4 fire damage within a 15-ft radius + 1d4 per 2 Caster Levels beyond 1st (max 5d4) and a reflex save is allowed to halve this damage.

Focus
Necromancy
Grade: Black Magic 1
Level: 1st
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 minute/Caster Level
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 1
With this simple spell you create a focusing aura of magic around the target. The target suffers a -1 penalty to saving throws and a -2 penalty to AC as harm seems attracted to it. A successful Will save negates this effect entirely.

Grade 2
Blind
Necromancy
Grade: Black Magic 2
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature within range.
Duration: 10 minutes/Caster Level.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 3

You call upon the forces of magic to strip sight from a creature. The target must make a Will save or be blinded for the duration. If the target has less hit dice than your Caster Level and fails their save by 4 or more any blindsight they possess is reduced to blindsense as well.

Poison
Necromancy
Grade: Black Magic 2
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature within range.
Duration: 1 round/Caster Level.
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 3

You invoke dark energies creating a poison in your target which flows through its body wracking it with pain. The target must make a Fortitude save or begin suffering 1d6 sap damage per round. Resistance or immunity to poison apply on this save as if it were poison.

Sleep
Enchantment
Grade: Black Magic 2
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 15-ft radius burst.
Duration: 1 round/Caster Level.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 3
When you cast this spell you lull creatures within the area into a deep slumber. This functions as the sleep spell (PHB or SRD) except it may affect up to twice your Caster Level in creatures but may only affect individual creatures with hit dice up to your Caster Level -1. A creature gains a +1 on its Will save for every 2 hit dice beyond 5 it possesses.

Thunder
Evocation [Electricity]
Grade: Black Magic 2
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 2
When you cast this spell you call electricity upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 2d6 electricity damage + 1d6/2 Caster Levels beyond 1st (max 10d6) If cast as an area of effect it deals 1d6 electricity damage within a 15-ft radius + 1d6 per 2 Caster Levels beyond 1st (max 5d6) and a reflex save is allowed to halve this damage.

Grade 3
Blizzara
Evocation [Cold]
Grade: Black Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 5
When you cast this spell you call powerful ice upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d6 cold damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 cold damage per Caster Level (max 15d4) within a 20-ft radius and a reflex save is allowed to halve this damage.

Fira
Evocation [Fire]
Grade: Black Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 5
When you cast this spell you call powerful fire upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d6 fire damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 fire damage per Caster Level (max 15d4) within a 20-ft radius and a reflex save is allowed to halve this damage.

Focara
Necromancy
Grade: Black Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Targets: Up to 1 creature/Caster Level all of which must be within 30-ft of each other.
Duration: 1 round/Caster Level
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 5
With this simple spell you create a focusing aura of magic around the targets. Each target suffers a -1 penalty to saving throws and a -2 penalty to AC as harm seems attracted to it. A successful Will save negates this effect entirely. If you instead cast this spell on only a single target the penalty to saving throws and AC is doubled (to -2 and -4 respectively).

Thundara
Evocation [Electricity]
Grade: Black Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 5
When you cast this spell you call powerful lightning upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d6 electricity damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 electricity damage per Caster Level (max 15d4) within a 20-ft radius and a reflex save is allowed to halve this damage.

Grade 4
Baleful Polymorph
Transmutation
Grade: Black Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Permanent
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 8

This spell functions as Baleful Polymorph (PHB or SRD) except that the target is at no risk of losing their personality and mind to the animal.

Bio
Necromancy
Grade: Black Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Targets: Up to 1 creature per Caster Level all of which within 30-ft of each other.
Duration: 1 round/Caster Levels.
Saving Throw: Fort partial.
Spell Resistance: Yes.
MP Cost: 10

You invoke dark energies creating a devastating poison in your targets which flows through their bodies wracking it with pain. The targets each take 1d8 damage per 2 Caster Levels and must make a Fortitude save or begin suffering 1d6 sap damage per round (a successful save has no effect on the initial damage). Resistance or immunity to poison apply on this save as if it were poison. If cast on one target it instead deals 1d6 damage per Caster Level, it still deals 1d6 sap damage per round.

Drain
Necromancy
Grade: Black Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
MP Cost: 9
Channeling dark magic into your foe you suck its vital energy from it feeding your own. The target takes 1d6 damage per Caster Level (max 15d6) and you regain hit points equal to the damage dealt. An undead creature instead regains 1d6 damage per Caster Level and you lose that amount. The target is allowed a Fortitude save to halve this damage (and your healing), undead receive no save and are not immune due to lack of Constitution.

Erase
Abjuration
Grade: Black Magic 4
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
MP Cost: 6
When you cast this spell you rend defensive magic upon the target. This functions as a targeted greater dispel magic except that it only affects beneficial spells upon the target (if a spell has both hindering and beneficial effects DM jurisdiction as to whether it is affected) and gains a bonus to dispel checks equal to your Intelligence modifier.


Grade 5
Blizzaga
Evocation [Cold]
Grade: Black Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
When you cast this spell you call a storm of ice upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 15d6 cold damage plus 1d6 cold damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 cold damage plus 1d4 cold damage per 2 Caster Levels beyond 11 within a 20-ft radius and a reflex save is allowed to halve this damage.

Doom
Necromancy [Death]
Grade: Black Magic 5
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 living creature.
Duration: 3 rounds (see below).
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 11
With an invocation of blackest magic you place the doom of death upon your foe. When you cast this spell your foe they must make a Fortitude save. On a success nothing happens. If they fail they are doomed. After 3 rounds they die. By doing nothing for a round they may delay this effect by 1 round. If they do nothing for 5 consecutive rounds the effect is dispelled.

Firaga
Evocation [Fire]
Grade: Black Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
When you cast this spell you call an inferno of fire upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 15d6 fire damage plus 1d6 fire damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 fire damage plus 1d4 fire damage per 2 Caster Levels beyond 11 within a 20-ft radius and a reflex save is allowed to halve this damage.

Thundaga
Evocation [Electric]
Grade: Black Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
When you cast this spell you call a raging lightning storm upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 15d6 electricity damage plus 1d6 electricity damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 electricity damage plus 1d4 electricity damage per 2 Caster Levels beyond 11 within a 20-ft radius and a reflex save is allowed to halve this damage.

Grade 6
Break
Transmutation
Grade: Black Magic 6
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: One creature.
Duration: Instantaneous
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 11
This functions as Flesh to Stone (PHB or SRD) except as noted here.

Insanity
Enchantment (Compulsion) [Mind-Affecting]
Grade: Black Magic 6
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: One creature.
Duration: Permanent
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 11
This functions as the spell Insanity (PHB or SRD) except as noted here.

Kill
Necromancy (Death)
Grade: Black Magic 6
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: One creature.
Duration: Instantaneous
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 13
Calling black magic into the heart of your foe you cause them to die. The target must make a Fortitude save or die, a success indicates that nothing happens to them.


Grade 7
Blizzaja
Evocation [Cold]
Grade: Black Magic 7
Level: 8th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you call a blizzard like none seen outside of an ice age upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 20d8 cold damage plus 1d8 cold damage per Caster Levels beyond 15. If cast as an area spell it deals 20d6 cold damage plus 1d6 cold damage per Caster Level beyond 15 within a 40-ft radius and a reflex save is allowed to halve this damage.

Doom
Necromancy [Death]
Grade: Black Magic 7
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 living creature/2 Caster Levels all of which must be within 15-ft of each other.
Duration: 3 rounds (see below).
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 15
This functions as Doom (see above) except that it targets 1 creature per 2 Caster Levels.

Firaja
Evocation [Fire]
Grade: Black Magic 7
Level: 8th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you call hellish fire upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 20d8 fire damage plus 1d8 fire damage per Caster Levels beyond 15. If cast as an area spell it deals 20d6 fire damage plus 1d6 fire damage per Caster Level beyond 15 within a 40-ft radius and a reflex save is allowed to halve this damage.

Thundaja
Evocation [Electric]
Grade: Black Magic 7
Level: 8th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you call a storm of mythic proportions upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 20d8 electricity damage plus 1d8 electricity damage per Caster Levels beyond 15. If cast as an area spell it deals 20d6 electricity damage plus 1d6 electricity damage per Caster Level beyond 15 within a 40-ft radius and a reflex save is allowed to halve this damage.

Grade 8
Aspir
Necromancy
Grade: Black Magic 8
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
MP Cost: 7
When you cast this spell you reach out with sorcery and drain your foe’s magical might from them. When you do you drain 2 mp from the target per Caster Level (max 40 mp), adding it to your own mp. If the target makes their Will save they are only drained 1 mp per 2 Caster Levels you possess (max 10 mp).

Dark
Necromancy
Grade: Black Magic 8
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fort half
Spell Resistance: Yes.
MP Cost: 17

Casting this dread spell you invoke great dark energy which burns and blasts against the target. The target takes 2d6 damage per Caster Level (max 50d6). A successful Fortitude save halves this damage. This spell is considered to have the [Evil] descriptor for the purposes of regeneration and [Good] subtype creatures suffer a -4 penalty on their save against this spell.

Kill
Necromancy (Death)
Grade: Black Magic 8
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Duration: Instantaneous
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 17
Calling upon dread magic you call death upon an area. Each creature within the area must make a Fortitude save or die.

Special:

Ultima
Evocation
Grade: Black Magic Special
Level: 10th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Area: 40-ft radius.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No.
MP Cost: 50
The ultimate spell of destruction you call great magic to level an area before you. All creatures and objects within the area take 2d6 damage per Caster Level (max 50d6).

Summon Magic
Summon Chocobo
Conjuration (Summoning)
Level: 1st
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Effect: 1 chocobo
Duration: 1 hour/Caster Level
Saving Throw: None
Spell Resistance: No
MP Cost: 1

You summon a chocobo. It is identical mechanically to a light riding horse except instead of 2 hooves it has a single bite attack which is a primary natural weapon (+3 to hit and 1d4+2 damage). It is not, however, combat trained.

Summon Moogle
Conjuration (Summoning)/Conjuration (Healing)
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Allies within area.
Duration: Instantaneous
Saving Throw: Will halves
Spell Resistance: Yes
MP Cost: 6
You summon a projection of a moogle which releases a burst of healing energy which revitalizes your allies within the area. Allies within it are healed 2d8 plus Caster Level hit points; this is a positive energy effect.

Summon Sylph
Conjuration (Summoning)/Necromancy
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Enemies and allies within area.
Duration: Instantaneous
Saving Throw: Fort halves
Spell Resistance: Yes
MP Cost: 8
You summon the projection of a sylph which calls up slashing necromantic winds which suck life from foes within the area and which heal allies within it. This deals 1d6 damage/Caster Levels (max 10d6) to all enemies within the area (Fort halves), and then heals allies within the area an amount equal to ½ the total damage dealt divided evenly between all allies within the area.

Summon Remora
Conjuration (Summoning)
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 1 5-ft square
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
MP Cost: 5
You summon dozens of ethereal remora which latch upon their targets rending them with their teeth. This deals 1d6 damage per Caster Level (max 10d6) to all creatures within the area. You must make a ranged attack roll using Charisma in place of Dexterity against each such creature; any creature you miss takes only half damage from this attack.

Summon Ifrit
Conjuration (Summoning)/Evocation [Fire]
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 30-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 7

You summon a projection of the fiery Ifrit which burns away at your foes. Enemies within the area take 1d6 fire damage/Caster Level (max 10d6), with a reflex save for half.
Summon Ramuh
Conjuration (Summoning)/Evocation [Electricity]
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 30-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 7

You summon a projection of the old man Ramuh which calls lightning down on your foes. Enemies within the area take 1d6 electricity damage/Caster Level (max 10d6), with a reflex save for half.

Summon Shiva
Conjuration (Summoning)/Evocation [Cold]
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 30-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 7

You summon a projection of the ice spirit Shiva which calls a frozen wind across your foes. Enemies within the area take 1d6 cold damage/Caster Level (max 10d6), with a reflex save for half.

Summon Black Chocobo
Conjuration (Summoning)
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Effect: 1 chocobo
Duration: 1 hour/Caster Level
Saving Throw: None
Spell Resistance: No
MP Cost: 5

You summon a black chocobo. It is identical to a chocobo (i.e. mechanically a light riding horse except instead of 2 hooves it has a single bite attack which is a primary natural weapon (+3 to hit and 1d4+2 damage). It is not, however, combat trained) except that it can fly with a speed of 60-ft and average maneuverability.

Summon Mist Dragon
Conjuration (Summoning)/Necromancy
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 30-ft cone.
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Fort halves
Spell Resistance: Yes
MP Cost: 11
You summon the manifestation of the mist dragon which releases a horrible cloud of life draining mist. Living enemies within the area take 1d6 damage per 8 hit points you currently possess with a fortitude save for half.

Summon Titan
Conjuration (Summoning)/Transmutation
Level: 5th
Components: V, S
Range: 40-ft
Area: 40-ft radius burst centered on you.
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 11
You summon the manifestation of titan which releases a burst of energy surging through the ground to harm your foes. This deals 6d8 damage plus 1d8 per 2 Caster Levels beyond 7th (max 10d8) to all enemies within the area standing on the ground, climbing, burrowing, or gliding through the ground in the area; its line of effect is not blocked by the ground or walls but can only travel through the ground. Enemies within the area are allowed a Reflex save to half this damage.

Summon Asura
Conjuration (Summoning)/Conjuration (Healing)
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Allies within area.
Duration: Instantaneous
Saving Throw: Varies
Spell Resistance: Varies
MP Cost: 13
You summon forth a manifestation of the 3 faced queen of the eidolons which shows a single face to your allies granting them a boon based upon it. Roll 1d3. On a 1 she shows her pale serene face and all allies gain the benefits as if you had cast a single target curaga on them. On a 2 she shows her gray happy face and all dead allies within the area are revived as if with the white magic Raise spell. On a 3 she shows her angry orange face and all allies gain the benefits of a white magic Protect spell.

Summon Golem
Conjuration (Summoning)/Transmutation
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Allies within area.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: No.
MP Cost: 13
You summon the manifestation of Golem which wraps around your allies as a protective aegis. Targeted allies gain DR 10/- for the duration. Once this DR has stopped a total of 5 damage/Caster Level it is lost for all targets.

Summon Mindflayer
Conjuration (Summoning)/Enchantment (Compulsion) [Mind-affecting]
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 50-ft cone.
Targets: Enemies within area.
Duration: 1d4+1 rounds.
Saving Throw: No.
Spell Resistance: No.
MP Cost: 16
You summon forth the manifestation of a dread illithid which releases a blast of psychic energy at your foes. Enemies within the area must make a Will save or be stunned for the duration.

Summon Deus Ex Machina
Conjuration (Summoning)/Evocation [Electricity]
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 40-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 16

You summon a projection of the techno-spider Deus Ex Machina which calls lightning down on your foes. Enemies within the area take 1d8 electricity damage/Caster Level (max 20d8), with a reflex save for half.

Summon Promethean Fire
Conjuration (Summoning)/Evocation [Fire]
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 40-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 16

You summon a projection of the fiery warplane Promethean Flame which rains fire down upon your foes. Enemies within the area take 1d8 fire damage/Caster Level (max 20d8), with a reflex save for half.

Summon Ziusudra's Sin
Conjuration (Summoning)/Evocation [Cold]
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 40-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 16

You summon a projection of the ice demon Ziusudra’s Sin which calls ice down on your foes. Enemies within the area take 1d8 cold damage/Caster Level (max 20d8), with a reflex save for half.

Summon Valefor
Conjuration (Summoning)
Level: 6th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Effect: 1 roc
Duration: 1 hour/Grade
Saving Throw: None
Spell Resistance: No
MP Cost: 11
You summon a powerful roc which will carry you and those you designate upon its back. This roc does not make any attacks regardless of the circumstances.

Summon Susano-o
Conjuration (Summoning)/Evocation [Cold]
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 40-ft radius
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
MP Cost: 22

You summon a projection of the warrior god Susano-o which calls destruction onto your foes. Enemies within the area take 1d8 untyped damage/Caster Level (max 20d8), with a reflex save for half.

Summon Catoblepas
Conjuration (Summoning)/Transmutation
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 50-ft cone
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
MP Cost: 24

You summon a projection of the dread Catoblepas which raises its head to gaze on your foes. Living enemies within the area must make a Fortitude save or be turned to stone. Blind creatures are immune to this ability.

Summon Kirin
Conjuration (Summoning)/Conjuration (Healing)
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Allies within area.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 24
You summon the manifestation of a kirin which releases a burst of cleansing energy across your allies. This functions as an esuna and cura spell cast upon each ally within the area.

Summon Odin
Conjuration (Summoning)/Necromancy [Death]
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 50-ft cone
Targets: Enemies within area.
Duration: Instantaneous
Saving Throw: Fort negates.
Spell Resistance: Yes
MP Cost: 24
You summon forth Odin who rides through your enemies his zanketsu vanquishing them in a single blow. Enemies within the area must make a Fortitude save or die.

Summon Carbuncle
Conjuration (Summoning)/Abjuration
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Allies within area.
Duration: 1 round/2 Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 26
You summon forth the mystic cat Carbuncle which shrouds your allies in protective magic. This acts as a Reflect spell cast on all allies within the area.

Summon Leviathan
Conjuration (Summoning)/Transmutation
Level: 9th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 120-ft cone
Targets: Enemies within area.
Duration: Instantaneous.
Saving Throw: Fort halves.
Spell Resistance: Yes.
MP Cost: 30
You call forth a manifestation of the great sea serpent Leviathan which releases a wave of spiritual pressure which smashes into your enemies and crushes them. This deals 20d8 damage plus 1d8 damage per Caster Levels beyond 17 to all enemies within the area. A fortitude save is allowed to halve the damage.

Summon Phoenix
Conjuration (Summoning)/Conjuration (Healing)
Level: 10th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Area: 20-ft radius.
Targets: Dead allies within area.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
MP Cost: 50
You call forth the spirit of the phoenix letting it fill your fallen comrades. This functions as Arise cast upon each ally which died within the area or whose dead body is within the area.

Summon Bahamut
Conjuration (Summoning)/Evocation
Level: 10th
Components: V, S
Range: 80-ft
Area: 80-ft radius burst centered on you.
Targets: Enemies.
Duration: Instantaneous
Saving Throw: Fort halves.
Spell Resistance: Yes.
MP Cost: 50
You summon forth Bahamut the King of the Eidolons who releases a powerful megaflare upon your foes. All enemies within the area take 2d6 damage per Caster Level (max 50d6).


Time Magic

Grade 1
Quake
Transmutation
Grade: Time Magic 1
Level: 1st
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target or Area: 1 creature or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: Reflex halves.
Spell Resistance: Yes.
MP Cost: 1
When you cast this spell you send damaging energy up through the ground into your foes. If cast as a single target spell it deals 1d8 damage + 1d8/2 Caster Levels beyond 1st (max 5d8). If cast as an area of effect it deals 1d4 damage within a 15-ft radius + 1d4 per 2 Caster Levels beyond 1st (max 5d4). Regardless this damage is halved by a successful Reflex save and only affects creatures standing on, climbing, or burrowing in a solid surface. Unlike most effects line of effect for this spell is not blocked by walls or the ground and it may affect creatures burrowing in it or gliding through (such as an earth elemental or xorn).

Regen
Conjuration (Healing)
Grade: Time Magic 1
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 5 rounds.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 3
You augment the target’s recuperative powers allowing it to heal at an accelerated rate. The target gains Fast Healing 4 for the duration.

Slow
Transmutation
Grade: Time Magic 1
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/2 Caster Levels.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 2
This functions as the spell Slow (PHB or SRD) except as noted here (for example it’s single target).

Speed
Transmutation
Grade: Time Magic 1
Level: 1st
Casting Time: 1 immediate action
Components: V
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 1
With a word you accelerate the reactions of the targeted creature. This spell is cast when initiative would be rolled, and can be cast flat-footed (as an exception to the normal rules for immediate actions). The target gains a +4 bonus to its Initiative check.


Grade 2
Float:
Transmutation
Grade: Time Magic 2
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 minute/Caster Level.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 3
Casting this spell you cause the target to lift up floating effortlessly above the ground. The target floats up to 1 foot above the ground while this spell is in effect. They are able to float across liquids and thick fogs and clouds as if they were solid objects and do not break objects with their weight or trigger pressure plates while this spell is in effect. They may choose to land fully if so desired.

Haste
Transmutation
Grade: Time Magic 2
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 2

This spell functions as Haste (PHB or SRD) except as noted here (notably it is single target).

Mute:
Transmutation
Grade: Time Magic 2
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/Caster Levels.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 2
With a surge of magical energy you seal the target’s voice making it impossible for them to speak or otherwise vocalize. While this spell is in effect the target is muted and therefore cannot create any vocalization including verbal components, command words, or truespeach.

Quara
Transmutation
Grade: Time Magic 2
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target or Area: 1 creature or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 5
When you cast this spell you cause a powerful tremor of force to vibrate into your foe. If cast as a single target spell it deals 1d6 damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 damage per Caster Level (max 15d4) within a 20-ft radius. Regardless this damage is halved by a successful Reflex save and only affects creatures standing on, climbing, or burrowing in a solid surface. Unlike most effects line of effect for this spell is not blocked by walls or the ground and it may affect creatures burrowing in it or gliding through (such as an earth elemental or xorn).


Grade 3
Hastega
Transmutation
Grade: Time Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level all of which must be within 30-ft of each other.
Duration: 1 round/Caster Levels.
Saving Throw: Fortitude negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 5

This spell functions as Haste (PHB or SRD) except as noted here.

Slowga
Transmutation
Grade: Time Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level all of which must be within 30-ft of each other.
Duration: 1 round/Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 5

This spell functions as Slow (PHB or SRD) except as noted here.

Teleport, Lesser
Conjuration (Teleportation)
Grade: Time Magic 3
Level: 4th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Target: Self and 1 or more willing touched creatures.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 7

When you cast this spell you bend spacetime translocating yourself and your allies to anywhere within its range. You do not need line of sight or line of effect, but if you would appear in an occupied square you are shunted to the nearest unoccupied space taking 1d6 damage per 5-ft shunted. You may transport one willing touched creature per 2 Caster Levels, large creatures count as two creatures, huge as four, gargantuan as eight, and colossal as sixteen.

Veil
Illusion
Grade: Time Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 5
This functions as Displacement (PHB and SRD) except as noted here.


Grade 4
Flight
Transmutation
Grade: Time Magic 4
Level: 5th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 10 minutes/Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 8

When you cast this spell you bestow the target the ability to fly. This functions as the fly (SRD or PHB) except as noted here (longer duration and range).

Gravity
Transmutation
Grade: Time Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 9
When you cast this spell you warp spacetime to contort and crush your target. Your target loses ½ their current hit points (rounded up) unless they make a successful Will save.

Hold
Transmutation
Grade: Time Magic 4
Level: 5th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/Caster Level (D).
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 9
This functions as Hold Monster (PHB or SRD) except as noted here (notably it’s not a mind-affecting compulsion)

Teleport
Conjuration (Teleportation)
Grade: Time Magic 4
Level: 5th
Components: V, S
Range: Personal and Touch
Target: You and touched objects and touched willing creatures.
Duration: Instantaneous
Saving Throw: None and Will negates (object).
Spell Resistance: No and Yes (object).
MP Cost: 9

This functions as the spell Teleport (PHB or SRD) except as noted here and that you may bring along one medium sized creature per 2 Caster Levels instead of per 3.

Veilga
Illusion
Grade: Time Magic 4
Level: 5th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level all of which must be within 20-ft of each other.
Duration: 1 round/Caster Levels.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 9
This functions as Displacement (PHB and SRD) except as noted here. Most notably it targets a group of creatures.


Grade 5
Comet
Evocation [Force]
Grade: Time Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
You call meteors down onto your foe causing 1d4 meteors to form crashing into your target. The target is allowed a reflex save for half damage and takes 1d6 + 1d6/3 Caster Levels damage per meteor which strikes it. They make only one save for all meteors striking them. Spell Turning and Reflect have no effect on Comet.
Quaga
Transmutation
Grade: Time Magic 5
Level: 6th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target or Area: 1 creature or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: Reflex halves.
Spell Resistance: Yes.
MP Cost: 11
When you cast this spell you call a powerful force up out of the earth and into your foes. If cast as a single target spell it deals 15d6 damage plus 1d6 damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 damage plus 1d4 damage per 2 Caster Levels beyond 11 within a 20-ft radius. Regardless this damage is halved by a successful Reflex save and only affects creatures standing on, climbing, or burrowing in a solid surface. Unlike most effects line of effect for this spell is not blocked by walls or the ground and it may affect creatures burrowing in it or gliding through (such as an earth elemental or xorn).

Quick
Transmutation
Grade: Time Magic 5
Level: 6th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes (Harmless).
MP Cost: 11
With this spell you warp a creature’s position in time making them ready to act once again. The target’s initiative changes so that it goes immediately after your current turn.

Grade 6
Extend
Evocation
Grade: Time Magic 6
Level: 7th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Area: 10-ft radius burst.
Targets: All creatures within area.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (Harmless).
MP Cost: 13

Weaving and working magic you lay a force upon those within the area. Any effect with a set duration upon a target does not have its duration reduced for the duration of this effect.

Old
Transmutation
Grade: Time Magic 6
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: Fort negates.
Spell Resistance: Yes.
MP Cost: 13
You twist time around the target bringing about the extreme decay of extended entropy. If the target fails their Fortitude save they take a -4 penalty to all ability scores. This penalty increases by 2 each round but cannot reduce an ability to below 1.

Teleport, Greater
Conjuration (Teleportation)
Grade: Time Magic 6
Level: 7th
Components: V, S
Range: Personal and Touch
Target: You and touched objects and touched willing creatures.
Duration: Instantaneous
Saving Throw: None and Will negates (object).
Spell Resistance: No and Yes (object).
MP Cost: 13

This functions as the spell Greater Teleport (PHB or SRD) except as noted here and that you may bring along one medium sized creature per 2 Caster Levels instead of per 3.


Grade 7
Graviga
Transmutation
Grade: Time Magic 7
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you warp spacetime to contort and crush your target. Your target loses 3/4 their current hit points (rounded up) unless they make a successful Will save in which case they merely lose ¼ their current hit points (rounded up).

Quicken
Transmutation
Grade: Time Magic 7
Level: 8th
Casting Time: 1 Swift action.
Components: S
Range: Personal
Target: You
Duration: Instantaneous.
MP Cost: 15

You twist time with a word granting you an extra standard action used immediately.

Warp
Conjuration (Teleportation)
Grade: Time Magic 7
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature or 1 creature/Caster Level all of which must be within 20-ft of each other.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 15
When you cast this spell you select any number of targets within range twisting space and time to cast them away from you. Each target must make a Will save or be teleported to a random location on the same plane. If you cast this as a single target spell they suffer a -2 on their save.


Grade 8
Meteor
Evocation [Force]
Grade: Time Magic 8
Level: 9
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: Up to 1d4+1 creatures.
Duration: Instantaneous.
Saving Throw: Reflex half
Spell Resistance: Yes.
MP Cost: 17
Calling upon your magic you create several meteors of spatial magic sending them hurtling down on your foe or foes. Roll 1d4+1 to determine how many meteors you create. You may direct each meteor at a separate creature or all at the same creature. Each meteor deals 10d6 damage. Any creature targeted by 1 or more meteors is allowed a single Reflex save to half the damage dealt by all meteors directed at them. Spell Turning and Reflect have no effect on Meteor.

Reraise
Conjuration (Healing)
Grade: Time Magic 8
Level: 9th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 minute/Caster Level.
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 20

You lay a weave of magic around a target protecting them from death via temporal manipulation. If the target dies while this spell is in effect they are instantly revived at 1/4th their maximum hit points (and with 1 Constitution if it was reduced to 0) as if by True Resurrection except as noted here.

Teleport, True
Conjuration (Teleportation)
Grade: Time Magic 8
Level: 9th
Components: V, S
Range: Personal and Touch
Target: You and touched objects and touched willing creatures.
Duration: Instantaneous
Saving Throw: None and Will negates (object).
Spell Resistance: No and Yes (object).
MP Cost: 20
This functions as Greater Teleport except as noted here. You may bring along one medium sized creature per 2 Caster Levels instead of per 3, and you may do one of: travel between planes; move into an area warded against teleportation (such as the area of a forbiddance or dimension lock spell); move out of an area warded against teleportation; teleport creatures which have been affected by dimensional anchor or similar effects. Effects such as Anticipate Teleport, or other effects which hinder teleportation without absolutely blocking it have no effect on the operation of this spell.

Undo
Transmutation
Grade: Time Magic 8
Level: 9th
Components: V, S
Range: Special
Target: Special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
MP Cost: 26

You warp time with titanic magic. You undo the events of the last round returning things to the start of your last turn. No reversal of time can undo the MP cost of this spell; if you cast it the 26 MP cost remains (and is usually the only thing to do so), if you cast it twice you’d end up back 2 rounds and down 52 MP.

Special:

Time Stop
Transmutation
Grade: Time Magic Special
Level: 9th
Components: V, S
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time)
MP Cost: 17

This functions as the spell Time Stop (PHB or SRD).

Zaydos
2015-08-18, 04:45 PM
Color Magic Continued

White Magic
Grade 1

Cure
Conjuration (Healing)
Grade: White Magic 1
Level: 1st
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target or Area: 1 creature or 10-ft radius.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 1
Invoking the powers of light you bestow a gift of healing upon the target. If cast as a targeted spell they regain 1d8 plus your twice your Wisdom modifier hit points. If cast as an area of effect all targets regain 1d4 plus your Wisdom modifier hit points. This is a positive energy effect and damages undead instead of healing them.

Poisona
Conjuration (Healing)
Grade: White Magic 1
Level: 1st
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 1
You magic excises poison from the target healing them of its detrimental effects. This immediately ends any sap damage the target is receiving as well as any poison affecting them. It does not cure damage already dealt or remove poison from food or other objects.

Protect
Abjuration
Grade: White Magic 1
Level: 1st
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 1
Invoking the powers of light you create a protecting aura around the target. The target gains a +2 deflection bonus to AC and DR 2/- for the duration. Both of these are increased by +1 per 6 Caster Levels you possess to a maximum of +5 deflection and DR 5/- at 18th level.

Grade 2
Aero
Evocation [Sonic]
Grade: White Magic 2
Level: 2nd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 3
When you cast this spell you call wind down upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d8 sonic damage + 1d8/2 Caster Levels beyond 1st (max 5d8) If cast as an area of effect it deals 1d4 sonic damage within a 15-ft radius + 1d4 per 2 Caster Levels beyond 1st (max 5d4) and a reflex save is allowed to halve this damage.

Blindna
Conjuration (Healing)
Grade: White Magic 2
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 3
This spell functions as Remove Blindness/Deafness (PHB or SRD) except that it can only remove Blindness and as noted here.

Invisibility
Illusion
Grade: White Magic 2
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 4

This functions as the spell invisibility except it only affects a willing target and as noted here.

Nul Energy
Abjuration
Level: White Magic 2.
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 3
When you cast this spell a willing target becomes warded against the energy of your choice. They take ½ damage from the energy type of your choice for the duration of this effect.

Restore
Conjuration (Healing)
Grade: White Magic 2
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 3

This functions as Lesser Restoration (PHB or SRD) except as noted here.

Vox
Conjuration (Healing)
Grade: White Magic 2
Level: 2nd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 3

Casting this spell you grant a creature its voice. This immediately ends any Silence effect with the target within its area (as if dispelled) and any Mute effect on the target.

Grade 3
Cura
Conjuration (Healing)
Grade: White Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target or Area: 1 creature or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 5
Invoking the powers of light you bestow a gift of healing upon the target. If cast as a targeted spell they regain a number of hit points equal to twice your Caster Level plus a number of d8 equal to your Wisdom modifier (if positive) hit points. If cast as an area of effect all targets regain a number of hit points equal to your Caster Level plus a number of d4 equal to your Wisdom modifier (if positive) hit points. This is a positive energy effect and damages undead instead of healing them.

Libra
Divination
Grade: White Magic 3
Level: 3rd
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 4
You invoke the spirits of knowledge to learn about your target. You learn its AC, saving throws, BAB, hit points (current and max), whether it is able to cast spells or use spell-like abilities, and any DR, resistances, Spell Resistance, immunities, or vulnerabilities it may possess.

Shell
Abjuration
Grade: White Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 5
Invoking the powers of light you create a protecting aura around the target. The target gains a +3 morale bonus to saving throws increasing to +4 at CL 12 and +5 at CL 18 and Spell Resistance 10 + Caster Level.

Size
Transmutation
Grade: White Magic 3
Level: 3rd
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous or 1 minute/Caster Level.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 5
Invoking holy might you alter the size of a creature. This spell can be cast in one of three ways. It can be used to restore a creature to its natural size, in which case it is instantaneous and undoes any effect altering the targets size. It can be used to increase a target’s size by one category, in which case it is identical to Enlarge Person (PHB or SRD) except that it may affect any creature regardless of type and as noted here. It can be used to decrease a target’s size by one category, in which case it is identical to Reduce Person (PHB or SRD) except that it may affect any creature regardless of type and as noted here.

Grade 4
Aerora
Evocation [Sonic]
Grade: White Magic 4
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 7
When you cast this spell you call screeching winds upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 1d6 sonic damage per Caster Level (max 15d6). If cast as an area of effect it deals 1d4 sonic damage per Caster Level (max 15d4) within a 20-ft radius and a reflex save is allowed to halve this damage.

Confuse
Enchantment (Compulsion) [Mind-Affecting]
Grade: White Magic 4
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 living creature
Duration: 1 round/Caster Level
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 4
This functions like Confusion (PHB or SRD) except as noted here, most notably it only affects one creature.

Nul Death
Abjuration
Grade: White Magic 4
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature
Duration: 1 round/Caster Level
Saving Throw: Will negates (harmless).
Spell Resistance: Yes (harmless).
MP Cost: 5
This spell functions as Death Ward except as noted here.

True Form
Abjuration
Grade: White Magic 4
Level: 4th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature
Duration: Immediate.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 7
With a word of holy power you force the target back to their natural form. When you cast this spell all shape-changing and transmutation effects on the target are immediately ended. This does not prevent new ones from being applied.

Grade 5
Curaga
Conjuration (Healing)
Grade: White Magic 5
Level: 6th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target or Area: 1 creature or 15-ft radius burst.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 11
You invoke holy power to create a mighty recuperative force. If cast as a single target effect the target is healed 10 hp/Caster Level plus 5 times your Wisdom modifier (if positive) hit points. If cast an area of effect each creature within the area is healed 5 hp/Caster Level plus twice your Wisdom modifier (if positive) hit points.

Esuna
Abjuration/Conjuration (Healing)
Grade: White Magic 5
Level: 6th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 11
When you cast this spell you call a great cleansing energy onto the target. This cure any effect (other than hit point damage) which could be healed with the heal spell (PHB or SRD) and/or True Form spell (see above) as well as acting as a targeted greater dispel magic against all negative magical effects upon the target.

Invisiga
Illusion
Grade: White Magic 5
Level: 6th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level.
Duration: 1 minute/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 11

This functions as the spell invisibility except it only affects willing targets and may target multiple creatures. If one of those creatures attacks it only breaks invisibility for that creature.

Raise
Conjuration (Healing)
Grade: White Magic 5
Level: 6th
Components: V, S, M
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 recently deceased creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
MP Cost: 11
This funcitons as the spell Raise Dead (PHB or SRD) except as noted here. Its range is greater, a revived creature does not suffer level loss, but it may only revive creatures which have been dead no more than 1 round plus a number of rounds equal to your Wisdom modifier (if positive).

Grade 6
Aeroga
Evocation [Sonic]
Grade: White Magic 6
Level: 7th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 14
When you cast this spell you call a cacophonous hurricane upon your foes. If cast as a single target spell make a ranged touch attack roll dealing 15d6 sonic damage plus 1d6 sonic damage per 2 Caster Levels beyond 11. If cast as an area spell it deals 15d4 sonic damage plus 1d4 sonic damage per 2 Caster Levels beyond 11 within a 20-ft radius and a reflex save is allowed to halve this damage.

Protega
Abjuration
Grade: White Magic 6
Level: 7th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level all of which must be within 40-ft of each other.
Duration: 1 minute/Caster Level.
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 13
Invoking the powers of light you create a protecting aura around the targets. The targets gains a +5 deflection bonus to AC and DR 5/- for the duration.

Wall
Abjuration
Grade: White Magic 6
Level: 7th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 minute/Caster Level.
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 13
You invoke magical power around the target wrapping them in it protectively. The target gains a +5 deflection bonus to AC, DR 5/-, a +5 morale bonus to saving throws, and Spell Resistance 12 + Caster Level for the duration.

Grade 7
Curaja
Conjuration (Healing)
Grade: White Magic 7
Level: 8th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Levels)
Target or Area: 1 creature or 30-ft radius burst.
Duration: Instantaneous
Saving Throw: Will halves.
Spell Resistance: Yes.
MP Cost: 15
You invoke holy power to create a mighty recuperative force. If cast as a single target effect the target is healed 50 plus their maximum hit points. If cast an area of effect each creature within the area is healed 10 hp/Caster Level plus five times your Wisdom modifier (if positive) hit points.

NulAll
Abjuration
Grade: White Magic 7.
Level: 8th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/Caster Level.
Saving Throw: No.
Spell Resistance: Yes (harmless).
MP Cost: 8
You invoke protection upon the target. They gain the benefits of a Death Ward spell and take ½ damage from all energy types, as well as untyped damage from spell effects, hellfire, negative energy, and other magical damage sources (desiccation damage, city damage, etc).

Reflect
Abjuration
Grade: White Magic 7.
Level: 8th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Duration: 1 round/2 Caster Levels.
Saving Throw: Will negates.
Spell Resistance: Yes.
MP Cost: 18
You create a reflective barrier of energy around the target. Whenever they would be targeted by a spell for the duration that spell is reflected back upon the caster as if with Spell Reflection (PHB or SRD). Unlike Spell Reflection this reflects spells with multiple targets and area of effect spells with instantaneous effects or with effects which travel with those who were within it in which case it affects the caster as if they were within the area.

Shellga
Abjuration
Grade: White Magic 7
Level: 8th
Components: V, S
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature/Caster Level all of which must be within 40-ft of each other.
Duration: 1 minute/Caster Level.
Saving Throw: No.
Spell Resistance: Yes.
MP Cost: 15
The targets are wrapped in protective magic giving them resistance to spells. All targets gain a +5 morale bonus on saving throws and Spell Resistance 14 + Caster Level.

Grade 8

Aeroja
Evocation [Sonic]
Grade: White Magic 7
Level: 8th
Components: V, S
Range: Long (400-ft + 40-ft/Caster Level)
Effect or Area: 1 ray or 20-ft radius burst.
Duration: Instantaneous
Saving Throw: None or Reflex halves.
Spell Resistance: Yes.
MP Cost: 19
When you cast this spell you call the winds to scour your foes from this world. If cast as a single target spell make a ranged touch attack roll dealing 20d8 sonic damage plus 1d8 sonic damage per Caster Levels beyond 15. If cast as an area spell it deals 20d6 sonic damage plus 1d6 sonic damage per Caster Level beyond 15 within a 40-ft radius and a reflex save is allowed to halve this damage.

Arise
Conjuration (Healing)
Grade: White Magic 8
Level: 9th
Components: V, S,
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 recently deceased creature.
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: No.
MP Cost: 26
This funcitons as the spell True Resurrection (PHB or SRD) except as noted here. The creature’s body must either be within the range of this spell or the creature must have died within it, and the target may not be dead for longer than 1 minute plus a number of minutes equal to your Wisdom modifier (if positive).

Renew
Conjuration (Healing)
Grade: White Magic 8
Level: 9th
Components: V, S,
Range: Close (25-ft + 5-ft/2 Caster Levels)
Target: 1 creature.
Saving Throw: No or Will partial.
Spell Resistance: Yes.
MP Cost: 17.
The ultimate healing spell when you cast this spell the target is restored to maximum hit points and healed as if with both Greater Restoration and Heal, this is a positive energy effect. When used on an undead creature they must make a Will save or be destroyed and on a successful save they take damage equal to ½ their maximum hp.


Special

Holy
Evocation [Good]
Grade: White Magic Special
Level: 10th
Components: V, S
Range: Medium (100-ft + 10-ft/Caster Level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fort half
Spell Resistance: Yes.
MP Cost: 17

Casting this ultimate white magic spell you invoke great holy energy which burns and blasts against the target. The target takes 2d6 damage per Caster Level (max 50d6). A successful Fortitude save halves this damage. [Evil] subtype creatures suffer a -4 penalty on their save against this spell.

Zaydos
2015-08-19, 10:51 PM
Feats

Color Focus
You are better at a particular variety of color magic, lending it power beyond the norm.
Prerequisites: Ability to cast Color Magic spells.
Benefit: When you take this feat select a variety of color magic (Black, Red, Summoning, Sword, Time, White) you can cast. Your caster level with that variety of color magic and the save DCs of color magic spells of that type you cast are both increased by 1.
Special: You may take this feat multiple times, each time select a different type of Color Magic. This feat has additional benefits over its normal equivalent (Spell Focus) because of the heavy emphasis on blasting or healing that Color Magic has (compare to a Dread Necromancer, Beguiler, or a mage who would actually take Spell Focus all have more save or X in a single school than any single type of Color Magic).

Extra Slots (Freelancer)
You have access to additional passive slots beyond the norm.
Prerequisites: Freelancer level 4+.
Benefit: When you take this feat select 3 slots worth of Passive abilities. You are considered to always have these slots equipped in your jobless state.

Extra General Slots
Your extra passive slots are available when you have a Job equipped.
Prerequisites: Extra Slots (Freelancer).
Benefit: The extra slots granted by Extra Slots (Freelancer) now apply regardless of what (if any) job you have equipped.

Extra Shiftable Slots
You may change the passive slots granted by Extra Slots (Freelancer).
Prerequisites: Extra Slots (Freelancer).
Benefit: You may change what Passive abilities are equipped to the 3 slots from Extra Slots (Freelancer) whenever you change your jobless Passive abilities equipped.

Favored Command (Freelancer)
You gain an additional equipped Command as long as you have no equipped Job.
Prerequisites: Freelancer level 9+.
Benefit: When you gain this feat select one Command ability you have access to. It is always considered equipped when are in a jobless state.

Favored Command (General)
You gain an additional Command.
Prerequisites: Favored Command (Freelancer)
Benefit: The additional Command ability from Favored Command (Freelancer) is now available regardless of your equipped job.

Favored Job
You have taken to a job relaxing into it easily.
Prerequisites: Freelancer level 3+.
Benefit: When you take this feat select one Job. You gain 1 additional Job level in that Job (if this would push you over your maximum you may place it in any other Job you possess instead). The selected Job does not count against your unique jobs per day and you may use Re-Assign Passives to re-assign passive abilities for the selected job instead of for your jobless state (you may still use it for your jobless state).

If you have the Shed Job feat when you shed your job you enter that Job instead of a jobless state when you use that feat. If you have Extra Slots (Freelancer) or Favored Command (Freelancer) the bonus slots or command ability apply in your selected Job instead of your jobless state.

Quick Job Change:
You are able to change your job quickly in the midst of combat a limited number of times each day.
Prerequisites: Freelancer level 1+.
Benefit: 3 times per day you may change your Job as a standard action.

Shed Job
You are able to return to your jobless state quickly, almost instantly.
Prerequisites: Freelancer level 1+.
Benefit: As an immediate action you may unequip your current Job returning to your Jobless state.


"Forbidden" Jobs

Forbidden Jobs are those jobs which due to quirks of their design do not fit with the others. They may present potential game balance problems, or may simply be things foreign to the Final Fantasy Job system. Regardless they are Jobs which I encourage DMs to look at individually and choose whether they are used. You can either simply add them at their listed tier, or require a player upon gaining a tier of jobs to swap one or more regular jobs for them.

Limit SOLDIER (Air Crystal Job):
http://img1.wikia.nocookie.net/__cb20110227161510/finalfantasy/images/1/1a/Cloud-FFVIIArt.png

Difficulties: Limit SOLDIER introduces what amounts to a cast from hit points system. There are limits upon it; damage must be taken in combat situations, the amount of hit points required is close to, potentially greater than, your maximum hit points so requires healing, and is usually a really poor exchange rate. On the other hand you can switch to gaining Limit from other sources (dealing damage, killing, using MP). Limit also allows you to use higher level abilities. As such it has the potetial to become quite mechanically problematic. In addition while a Final Fantasy base it is not a Job and is not found in Job system games (although Bravely Default's specials are Limit Breaks and the source of Inspirational Limit Break).

Command – Limit Break:
Limit Breaks require the expenditure of 1 or more Limit Bars. To fill a Limit Bar you must have a [Limit] ability equipped which allows you to acquire Limit Points. A Limit Bar is filled when you have obtained 8 Limit Points per character level. You may not have more Limit Points than enough to fill a Limit Bar unless you have a Limit SOLDIER level of 6 or higher at which point you may hold up to 2 Bars. Limit is not loss if you switch to a Job that cannot accrue it, with the exception of any Limit above your normal capacity allowed through the Expanded Limit Capacity passive.
Limit Break and Additional Costs: When using an ability that has an additional cost such as a color spell modified by the appropriate [Color] Magic Amp or Twin Cast to cast a non-Red Magic spell you must still pay these additional costs. This is also true of the additional MP or HP used to heighten certain spell-like abilities, or similar additional costs. You may pay an extra Limit Bar to pay these additional costs.
Limit Breaks and Commerce: These are both Forbidden Jobs and as such a pair of variants. I could ignore their interaction or I can account for it. If used with Gil Toss it emulates it at 2d8 damage per Job level, Sorcery of Gold can be used for a spell with a level of up to your Merchant Job level -2, Pay to Play uses the higher cost ability, and Energy Drink grants a Full Round action all at no GP cost. A second Bar can be used to increase Gil Toss damage to 3d8 per Job level, Sorcery of Gold to spell level up to Merchant Job level -1, and 2 full round actions from Energy Drink.
1st Level:
Braver (Ex): As a standard action you may expend a Limit Bar to make a single melee attack which deals double damage.
2nd Level:
Command Limit Break – Extraordinary: You may expend a Limit Bar to use an Extraordinary Command ability granted by a Command you have equipped that is granted with up to 1 more Job level than you possess. You do not have to pay any MP or HP costs associated with the Command ability used.
3rd Level:
Command Limit Break – Wondrous: You may expend a Limit Bar to use a Supernatural or Spell-like Command ability granted by a Command you have equipped that is granted with up to 1 more Job level than you possess. You do not have to pay any MP or HP costs associated with the Command ability used.
4th Level:
Command Limit Break – Color Magic: You may expend a Limit Bar to use a Color Magic spell granted by a Command you have equipped that is granted with up to 1 more Job level than you possess. You do not have to pay any MP or HP costs associated with the Command ability used and you ignore any spell failure you may suffer. Your caster level for this spell is equal to your Character Level.
Command Limit Break – Clever: You may expend a Limit Bar to use an untyped Command ability granted by a Command you have equipped that is granted with up to 1 more Job level than you possess. You do not have to pay any MP or HP costs associated with the Command ability used.
5th Level:
Command Limit Break – Any: You may expend a Limit Bar to use any Command ability granted by a Command up to the Job level you have in the associated Job even if that Command is not equipped. You do not have to pay any MP or HP costs associated with the Command ability used and you ignore any spell failure you may suffer.
6th Level:
Blade Beam (Su): By expending a Limit Bar as a standard action you release a beam of energy from your blade. This allows you to make a ranged touch attack with a range of up to twice your (aura) which deals double the damage of a weapon attack to the target and then allows you to make a ranged touch attack against each enemy within a distance equal to your (aura) radius of the initial target each of these attacks dealing normal weapon damage.
7th Level:
Command Limit Break – Expanded: You may expend an additional Limit Bar when using any Command Limit Break ability to increase the maximum level of ability you may emulate with the ability by 2 (so up to equipped command’s Job level +2 or unequipped command’s Job level +1).
8th Level:
Inspirational Limit Break: You may expend an additional Limit Bar when using any Limit Break to produce an inspirational energy throughout your (aura). When you use this ability choose attack, defense, magic, magic defense, or speed. Allies (including yourself) within your (aura) gain a corresponding bonus for a number of rounds equal to your Charisma modifier (minimum 1). If you chose attack they gain a +4 morale bonus to attack and damage. If you chose defense they gain a +4 dodge bonus to AC and DR 5/-. If you choose Magic they gain a +2 morale bonus to the save DC of spells and spell-like abilities they use and +2 to their CL. If you chose Magic Defense they gain a +4 morale bonus to saving throws and SR 12 + twice your Job level. If you chose Speed they gain a +30-ft enhancement to speed, a +2 morale bonus to Reflex saves, and a +2 dodge bonus to AC, and a +4 morale bonus to Dexterity.
9th Level:
Finishing Touch (Su): As a standard action you may expend two Limit Bars to release a burst of energy within your (aura). Any enemies within the area must make a Fortitude save (DC 10 + Limit SOLDIER Job level + Constitution modifier) or die. This is a death effect.
10th Level:
Omnislash (Ex): As a standard action you may expend a single Limit Bar to make four attacks at your highest attack bonus against a single target. Alternatively as a full-round action you may expend two Limit Bars to make four full-attacks but all attacks must be against the same target.

Inherent Abilities:
Combat Mastery
Perfected Fortitude
Job HP Bonus: +2 hp/Job level.
Slow MP Growth
Master Weapon Proficiency: Proficiency in all martial and simple weapons.
Medium Armor Proficiency: Proficiency in medium or lighter armor.
Shield Proficiency: Proficiency in shields (except tower shields).

Limit SOLDIER Passives:
[Limit]: If you have the Limit Break command equipped you may equip one [Limit] passive for free. [Limit] passives are not always active and you may only have one [Limit] passive active at a time. As a full-round action you may deactivate your currently active [Limit] passive and activate another you have equipped.
[Limit] abilities allow you to accrue Limit Points and each one grants a different method of doing so.
1st:
SOLDIER’s Limit [Limit]: Whenever you take damage you gain Limit Points equal to the damage received. You do not receive Limit Points for self-inflicted damage or damage taken from a non-hostile source. Costs 3 slots.
2nd:
Medium Armor Proficiency.
Warrior’s Limit [Limit]: Whenever you deal damage to a hostile creature you gain 1 Limit Point per 5 points of damage you dealt. Costs 3 slots.
3rd:
Mage’s Limit [Limit]: Whenever you expend MP you gain an equal amount of Limit Points. Costs 3 slots.
Wield Oversized Weapons (Ex): You can wield weapons as if you were one size category larger. Costs 3 slots.
4th:
Perfected Fortitude
Slayer’s Limit [Limit]: Whenever you down a creature you gain Limit equal to four times its CR; you cannot gain Limit for the same creature in this way more than once per day.
5th:
SOLDIER Weapon Proficiencies: You gain proficiency in Longswords, Greatswords, Greataxes, and Greatclubs. Costs 2 slots.
Job HP Bonus.
6th:
Combat Mastery.
Limit Guardian: Whenever you take damage for an ally (such as through Cover Ally, or the Shield Other spell) from a hostile creature you gain that much limit; this is in addition to any limit you would normally receive from the attack.
7th:
Expanded Limit Capacity: You may hold a 3rd Limit Bar. If you switch to a Job that does not possess this passive any Limit Points beyond your 2nd bar are lost. Costs 4 slots.
Leader’s Limit [Limit]: Whenever an ally within the range of your (aura) is dealt damage you gain 1 point of Limit per 3 damage dealt.
8th:
Limit Regeneration [Limit]: At the beginning of your turn during each round of combat you gain Limit equal to one and a half times your Job level or triple your Job level if you are in the berserk state caused by Berserk, Calm Rage, or Leviathan’s Wrath. In addition you may use the Limit Break Command while in this berserk state even if this passive is not active. Costs 4 slots.
9th:
Improved Warrior’s Limit [Limit]: Whenever you deal damage to a hostile creature you gain 1 Limit Point per 4 points of damage you dealt. Costs 3 slots.
Limit Fuel: When making an attack before rolling to hit you may expend Limit Points up to your Job level to gain a bonus to hit equal to the number of Limit Points expended or a bonus to damage equal to twice that amount (any spent Limit Points are wasted on a miss). You may also spend 8 Limit Points as 1 MP. Costs 7 slots.
10th:
SOLDIER’s Tenacity (Ex): Whenever you take damage that would down you (as defined by cleave feat) you may make a Fortitude save (DC = damage taken). If you succeed you do not take the damage and instead take it 2 rounds later; at which point you can make the saving throw again. All damage delayed to the same round is dealt in one lump sum. Damage cannot be healed while it is delayed and does not add to Limit until it is actually dealt. Costs 7 slots.

Merchant (Water Crystal Job)

http://img1.wikia.nocookie.net/__cb20140306190951/finalfantasy/images/c/cd/BDFF_Merchant.png

Difficulty: Merchant is built on PG shenanigans, or in D&D terms WBL. Where in Final Fantasy gold is mostly useless and having a job that uses it as a resource make it an interesting tactical resource for a change, in D&D money is power. As such spending it for minor effects (Takeover) or getting extra is a powerful and potentially destabilizing effect. I also tried to avoid giving Jobs abilities which are used in downtime beyond Craft/Perform/Profession or which empower on a long term scale so that you can enter the job to gain the benefit and then change it and maintain the benefit for the rest of the day or days at a time (which led to the no downtime rule). Merchant, by its nature, breaks that rule.

Command - Commerce
1st:
Gil Toss (Su): As a standard action you can toss coinage transmuting them into damaging energy. You deal Xd8 damage where X is a number of your choice up to 3 times your Job level with a ranged touch attack. However you must pay 10*(X^2) gold hit or miss.
2nd:
No ability gained.
3rd:
Sorcery of Gold (Sp): By spending an amount of time equal to its casting time you may immediately use any spell with a spell level less than your job level as a spell-like ability but you must pay gold equal to twice the cost of a scroll of that spell.
4th:
Hedge Risk (Su): As an immediate action you convert damage to your body into damage to that highest of all things your finances. For 1 round whenever you would take damage instead lose 3 GP worth of coins or trade goods carried upon your person per hp which would be loss. If you have no capital of this sort on you then you lose hit points as normal.
5th:
Pay to Play (Su): As a standard action you may pay 50 GP to double a creature’s threat range for 1 minute, this does not stack with Keen or Improved Critical unless you pay 500 GP.
6th:
Astral Shop (Su): As a full round action you may send your spirit back to the last shop you visited. Your body remains in place and is considered helpless. You may exchange goods in this shop in legitimate transactions but no other objects can be lost or gained and you may not affect the place in any other material ways. You may return to your body as a move action or by leaving the shop.
7th:
Energy Drink (Su): As a standard action you may convert gold into pure elan vitalizing an ally into action. Select one ally within your aura and then sacrifice an amount of carried coinage or trade goods. If you sacrifice 100 GP of goods that ally may immediately take a swift action. By sacrificing 400 GP of goods they may take a standard action. 1,600 GP obtains a full-round action or a standard and move action (no swift) and may be worth using on yourself in extreme circumstances. 16,000 GP grants the ally two full-round actions (or 2 standard and 2 move) and 1 swift action to be used immediately.
8th:
High Leverage (Su): As a standard action you increase the leverage of power in a region making battle more brutal and swift. For three rounds all damage dealt to, or hp paid by, creatures within 1000-ft is doubled.
9th:
Low Leverage (Su): As a standard action you decrease the leverage of power in a region making battle longer and more defensive. For three rounds all damage dealt to, or hp paid by, creatures within 1000-ft is halved.
10th:
Greater Sorcery of Gold (Sp): You now need only pay the cost of a scroll instead of twice that when using Sorcery of Gold.

Inherent Abilities:
Perfected Will
Simple Weapon Proficiencies
Medium Armor Proficiency
Shield Proficiency

Merchant Passives:
1st:
Merchant Skills: Appraise, Bluff, Diplomacy, and Sense Motive. Costs 3 slots.
2nd:
White Knight (Ex): When you are at less than 25% hp and would receive damage any adjacent ally may choose to take that damage for you. Costs 5 slots.
3rd:
Resale Adept: You may sell goods for 10% more than their normal resale value to a maximum of their market price. Costs 3 slots.
4th:
Generous Banker (Su): Whenever you put money into a bag of holding or other non-dimensional space you may have it teleport into any other bag of holding or similar container you are familiar with. Costs 5 slots.
5th:
Resale Expert: You may sell goods for 20% more than their normal resale value to a maximum of their market price. Costs 4 slots.
6th:
Barter (Ex): You may give a creature an amount of goods to gain a circumstance bonus to a diplomacy check dealing with it. To gain a bonus you must give goods worth [bonus squared]*10 GP (i.e. +1 costs 10 GP, +5 costs 250 GP, +12 costs 1440, +20 costs 4000) and this bonus is limited to no more than twice your job level. Costs 4 slots.
7th:
Resale Master: You may sell goods for 10% more than their normal resale value to a maximum of their market price. Costs 4 slots.
8th:
Speculate (Ex): When making an attack you may accept a 50% miss chance (in addition to any other miss chances you may suffer) to deal double damage with that attack. Costs 3 slots.
9th:
Money Bags (Su): You can store items in any bag as if it were a bag of holding. You may store any amount of goods in a bag this way, and goods this way are only accessible by creatures with this ability. Goods must still be able to fit through the opening of the bag to be stored this way. Costs 4 slots.
10th:
Resale Grandmaster: Sale all items as if they were trade goods (i.e. for market price). Costs 10 slots.


Acolyte of the Tonberry (Fire Crystal Job)
http://img4.wikia.nocookie.net/__cb20121215213507/finalfantasy/images/e/e6/Tonberry_1_%28FFXI%29.png

Difficulty: This is based upon a specific FF monster and its abilities which do not mesh well with tactical combat, and despite that is based more upon the main line games instead of the Final Fantasy Tactics Advanced version. Also it is spawned from the fact that due to FFXI's design I am convinced that Tonberries are from Innsmouth and actually just the FF name for Deep One Hybrid.

Command - Knife Arts

Knife Arts abilities cannot be used during a turn in which you use a Move action to move unless you used Implacable Stalker to move or moved no more than 1/2 your speed. Knife Arts that allow you to make an attack can only be used with a knife, dagger, shortsword, punching dagger, kukri, or other dagger/knife weapon as deemed appropriate by the DM and only to make melee attacks.

1st:
Cleaver (Ex): As a standard action you may pay 4 MP to make a single melee attack with an appropriate weapon. This attack is resolved as a touch attack which ignores damage reduction.

2nd:


3rd:
Implacable Stalker (Su): As a move action select a non-mindless enemy, you move to where you are 10-ft closer to them (up to adjacent) than you were at the end of your last turn. This is a teleportation effect although you appear to be walking in truth you pass through their nightmares.

4th:
Knife (Ex): As a standard action pay 5 + your Job level MP eand make a single melee attack which has its damage multiplied by 1/2 your Job level.

5th:
Approaching Terror (Su): When you use Implacable Stalker or a Move action to move no more than 1/2 your speed a single creature you move towards must make a Will save (DC 10 + Job level + Charisma modifier) or be immobilized with fear and unable to move from their current square for 1 round (flying creatures with average or worse maneuverability will fall). This is a mind-affecting fear effect. If triggered through Implacable Stalker you must target the same creature with both.

6th:
Karma (Su): As a standard action you may pay 12 MP and make a melee touch attack against a creature. That creature immediately takes damage equal to the amount of damage it has dealt this encounter.

7th:
Traveler (Su): As a standard action you may pay 12 MP and cause target creature within your (aura) to take 1d4 damage per 5-ft it has moved during this encounter. A Fortitude save (DC 10 + Job level + Charisma modifier) is allowed for half damage.

8th:
Mass Terror (Su): When Approaching Terror activates you do not target a creature, instead each creature which you end your movement closer to are affected.

9th:
Everybody's Grudge (Su): With a glance you invoke the powers of the slain. As a standard action you may pay 16 MP to target a single creature within your (aura). That target must make a Fort save or die immediately if they have ever killed anything (this is a death effect). On a successful save they take 5 damage per creature they have slain today.

10th:
Frenzied Cleaver (Ex): As a full-round action you may pay 13 MP to make a single melee attack with an appropriate weapon. This attack is resolved as a touch attack which ignores damage reduction.

Inherent Abilities:
Combat Skill
Perfected Persistence
Job HP Bonus: +4 hp/job level.

Acolyte of the Tonberry Passive Abilities:

1st level:
Tonberry Skills: Balance, Swim and 2 + twice Job level (virtual) ranks in Intimidate. Costs 4 slots.

Tonberry Weapon Proficiencies: You are proficient in daggers, punching daggers, kukri, and shortswords. In addition you may treat kitchen knives and cleavers as non-improvised weapons you are proficient in. Depending upon size these knives are either light weapons which deal 1d4 damage (x3 crit) or one-handed weapons which deal 1d6 damage (x3 crit). Costs 3 slots.

2nd level:

Combat Skill.

Tonberry's Lantern (Su): As a standard action you may form a lit hooded lantern in an open hand. This lantern produces no heat and is purely an illusory existence but provides illumination as normal. If you ever release the lantern it vanishes immediately though you may reform it again as a standard action. The light produced by this illusory lantern is equivalent to a 2nd level spell. Costs 3 slots.

3rd level:

Deep Spawn: Gills grow on your neck even as your skin becomes clammy and adapted to the waters taking on a dark green tint. You gain a swim speed equal to your land speed and the ability to breathe water. In addition you suffer no damage due to water pressure and are not at risk of hypothermia due to swimming (though if the water is cold enough on its own you may still take cold damage). Costs 3 slots.

4th level:

Perfected Saves

5th level:

Cleaver Master (Ex): When wielding a kitchen knife it has a critical range of (before any other modifications) 19-20/x3 instead of 20/x3. Costs 5 slots.

Job HP Bonus: +4 hp/Job level.

6th level:

Mindless Terror (Ex): You are a fear which speaks to the very life force of creatures. Fear effects you generate are not mind-affecting effects and affect mindless creatures normally. Costs 3 slots.

7th level:

Karmic Cutter (Su): When wielding a kitchen knife, knife, dagger, punching dagger, shortsword, or kukri you gain +1 to hit and damage against any creature which has killed a creature within the last 24 hours, this bonus increases by +1 up to 1/2 your job level for every 3 creatures the target has killed today. Costs 4 slots.

8th level:

Being of True Terror (Ex): Tonberries are a horror that exists on levels of reality far beyond most creature's perceptions. You gain immunity to fear and i you would be targeted or affected by a fear effect it is reflected back upon its source and they must save against it. If it has a hit die limit treat them as being 1 level less than they actually are for whether they are within it. Costs 4 slots.

9th level:

Tonberry Scales (Ex): You gain an enhancement bonus to your natural armor equal to 1/2 your Constitution bonus or 1/2 your Job level whichever is higher. Your flesh turns green and scaly while this passive is equipped. Costs 4 slots.

10th level:

No ability.

Sage (Earth Crystal Job)


http://img2.wikia.nocookie.net/__cb20111128225558/finalfantasy/images/2/21/Tellah3.jpg

Difficulty: Black and White Magic command is strictly better than Black or White Magic commands, gives great versatility by allowing you to equip both on a job with different (or better) passives. As such the job has certain limitations (see special rules below), but these are inelegant.

Special Rules: Your Sage Job level can never be higher than your Black Mage or White Mage job level. To equip the Black and White Magic command you must also have the Sage's Power passive equipped.

Command - Black and White Magic

1st:
Black and White Magic 1: You gain access to grade 1 Black Magic and grade 1 White Magic. You suffer spell failure when casting Color Magic in armor of any type. Spells cast with this command from the Black Magic list are treated as Black Magic spells, those cast from the White Magic list are treated as White Magic spells (as opposed to Red Magic which while also drawing on both lists counts as neither and instead Red Magic).
2nd:
Black and White Magic 2: You gain access to grade 2 Black Magic and grade 2 White Magic.
3rd:
Black and White Magic 3: You gain access to grade 3 Black Magic and grade 3 White Magic.
4th:
Black and White Magic 4: You gain access to grade 4 Black Magic and grade 4 White Magic.
5th:
Meld Magic: As a full round action you may cast 2 grade 3 or lower spells of different types of Color Magic (the standard types are Black, Red, Summon, Sword, Time, and White).
6th:
Black and White Magic 5: You gain access to grade 5 Black Magic and grade 5 White Magic.
7th:
Black and White Magic 6: You gain access to grade 6 Black Magic and grade 6 White Magic.
8th:
Black and White Magic 7: You gain access to grade 7 Black Magic and grade 7 White Magic.
9th:
Black and White Magic 8: You gain access to grade 8 Black Magic and grade 8 White Magic.
10th:
Ultima and Holy: You gain the special Black Magic spell Ultima and the special White Magic spell Holy.

Inherent Abilities:
Job HP Bonus: -2 hp/level
Quickest MP Growth
Perfected Will
Sage’s MP Bonus: You max HP is reduced by 2 per class level but your max MP is increased by the same amount.
Sage’s Skills: All Knowledge skills, Concentration, and Spellcraft.
Lore: As Cloistered Cleric, except you use twice your Sage job level in place of your Cloistered Cleric level.
Sage’s Will: You take -1 penalty to Fortitude saves per 3 class levels, but gain a +1 bonus to Will saves per 3 class levels.

Passives:
1st:
Sage’s Power: Required to equip the Black and White Magic Command. Costs 5 slots.
Observe Magic (Sp): You may use Detect Magic as a spell-like ability at-will. Costs 3 slots.
2nd:
Perfected Will
3rd:
Sage’s Skills: All Knowledge skills, Concentration, and Spellcraft. Costs 4 slots.
4th:
Lore: As Cloistered Cleric, except you use twice your Sage job level in place of your Cloistered Cleric level.
5th:
Sage’s MP Bonus: Your max hp is reduced by 2 per class level, but your max MP is increased by the same amount. Costs 2 slots.
Sage's Eye (Sp): As a standard action you may use identify as a spell-like action. Costs 4 slots.
6th:
Sage’s Will: You take -1 penalty to Fortitude saves per 3 class levels, but gain a +1 bonus to Will saves per 3 class levels. Costs 2 slots.
7th:
Conserve MP: If you cast a color magic spell in one round and then in the next round cast a color magic spell which is a different color than all color magic spells you cast in the round previous you pay 1 less MP per 2 grades of the color magic spell you cast last round. Costs 4 slots.
8th:
Quickest MP Growth.
9th:
Power from Life (Su): As a free action you may gain temporary mp equal to your max mp. This temporary MP lasts until the end of your current turn at which point you die; if you reverse time using this temporary MP you still die. Costs 4 slots.
10th:
Color Magic Amp: Double MP cost of any color magic to increase numerical effects by 50% (i.e. Black Magic Amp, White Magic Amp, Summoning Magic Amp, Red Magic Amp, and potentially more). Costs 7 slots.

sengmeng
2015-08-21, 04:42 AM
Italian Plumber

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

It's-a me, Mario!

A head-stomping, mushroom-eating, fireball-throwing badass!

Adventures: Italian Plumbers are psychologically incapable of leaving a damsel in distress. They also like collecting coins.

Characteristics: Italian Plumbers are melee damage dealers with some limited durability and ranged abilities.

Alignment: Italian Plumbers are non-evil.

Religion: The religious affiliations of Italian Plumbers are unknown.

Background: Presumably, a really weird trade school.

Races: So far, all known Italian Plumbers have been human. Other races could possibly become Italian Plumbers as well, it just hasn't been observed.

Other Classes: Italian Plumbers appreciate others who can do things they can't. They often become the leaders of their teams and recognize that others each have a role.

Role: Italian Plumbers mostly just destroy the baddies.

Adaptation: An ethnic Italian would be somewhat rare in most campaigns, so the Italian Plumber may be explained as having arrived via some sort of warp whistle or pipe from another plane.

GAME RULE INFORMATION
ITALIAN PLUMBER's have the following game statistics.
Abilities: Strength is by far the most important ability for Italian Plumbers, followed by constitution and dexterity, in that order. Their out-of-combat utility depends on what mental abilities they choose to focus on.
Alignment: Non-evil.
Hit Die: d8
Starting Age: As monk.
Starting Gold: As Monk.

Class Skills
The ITALIAN PLUMBER's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Damage
Speed


1st

+0

+2

+2

+2
Unarmed Strike, Head Stomp
1d6
+0'


2nd

+1

+3

+3

+3
Power up 1/day
1d6
+0'


3rd

+2

+3

+3

+3
Speed Bonus, Favored Enemy
1d8
+10'


4th

+3

+4

+4

+4
Super Jump
1d8
+10'


5th

+3

+4

+4

+4
Head Crush +1
1d8
+20'


6th

+4

+5

+5

+5
Brick Breaker
1d8
+20'


7th

+5

+5

+5

+5
Power Up 2/day
1d10
+20'


8th

+6

+6

+6

+6
Favored Enemy
1d10
+30'


9th

+6

+6

+6

+6
Parkour
1d10
+30'


10th

+7

+7

+7

+7
Head Crush +2
2d6
+30'


11th

+8

+7

+7

+7
Butt Smash
2d6
+40'


12th

+9

+8

+8

+8
Power Up 3/day
2d6
+40'


13th

+9

+8

+8

+8
Favored Enemy
2d8
+40'


14th

+10

+9

+9

+9
Double Jump
2d8
+50'


15th

+11

+9

+9

+9
Head Crush +3
2d8
+50'


16th

+12

+10

+10

+10
Power Up 4/day
2d10
+50'


17th

+12

+10

+10

+10
Favored Enemy
2d10
+60'


18th

+13

+11

+11

+11
Triple Jump
2d10
+60'


19th

+14

+11

+11

+11
Head Crush +4
4d6
+60'


20th

+15

+12

+12

+12
Power up 5/day, Combo Jump
4d6
+70'



Class Features
All of the following are class features of the ITALIAN PLUMBER.

Weapon and Armor Proficiencies: Italian Plumbers are not proficient with any weapons or armor except their unarmed strikes.

Unarmed Strike: The Italian Plumber does not provoke attacks of opportunity when performing an unarmed strike. He may attack with either hand interchangeably or his feet. There is no such thing as an off-hand attack for an Italian Plumber making an unarmed strike. He also deals lethal damage or non-lethal damage at his option, and his unarmed strike damage is increased according to the column in the table reading "unarmed damage."

Head Stomp: If the Italian Plumber makes a successful jump check or falls from a distance high enough to hit his target from above, he performs a head stomp. For simplicity's sake, assume an opponent's height is equal to his reach if they don't have a listed height. A head stomp is a coup de grace, even if it doesn't normally meet the prerequisites, although it is not automatically a critical hit and must hit with an attack roll. In addition to enemies normally subject to critical hits, the head stomp can destroy any creature for which beheading would be lethal, which includes some types of undead and constructs, as per the rules of a vorpal weapon.

Power Up: At second level, Power Ups become available to the Italian Plumber. These are special items that only an Italian Plumber can use. They are random, however, and the decision to summon one also means using it immediately. Summoning and using a Power Up is a move equivalent action. To determine the Power-Up obtained, roll a d10 and consult the table below.



Die Roll
Power Up




1-4
Red Mushroom



5-7
Fire Flower



8-9
Power Star



10
Green Mushroom



Red Mushroom: Eating the red mushroom instantly restores all lost hit point, ability damage, ability drain, non-lethal damage, and level drain. You also grow a size category larger, gaining all the normal benefits and penalties, increasing your natural weapons by one dice size and gaining a size bonus to strength of +2. This size increases lasts until you take hit point damage.

Fire Flower: The fire flower instantly restores all lost hit point, ability damage, ability drain, non-lethal damage, and level drain, and allows you to shoot fireballs from your hands in place of a melee attack. The fireballs are a ranged touch attack that deals fire damage with a maximum range of 60' and no range increments. The damage is equal to twice your unarmed strike damage + your charisma modifier in place of your strength modifier. The ability to shoot fireballs lasts until you take hit point damage.

Power Star: The power star grants you invulnerability for 5 rounds. You are immune hit point damage, ability damage, ability drain, non-lethal damage, and level drain. Any attack or effect that allows a saving throw is instead decided by you whether it will affect you. Additionally, any unarmed attack made during your invulnerability counts as a coup de grace.

Green Mushroom: The Green Mushroom does nothing at first. If you die within an hour of consuming it, however, you are automatically resurrected 1d4 rounds later at full hitpoints, with all ability damage, ability drain, non-lethal damage, and level drain cured. You appear in an unoccupied square within 100' of the site of your death, and your body disappears.

As you advance in levels, you gain more Power Ups per day; Power Ups may be used in conjunction with each other.

Speed Bonus: At 3rd level, the Italian Plumber moves faster than others of his race. He adds an amount equal to the number given on the class table under "speed bonus" to his base movement rate when unarmored and unencumbered.

Favored Enemy: At 3rd level, the Italian Plumber learns to combat certain types of enemies more effectively because he faces them more often than others. The Italian Plumber gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. The Italian Plumber is limited to Reptiles, Plants, and Undead when making this selection. Plants and Undead are any creatures with that type, reptiles are dragons, lizardfolk, kobolds, and any real-world animals which are reptiles, especially turtles. Whenever it says favored enemy on the class table after level three, the Italian Plumber may choose a new favored enemy, or gain an additional +2 to the bonus against an existing favored enemy.

Super Jump: At 4th level, the Italian Plumber no longer needs to distinguish between a high jump and a long jump. When making a jump check, he may go as high as a high jump would allow him while also covering the horizontal distance of a long jump, whether or not he has a running start.

Head Crush: At 5th level, when performing a head stomp, the Italian Plumber's threat range and critical multipliers each increase by 1, to 19-20/x3. It increases by another +1 at levels ten(18-20/x4), fifteen (17-20/x5) and nineteen(16-20/x6).

Brick Breaker: At 6th level, the Italian Plumber deals double damage against objects with his unarmed strike, including constructs. If he is also under the growth effects of a red mushroom, he deals triple damage.

Parkour: At 9th level, the Italian Plumber gains a bonus to balance, jump, and tumble checks equal to the number of squares he has moved through before taking the action which prompted the skill check. This is in addition to the normal bonus to jump checks for higher than normal base movement.

Butt Smash: At 11th level, the Italian Plumber never takes damage from falling if he performs a head stomp, and instead adds any fall damage he would have taken as bonus damage to the head stomp. He also gains this bonus if he jumps higher than ten feet vertically as part of a head stomp.

Double Jump: At 14th level, if the Italian Plumber performs two jump checks in the same round, he adds a bonus to the second jump equal to half the first jump's check result.

Triple Jump: At 18th level, If the Italian Plumber performs three jump checks in one round, he adds a bonus to the third jump equal to half the result of the second jump, which also gains half the result of the first jump.

Combo Jump: At 20th level, if the Italian Plumber successfully destroys an opponent with a head stomp and still has movement left, he may immediately make a jump check, and if he can reach another opponent, he may attempt another head stomp on them with a -5 on the attack roll. If he successfully head stomps and destroys that opponent, he may repeat the process with an additional -5 on the attack roll. He cannot touch the ground between head stomps to keep the combo jump going. He does, however, gain the benefits of double jump and triple jump.

noob
2015-08-23, 09:27 AM
Solver of enigmas
Why do nobody and nothing wants me to get where I want

A class for solving enigmas and having more time to think

Adventures: Solvers of enigmas often are thrown into adventures against their will(for example they are captured and want to escape) or they have something dear they want to get back and so on.
Often you do not start as a solver of enigmas but become one by being confronted to too many enigmas.

Characteristics:
This class does gives you the ability to think at incredible rates(but not do mental actions fast) and even to help your allies to do so it is also adept in multiple skills(But only this is mostly useless in many campaigns where the gm lets you think 10 hours and does not says after "you lost ten hours thinking and the world have been blown up while you were thinking")(I might add some spell-casting for making this class not useless)

Alignment:
Any really any.

Religion:
Any

Background: You become an enigma solver because you like thinking or because you are in a crucial need of time or simply only had to solve enigmas

Races: In video-games humans are fairly often represented but mostly anyone can be an enigma solver(In adventure games you see tons of different species also)

Other Classes: They help whenever thinking is needed and are appreciated when subtle things are encountered but they are mostly not needed if you always have time.

Role: Enigma solvers are mostly here each time were thinking is needed for example in the event a fortress is going to be attacked tomorrow an enigma solver can fid very fast a good organization for the troops and then manage intelligently the orders to the soldiers in the heat of the battle or he could help a wizard to devise a plan for saving the prisoners the fastest possible or if there is a puzzle in a temple and that you do not want to loose days in trying to solve it with the powers of an enigma solver it is done very fast.

Adaptation: Adapting this class to a campaign setting is rather hard(personally I have no idea how to do it)

GAME RULE INFORMATION
Solver of enigmas have the following game statistics.
Abilities: Intelligence is useful since learning other skills helps
Alignment: Any
Hit Die: d4
Starting Age: Any(You remember those adventure games with children)
Starting Gold: 5d20

Class Skills
The Solver of enigmas's class skills (and the key ability for each skill) Are all the skills you can think off with as key ability the one given in the skill description
Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8+ Int modifier

Solver of enigmas


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Intense training,Accelerated thinking


2nd

+1

+0

+3

+3



3rd

+1

+1

+3

+3
Sudden inspiration


4th

+2

+1

+4

+4



5th

+2

+1

+4

+4
Intense hurry(1/day)


6th

+3

+2

+5

+5
Inspiration trick


7th

+3

+2

+5

+5



8th

+4

+2

+6

+6



9th

+4

+3

+6

+6
Fast re-specialization, Inspiration trick


10th

+5

+3

+7

+7
Intense hurry(2/day)


11th

+5

+3

+7

+7
Mental reactivity


12th

+6

+4

+8

+8
Inspiration trick


13th

+6

+4

+8

+8
Mechanisms manipulator


14th

+7

+4

+9

+9
The solution


15th

+7

+5

+9

+9
Intense hurry(3/day), Inspiration trick


16th

+8

+5

+10

+10



17th

+8

+5

+10

+10
Hard to surprise


18th

+9

+6

+11

+11
Inspiration trick


19th

+9

+6

+11

+11



20th

+10

+6

+12

+12
Intense hurry(4/day)



Class Features
All of the following are class features of the enigma solver.

Weapon and Armor Proficiencies: Clothes and any simple weapon and also noodle bowls on your head(I have no idea of what to put here)

Intense training (Ex): from level 1 and further you get an cunning(never stacks with another cunning bonus and also you can never get things other than class features of this class to gain a cunning bonus) bonus of +1 per level in this class into a skill of your choice you can change this skill with one week of training

Accelerated thinking (Ex):You think (level in this class+2)1.5 times faster than someone without this class.(approximately 5 times faster at level 1 and 100 times faster at level 20)
This never allows you to do more actions even if you use items who allows you do do things with purely mental actions and such kind of things.

Enigma (concept): An enigma is generally a situation involving environment or objects(magic or not) or creatures with 2 or less intelligence(can be _) which generally have been prepared for making people think about it for finding something or getting at a place on the other side of the enigma or fulfilling a particular objective.
If you already have the solution from somewhere else or have already met a similar enigma or is in front of an enigma the GM finds extremely easy you might not be counted as having solved an good enigma.

Intense hurry(ext): At level 5 and higher one time per day(you get also one free extra use per day every five levels) you can suddenly have a burst of mental speed and as a full round action think like if you had an eternity.(still does not allows you to take actions)
You can one time per good enigma you solved do this an extra time(but then it stops counting for this purpose).

The solution(ext): Sometimes(gm dependent) you can do a very weird action and have an even weirder result for example you use a salami to hit a rooster and it lays an egg this ability works only if the gm wants this kind of ridiculous.
Else(if the gm does not wants the first part) you might instead find things you know you need or want far easier for example you need to find a key for a door with this ability you do not need to actively search for getting a chance of finding the key if you go at a place where this key is(The GM roll a search check each time you change location and the GM never tells you anything about this roll for preventing metagaming except if the solver find the thing(is at less than 30 meters and have succeeded at the search check)) also the huger the thing is the higher is the range(multiply by 4 for each size category above tiny) so if you try to search a particular planet you find it from a much higher range than if you research the secret door which have been named and described by someone who followed a cultist but then forgot everything else than the door.
also you can not automatically research for something generic(like unusual stonework) nor have more than your class levels in things you research.

Sudden inspiration(ext): at level 3(and higher) you can one time per day add your Intense training bonus to one skill check but you can not do this with your intensely trained skill and this can never stack with any other cunning bonus given by this class also you can use only one charge of sudden inspiration per turn.
In addition you can add this bonus only for skill checks needing less than one turn.

Fast re-specialization(ext): at level 9(and higher) you can by training yourself one hour change your intensely trained skill.

Mechanisms manipulator(ext): At level 13(and higher) mechanisms who takes minutes to manipulate now takes 1d4+1 rounds and one who needs rounds(explicitly written rounds) only needs one complex action and one who needs one complex action can be used with one simple action so for example it helps when sabotaging a complex mechanism.

Mental reactivity(ext): At level 11(and higher) You can add your intelligence modifier to your reflex saves and initiative instead of your dexterity modifier if your intelligence is higher than your dexterity.

Hard to surprise(ext): At level 17(and higher) You are never flatfooted and situations which would allow someone to ignore your dex bonus to CA does not allows them to get precision damage from them.

Inspiration tricks(ext): Every three levels above three(excluding three) you get one inspiration trick.(those with (M) are modifiers and you can apply only one at the same time on one sudden inspiration)
List of inspiration tricks:
Extra inspiration: You gain two bonus uses of sudden inspiration every day(can be taken multiple times and apply the effect each time)
(M)Inspiration surge: You can apply bonus of sudden inspiration to (your level in Solver of enigmas) checks the turn where you use this power.
(M)Inspire ally: You can with your sudden inspiration help an ally skill check but it can not give him a modifier in this skill superior to yours(excluding the bonus of this skill).
(M)Curious idea: You can with your sudden inspiration find out one clue or idea helping you by using extremely complex deduction through process you could not explain(the gm choose what clue he wants to give to you also if he wants he can give none) but you can do this only a total number of times equal to the number of solved good enigmas.
(M)Already did this: You can with your sudden inspiration solve in the shortest time possible(without huge resources expense) an enigma which is very similar to one you already solved once.
(M)Inspired anger: You can with your sudden inspiration gain the ability to use any complex skill you want for one round while raging(please do not do a raging barbarian hiding and using diplomacy at the same time even if it is now possible with that).
(M)Inspired arcana: You can with your sudden inspiration add your class level/4 to the dc of one spell(roofed to the limit of level of the spell+bonus from this class inferior to 9) or add half your class level to your caster level(does not allows you to go over your HD - 2) for piercing magic resistance or for the duration of the spell but not for the effect(only for messing your mind with more mechanics).
(M)Inspired Diamond mind: When you use your sudden inspiration You add your class level to your initiator level when using diamond mind maneuvers instead of adding half your class level.
(M)Inspire team(needs inspire ally): You can use your sudden inspiration to help all the allies you want(with the same limitations as inspire ally)
(M)Continuous inspiration: Your sudden inspiration gives the bonus to one precise skill for five rounds(can be taken multiple times each time increasing the duration of five rounds)
(M)Inspired re-specialization(needs level 15 or more and lasting inspiration): You can use an sudden inspiration for changing instantly your intensely trained skill
Quick inspiration(needs level 21 or more) You can use one more sudden inspiration per turn(can be taken multiple times and apply the effect each time but I hardly see it used more than one time for one surge and one inspire team)
(M)Share hurry: By using one use of sudden inspiration and one use of intense hurry per target you can make the targets benefit from the intense hurry and if they have telepathy they can communicate while under the effect of this power
(M)Lasting inspiration: When you use a sudden inspiration for a skill check who takes more than one round it works(you can repair a table and other kind of things who take time to do but for which you do not want to re-specialize your main skill(for example you still want to be good at swimming because you are under water or other things of this king but in fact it is rather underwhelming))
(M)Powerful inspiration(needs level 21 or more): You can use a sudden inspiration to add half your class level to any save or attack throw but only if you are conscious and that you are not surprised and are not in a situation where a feat less item less acf less commoner who had the same initiative roll as you would not benefit from his dexterity to its CA
(M)Cancel surprise(needs level 21 or more): You can use a sudden inspiration and an intense hurry to avoid being surprised this makes that if there is a surprise round you can play in it and you roll initiative for seeing who plays first in the surprise round.
(M)Share cancel surprise(needs level 21 or more and cancel surprise and inspire team): You can use a sudden inspiration and one intense hurry to make all your team play in the surprise round if there is opponents surprising your team(again we roll initiative for choosing who plays first in the surprise round)
Multiple training(needs level 21 or more): you choose one new skill and it becomes an Intensely trained skill also from now on when you retrain your intensely trained skills you choose one + one per time you took this Inspiration trick. This trick can be taken multiple times.

Epic progression:In any space between acquisition of class features where you do not get new ones you get an extra epic feat at the end of the space
Epic feats: Epic intellect and other things of this kind but I have an hard time choosing the list in which are taken those feats you can also choose to take any non epic feat with them but you need to fill the requirements for the feat you take.

Epic Solver of enigmas


Level
Special


21
Inspiration trick


22



23
Extra feat


24
Inspiration trick


25
Intense hurry(5/day)


26
Extra feat


27
Inspiration trick


28



29
Extra feat


30
Intense hurry(6/day), Inspiration trick