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Zaydos
2015-09-17, 05:07 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. The save DC for any Color Magic spell is 10 + its (effective) spell level + your Charisma modifier.

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 currently 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
2015-09-17, 05:08 PM
Air Crystal Jobs

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 equal to your job level 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
2015-09-17, 05:09 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. Costs 3 slots.
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. Costs 3 slots.
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
2015-09-17, 05:10 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
2015-09-17, 05:11 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 10 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
2015-09-17, 05:12 PM
"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.

Geomancer (Water Crytal Job) (http://www.giantitp.com/forums/showsinglepost.php?p=19845783&postcount=13) Command (http://www.giantitp.com/forums/showsinglepost.php?p=19845787&postcount=14)

Too large to post in one post so in two posts linked above.

Machinist (Water Crystal Job)
Command – Gadgetry

http://vignette1.wikia.nocookie.net/finalfantasy/images/a/a8/Ff6_edgar.jpg/revision/latest?cb=20120724214149
[Tool] descriptor command abilities act oddly. A Machinist may maintain one of each tool that they have access to through the command via the ‘Maintain Tool’ command ability, or passive. Each [Tool] descriptor command represents a physical gadget or Tool. These tools can be used by anyone, but the Activate Tool command is required to use their ‘activated’ ability. If a tool’s ‘activated’ ability costs MP it is paid by the character activating it. Each [Tool] descriptor command also comes with a raw material price for making the relevant tool (an act which takes 8 hours regardless of price), this is the initial price to create the tool or to replace it if it is lost or destroyed. All tools are Supernatural in nature.

1st:
Activate Tool (Su): You may use this command to use the ‘activated’ ability of any Tool you are wielding even one you did not make and are not maintaining. The action required and cost to do so are described in the appropriate tool command below.
Maintain Tool (Su): You may use this ability to maintain the magical link with a tool which allows the magitek within to function. Creating a link requires a standard action made while touching the tool, though maintaining it requires no action. You may only maintain tools for which you have the relevant tool command and only one of each tool. You may dissolve a link with a maintained tool as a standard action regardless of distance. All tools are Supernatural in nature.

2nd:
Debilitator [Tool]: This tool costs 300 GP in raw materials to produce. Standard Use: As a standard action a single creature within 5 ft per job level of the tool’s maintainer must make a Will save (10 + job level + maintainer’s Int) or gain a weakness to an energy type determined randomly (roll 1d6, 1 Acid, 2 Cold, 3 Electricity, 4 Fire, 5 Sonic, 6 re-roll). If the target has immunity to that energy type they lose it and gain resistance 20 to it instead, if they had resistance they simply lose the resistance, if they did not have immunity or resistance they gain vulnerability (taking +50% damage from that energy type), and if they were already vulnerable it increases to +100% damage. This vulnerability lasts for a number of rounds equal to the Job level of the debilitator’s maintainer. Activated Use: As standard use but you may choose which energy type to afflict vulnerability to. You must pay 3 MP to use this ability and once used the Debilitator must recharge over 5 rounds before being used again.

Pinpoint Aim (Ex): As a standard action you may make a ranged attack as a touch attack. This attack deals +1 damage per Job level and ignore concealment or cover less than total.

3rd:
Dark Bullet (Su): As a standard action you may make an attack that deals +1d4 damage per Job level. If the target is hit they must make a Will save (DC 10 + Job level + Dex modifier) or be blinded. At the end of their turn they may attempt to make this save again (this is a free action). They are blinded until they successfully save against this effect. If applied with a melee attack the target gains a +2 on their save(s) against this ability.

4th:
Autogun [Tool]: This tool costs 500 GP in raw materials to produce. Standard Use: The autogun may be used to make ranged attacks. It is considered a fire arm for proficiencies. The autogun holds canisters with 40 shots each (such a canister would cost 8 SP to buy the bullets to fill). A canister can be loaded into the autogun as a full round action and the autogun does not otherwise need to be loaded as long as it has shots left in its canister. The autogun deals 1d8 damage + 1d8 per 2 job levels of the maintainer, has a range increment of 20 ft per job level of the maintainer and a 20/x2 crit. Activated Use: Pay 1 MP as a free action as part of firing an autogun to cause it to not fire traditional bullets, but energized pulses of magic. This means it does not require ammunition for the round and it deals your choice of cold, electricity, or fire damage until end of turn.

Shotgun (Su): As a standard action you may make a ranged attack as an attack in a 30 ft cone. Make a single attack roll and apply its result against each target within the area.

5th:
Addling Bullet (Su): As a standard action you may pay 5 MP to make an attack that deals +1d6 damage per Job level. If the target is hit they must make a Will save (DC 10 + Job level + Dex modifier) or be confused; this is a mind-affecting effect. At the end of their turn they may attempt to make this save again (this is a free action). They are blinded until they successfully save against this effect. If applied with a melee attack the target gains a +2 on their save(s) against this ability.

6th:

Sound Blaster [Tool]: This tool costs 1000 GP in raw materials to produce. Standard Use: All targets within a 30 ft cone take 1d6 sonic damage per job level of the tool creator. They are allowed a Fortitude save for half (DC 10 + job level + Int mod), and on a failed save are deafened for 1 round; the damage but not the deafness applies to objects and Con – creatures. Deaf creatures are immune to this tool’s effects. Once used the Sound Blaster must recharge requiring either a full round action to manually crank it or 5 rounds before it can be used for either its standard or activated use. Activated Use: All targets (including objects) within a 30 ft cone take 1d8 sonic damage per job level of the tool creator, they are allowed a Fortitude save for half damage. In addition they are confused for 1d4+1 rounds unless they succeed on a Will save (DC 10 + job level + Int modifier). Deaf creatures are immune to this tool’s effects. Once used the Sound Blaster must be recharged requiring either a full round action and 5 MP to manually crank it, or 1 minute before it can be used for either its standard or activated use once more.

7th:

Power Shot (Ex): As a standard action you may make an attack which deals +1d6 damage per job level if a melee attack or +2d6 per job level if a ranged attack.

8th:
Flash Grenade [Tool]: This tool costs 500 GP in raw materials to produce. Standard Use: The flash grenade is used as a thrown grenade-like weapon. It does not have any special damage on a direct hit or ‘splash’ instead when thrown releasing a burst of light where it hits. All creatures within a 20 ft radius must make a Reflex save (DC 10 + job level + Int modifier) or be blinded for 1d4+1 rounds. Once used the flash grenade must be exposed to bright light for 1 minute to recharge, although the maintainer may pay 10 MP to recharge it as a move action while holding it. It must also be manually recovered. Activated Use: You may pay 10 MP while using the Flash Grenade to add 1d8 damage per job level to its standard effect (successful save against blindness halves damage), creatures with Light Sensitivity, Light Blindness, the undead type, or otherwise vulnerable to light or sunlight take double damage from this effect.

9th:
Bio Blaster [Tool]: This tool costs 1000 GP in raw materials to produce. Standard Use: Creatures within a 30 ft cone must make a Fortitude save or take 1d6 Constitution damage and take damage equal to the maintainer’s job level each round until they succeed on a Fortitude save (allowed at the end of each turn). This is considered poison, a creature immune to poison is immune to this effect and saving throw bonuses against poison apply. Activated Use: As standard use but deals 2d6 Constitution damage and ongoing damage is 1d4 per job level. Once the activated use is used the tool cannot be used again for 5 rounds or until it is recharged as a standard action which costs 7 MP.

10th:
Stop Bullet: As a standard action you may pay 15 MP to make an attack that deals +1d6 damage per Job level. If the target is hit they must make a Will save (DC 10 + Job level + Dex modifier) or be stopped , effectively held (as if with hold monster) but unable to take mental actions; a Freedom of Movement effect prevents this ability. At the end of their turn they may attempt to make this save again. They are stopped until they successfully save against this effect. If applied with a melee attack the target gains a +2 on their save(s) against this ability.

Machinist Inherents:
Combat Skill
Perfected Will
Simple Weapon Proficiency
Medium Armor Proficiency
Machinist Skills

Machinist Passives:

1st:
Fire Arms Proficiency: You are proficient in firearms. Costs 4 slots.

2nd:

Machinist Skills: Disable Device, Open Locks, Search. Costs 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 equal to your job level and if you succeed on a saving throw for half or partial against a trap you take no effect instead. 3 Slots.

3rd:
Enhance Gear (Ex): The benefit you receive from a masterwork weapon is increased by 1, as is the armor check reduction from masterwork armor or shields, and the skill bonus from Masterwork tools. Costs 3 slots.

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. Costs 3 slots.

4th:
Machine Slayer: You gain Favored Enemy (Constructs) +2. Costs 3 slots.

Master Machinist Skills: Knowledge (architecture and engineering), Profession (pilot), and any Craft skill dealing with metal goods (blacksmithing, metalworking, and facets of others). Costs 3 slots.

5th:
Mechanical Aptitude (Ex): You gain an insight bonus to Disable Device and Open Locks checks equal to your Job level. In addition you may make such checks more quickly; you may make an Open Locks check as a move action, a simple disable device check as a standard action, a tricky disable device check as a full round action, and a difficult or wicked disable device check in 2 rounds. Costs 4 slots.

Perfected Will.

6th:
Quick Craftsman (Ex): When crafting items with a craft check you make twice the progress per check. Costs 3 slots.

7th:
Improved Machine Slayer (Ex): You gain Favored Enemy (Constructs) +2. Costs 6 slots.

8th:
Maintain Tools (Su): You may maintain tools as if with the maintain tool command ability. Costs 6 slots.

9th:
Greater Enhance Gear (Ex): The benefit you receive from a masterwork weapon is increased by 2, as is the armor check reduction from masterwork armor or shields, and the skill bonus from Masterwork tools. Costs 5 slots.

10th:
MP Shield (Su): When you would take damage subtract that damage from your MP instead of your HP. If you have the Machinist job equipped you may deactivate or activate this ability as a full round action. Costs 5 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.

Zaydos
2015-09-17, 05:13 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
2015-09-17, 05:14 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
2015-09-17, 05:15 PM
Reserved in the off-case this takes off and I need more space for Color Magic.

Zaydos
2015-09-17, 05:16 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.

Zaydos
2015-09-17, 05:19 PM
Class Variants


"Boundlancer"

Really more of a batch of several hundred, possibly eventually reaching over a thousand, "build a class", the "Boundlancer" is the final option mentioned in the adaptation section. To create a "Boundlancer" select 2 Jobs from any tier. You do not gain any Freelancer class features except the aura and maximum Job level. Instead you gain all inherent abilities of both jobs, all passive abilities of both jobs up to your maximum Job level, and all command abilities of both jobs up to your maximum Job level. Your Job level in both jobs is always treated as your maximum Job level.

You gain class skills based upon your selected jobs, these are in addition to those from the Freelancer class. In addition any [Job] Skills ability is modified; you gain true skill ranks instead of virtual ranks and if this would push you over your max ranks you may reassign the excess ranks into skills as you desire (paying double for cross-class ranks as usual). If both jobs grant 3 or more of the same class skill you may select 1 additional class skill which may be any skill for each 3 identical skills.

Class Skills by Job:

Black Mage: Concentration, Knowledge (Arcana), Knowledge (the Planes), Spellcraft.
Knight: Climb, Intimidate, Jump, Ride, and Swim.
Monk: Balance, Heal, Jump, Move Silently, Tumble
Thief: Balance, Climb, Disable Device, Hide, Jump, Knowledge (Local), Move Silently, Open Locks, Search, Tumble
White Mage: Concentration, Heal, Knowledge (Religion), Knowledge (the Planes), Spellcraft.
Diplomacy, Heal, Knowledge (Arcana), Knowledge (Local), Sense Motive, Survival, Use Magic Device
Dragoon: Intimidate, Jump, Ride, Swim
Red Mage: All.
Summoner: Concentration, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (the Planes), Spellcraft
Time Mage: Concentration, Knowledge (Arcana), Knowledge (History), Spellcraft.
Viking: Balance, Climb, Intimidate, Jump, Swim, and Tumble.
Dark Knight: Autohypnosis, Climb, Concentration, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Spellcraft, and Swim.
Hunter: Handle Animal, Hide, Knowledge (Nature), Survival.
Sword Mage: Climb, Concentration, Jump, Knowledge (arcana), Spellcraft, and Swim.
Ninja: Balance, Climb, Disguise, Hide, Jump, Move Silently, and Tumble.
Performer: Bluff, Diplomacy, Gather Information, Knowledge (Local), Knowledge (Nobility and Royalty), Perform, and Sense Motive.
Samurai: Balance, Diplomacy, Iajutsu Focus, Intimidate, Jump, Ride, Sense Motive, and Tumble
Arcanist: Concentration, Knowledge (any), Spellcraft.
Conjurer: Concentration, Knowledge (any), and Spellcraft.
Devout: Concentration, Heal, Knowledge (any), and Spellcraft.
Holy Knight: Diplomacy, Intimidate, Knowledge (Religion), Ride, Sense Motive, and Spellcraft
Limit SOLDIER: Climb, Intimidate, Jump, Ride, and Swim.
Geomancer: Concentration, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Knowledge (religion), Knowledge (the planes), and Spellcraft.
Merchant: Bluff, Diplomacy, Gather Information, Knowledge (Local), and Sense Motive.
Acolyte of the Tonberry: Autohypnosis, Balance, Intimidate, Move Silently, and Swim
Sage: Concentration, Knowledge (any), and Spellcraft.


If both selected Jobs grant you Combat Mastery then your inherent MP growth improves one step (to a maximum of Quickest); if Combat Mastery is a passive and not an inherent of either Job you only gain this once both Jobs would grant you Combat Mastery. If both Jobs grant at least Medium MP growth you gain 1 step improved MP growth, if both grant at least Quick MP growth you gain Quickest+.

A "Boundlancer" uses the following MP growth table instead of that of a Freelancer. Currently it is the same except that it includes Quickest and Quickest+ at lower levels. However it will liably become different if I overhaul the MP costs/values.

MP Growth Table
LevelSlowestSlowMediumQuickQuickestQuickest+
1 0 0 1 1 2 3
2 0 1 2 3 4 5
3 0 2 4 6 7 8
4 1 4 6 9 11 14
5 2 6 10 14 16 19
6 4 8 17 21 24 29
7 6 11 24 29 31 37
8 8 14 35 40 44 51
9 10 18 44 51 55 63
10 12 24 59 67 72 81
11 14 30 72 82 87 97
12 18 36 85 98 104 115
13 22 42 98 112 119 131
14 26 49 105 119 136 149
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



"Boundlancers" will find many of the Freelancer feats utterly useless to them, and "Boundlancer" levels are not considered the same as Freelancer levels for prerequisites. There are certain feats for "Boundlancers" which enable limited access to a third job and fill this void.


Command Adept
You have greater access to a third command giving you its full range of attack forms.
Prerequisites: Boundlancer level 9+, Command Dabbler.
Benefit: You gain full access to the command chosen with Command Dabbler using your full job level for it.

Command Dabbler:
You have limited access to a third command, giving you a greater range of attack forms.
Prerequisites: Boundlancer level 3+.
Benefit: Select 1 Job. You gain access to its Command. You use your Maximum Job level as your Job level for determining DCs and the power of individual abilities, however you only unlock access to abilities up to 1/2 your Maximum Job level (for example if you chose the Leap command and had a Boundlancer level of 19 giving you max Job level 10 you would gain access to Combat Leap, Fire Breath, Cold Breath, Lightning Breath, Falling Blow, Sweeping Blow, and Lancet abilities, and would deal 10d6 damage with the three breath abilities and a DC of 20 + Con; you would not however gain Mighty Leap or the abilities of Job level 6+).

Job Dabbler:
You have obtained some of the skills of another job granting you one of its passive abilities.
Prerequisites: Boundlancer level 3+.
Benefit: Choose one passive ability which costs 4 or less slots available to any Job at a Job level lower than your maximum Job level. You gain that passive ability.

Zaydos
2015-09-17, 05:25 PM
And I declare this thread fully open.

Blue Magic is not represented :smallfrown: Even in the form of Vampire from Bravely Default.

Geomancer is not represented, might be added soon.

Any questions, requests, comments are welcome. Constructive criticism especially since the class has issues, some of them inherent in the core design concept (which a dialogue about might help others build new things) some of them more unique to my choices and designs.

The biggest one that I can see realistically fixing is math on MP. As it is they get too much MP relative to their abilities because it allows them to play the full caster (even if one that is hopefully merely tier 3/4 like DN, Beguiler, and Warmage) and have full spells per day for a sorcerer and then when out of MP play the melee tank. That said I'm not sure if that is a problem in a party with tier 1/2 casters but it is a thing and I might even want a lower or higher power variant which is simply more MP.

Either way it's posted. It's a thing. It's out there and people can comment if they wish.

As a whole, though, I hate this class. Ok, hate is too strong a word... Ok there is a part of me that does hate it because it was far more effort than I initially expected and I sort of just ran out of steam. But that's irrational, and unreasonable of me. That is not a reason to hate the finished results. Even so there are legitimate reasons I dislike it.

The first, the big one, is that it just doesn't work as a class. It is like a Binder on steroids, to emphasize this I might eventually make a Binder Job as a Fire Crystal Forbidden Job. It allows you to be, something like 5 different classes a day. The total amount of casting you can access in a day is only that of a sorcerer, and the amount of spell versatility hopefully places you on par with a Fixed List caster or some sort of Warmage-Healer hybrid. But this still makes you a gestalt Warmage-Healer that can go "I'm a warblade now" and "oh we need a skill monkey, I've got ya". It might only be high tier 3 in power if I'm lucky. But it is not really a class. It doesn't fit with classes. It is in itself a replacement for the class system.

The reason for this is obvious, and one Square (soft or Enix) knows very well. Many games use fixed jobs, and many use freelancer/"the Job system", and many use fixed jobs that aren't immediately obvious. They don't mix these things. FFX's sphere grid is the closest using a highly modified version of the Job System to form a Job System coupled with fixed starting spots on the sphere grid to give each character a starting "Job" and character specific limit breaks to cement this. FFVI also comes sort of close by having accessories that give you the iconic ability of a Job. In general, though, the "Job System" is used to replace a fixed Job. In short in its base material a Freelancer is all classes when needed. You can't have characters who are wizards and characters who are able to switch between wizard, cleric, rogue, barbarian, and psion at will without crippling the latter to where it isn't really any of those things (Factotum, Bard, Binder) or making the former obsolete.

The Freelancer tries to do neither. The fact that it is accessing a pool of classes for the most part separate than those that already exist, with the exception of monk which has already been rendered obsolete in the minds of many, gives it some room to do this. Even so in the end it feels more like something to replace classes than augment them. A game with one Freelancer may find it a disruptive class. But a game could include a whole party of them and find them varied. I have gone on now, I won't say at length, about how this is it's greatest weakness, but I must recognize that this is also its greatest strength. If I had designed Freelancer to be a replacement for the class system I would consider it a great success. However I did not and thus it is my failure.

If that was the only issue with Freelancer I could actually count myself pleased. I failed but I succeeded at something else. If that was my only problem. It is not. Many of the problems ultimately stem from that coupled with the fact that I burnt out during it. Normally I try and at least check the math of abilities one of many ways, compare to the MM, compare to some simple DMG level barbarian builds, etc. I stopped doing that when I got to jobs that used MP. I stopped doing the math. For MP I pulled from the MP tables in UA. This allowed me to make MP actually compatible with existing spell casting and psionics allowing MP damage to actually be a fully developed thing, which is good, nevertheless this ended up with them getting MP equivalent to a sorcerer's with MP costs equivalent to spells. This is a relatively easy fix that with your help I should eventually manage of actually making the MP costs function. Playtesting will be required; looking at the game math can get it into the right ballpark but it won't guarantee a home run. MP couldn't work quite how it does in the games, regardless, because of the difference between design. D&D runs on a "handful of encounters full rest" model, FF ultimately runs on a much more grind heavy model (which will be my explanation for most changes) where you have oodles of gold, very little functional to spend it on, and end up with enough healing items to spam and battles in which you are expected to die 10 times or more. That is fundamentally different from D&D. And there are many places where this created dissonance.

The other problem with me having given up on the math is that it was before I assigned slot costs to the passive abilities. I had figured out job levels, that took some doing (traditionally Jobs are just grind for 100% levels in all of them), but I got lazy on passive abilities. So I really don't know how well assigned their costs are. You may also notice Jobs get a whole lot more of them, and you have every right to ask me why. The answer actually relates back to job levels and grinding. In FF it doesn't matter much if Job A is stronger than Job B, you can always go back and fight random encounters to get Job A and fix the fact that you wasted JP on Job B. That isn't how D&D works. Instead I had to avoid making any Job overly niche, or too much of a trap option. This is one reason why Geomancer, which was included in my calculations of Job levels my careful calculations, never got made for the contest (I intend to make it still as a forbidden job) and one of the many reasons for Blue Mage's saddening absence (Blue Mage is simultaneously my favorite and least favorite FF job).

Of course there will be balance problems throughout. Something this big is in need of playtesting and multiple view points. Besides that since FFV (maybe earlier) a big thing in FF has been finding the broken combo. In V this was mainly for bonus bosses, specifically the Omega Weapon. In VI it exploded into a thing. In the later games it goes back to being mainly for bonus bosses, though Bravely Default brought it to the fore again with... well ok maybe it was just the fact that I turned XP off so much that I was 20 levels lower than FAQs said I should be. Either way in FF it is typically easy to make yourself ludicrously invincible, get infinite mana, heal to full health every other round, and deal max damage constantly. Bosses are given a lot of blanket immunities and health in the hundreds of times max damage or more to compensate, often given multiple forms on top of that. Again this is a fundamental difference between D&D and FF; a turn in D&D takes a lot more real time than one in FF which necessitates this difference. I am unsure of how well I handled this. I tried to leave in the ability to create fun and awesome synergies, but you will notice that the truly broken combos are heavily nerfed or removed (coming off Bravely Default when making this I am mainly looking at Merchant's Low/High Leverage abilities, and Stillness). Even so I tried to make it so that it could play at a variety of optimization levels, and that you would never be forced to optimize above your level or below it.

That said many of my problems ultimately come from having tried to make it do too much for a class. Hopefully, you, however will find it enjoyable and find many options which you can use in your own games. I could explain why I made certain decisions that I did, and ultimately each such decision will indicate something I felt I was compromising on. With color magic I made it 8 levels like it was in the very earliest FF games instead of 6 like it was when the Job system got into full development because it was easier to balance against regular spellcasting's 9 level system. While I could have copied Bardic progression for a 6 level system White and Black Magic spells were clearly more powerful than Bardic and often even just a strict adaptation would put them on a more varied power level. The 8 level system allowed me to merely skip a single spell level's growth, most noticeable and painful in Black Mage, and create an analog. Which is appropriate in that it was originally an analog for (A)D&D's way back ere 2e was a thing. I went with MP over the early games' (sorcerer) vancian system, though, because it was more iconic of FF and ultimately was required to adapt Jobs other than casters since most jobs eventually developed use of MP in FF; it evolved from the vancian system into something different.

Viking was a combination of the Viking, Berserker, and Pirate Jobs because all were linked (all three got rage for example) and none of the three got enough on their own to justify by themselves. In fact Pirate only exists in Bravely Default but matches up almost perfectly to Viking being in effect a reskinning of it with bits of Berserker thrown in. So why did I choose Viking? Because vikings are cooler than pirates and I could through in more variety of drinking references.

Ok I'm not going through each Job individually. Bravely Default was probably the biggest source of abilities, being the biggest model for the class, and in some ways the hardest to adapt due to the use of Brave Points. FF Tactics was another big one, especially for movement related abilities and Samurai. FFV, being the sort of codifier for the Job system, was of course included and despite having never played it X-2 got pilfered from as well. And I think this rant is winding down so if it's alright with you all I will stop here and hope you enjoy the class.

Zaydos
2015-09-20, 01:16 PM
Geomancer (Water Crystal [Forbidden] Job)

This job was too big to fit in a post so gets its own two posts below. Due to space constraints the command ability is in the next post with Inherents and Passives coming first.

http://vignette4.wikia.nocookie.net/finalfantasy/images/f/fa/Geomancer_concept.png/revision/latest?cb=20110818161956

Difficulty: Geomancer seems to provide Square with difficulty already as it is missing from FFTA, FFX-2 (art above is concept art for when it was considered) and Bravely Default. It provides additional difficulty in that it is Job that normally uses randomized actions; you spend your attack to do some random attack based on the area terrain type/dungeon you are fighting in. In the Tactics games (Tactics and A2 in this case) it functions somewhat differently with the attack being non-random and based upon the specific square you are standing in's terrain or the current weather in A2. This divide between the two games and the random attacks is ultimately no worse, and in fact a lighter, issue than Performer or Viking gave me.

The significant problem is that it is at-will magical effects based upon your current terrain. This means that a Geomancer's power is highly variable based upon a DM's dungeon design. While I did my best to keep all the options relatively balanced it is still a more interesting option if your DM uses a variety of wilderness encounters and gets rather boring with dungeon after dungeon (because you'll end up with underground terrain). The Feature ability alleviates this somewhat, and I'd be willing to expand upon it based upon suggestions, but the Feature ability is itself problematic. It forces the DM to consider more carefully what sort of otherwise incidental to combat terrain features go in the room. Is there a bookcase? What about a window? An unholy altar? A tree? All of these increase a Geomancer's power by at the least giving them more combat options. It is because of this, that a Geomancer makes the DM have to consider what terrain is in the game more carefully both to ensure it is useful and ensure it is not too useful that makes it a Forbidden Job.

Geomancer Inherent Abilities:
Combat Skill
Perfected Will
Simple Weapon Proficiency: Proficiency in simple weapons.
Medium Armor Proficiency: Proficiency in medium and light armor.
Terrain Sense (Su): You are able to automatically tell what type of climate and terrain you are in and that within 100 ft as well as the planar traits existing within the region. If you are not within a certain type of terrain that is within your range you can sense that it is within 100 ft and whether you are getting closer or further from it when you move. You may also sense Geomantically active Features within this range.
Geomancer Skills: Knowledge (Nature), Knowledge (Geography), and Knowledge (Dungeoneering).

Geomancer Passives:

Lv 1:
Find Pitfalls (Ex): You gain a free search check to find disguised or hidden pits (and pit traps) within 10 ft, and gain a Job bonus to search checks to find pits and pit traps equal to twice your job level. Finally you are able to find pit traps with a DC higher than 20. Costs 2 slots.

Lv 2:
Terrain Sense (Su): You are able to automatically tell what type of climate and terrain you are in and that within 100 ft as well as the planar traits existing within the region. If you are not within a certain type of terrain that is within your range you can sense that it is within 100 ft and whether you are getting closer or further from it when you move. You may also sense Geomantically active Features within this range. Costs 2 slots.

Lv 3:
Geomancer Skills: Knowledge (Nature), Knowledge (Geography), and Knowledge (Dungeoneering). Costs 3 slots.
Geomantic Mastery (Su): You gain enhancement bonus to hit and damage with Geomancy abilities which require non-touch attack rolls equal to 1/2 your geomancer job level. Costs 3 slots.

Lv 4:
Light Step (Ex): You may walk painlessly over normally harmful terrain, take no damage from caltrops, and may stand on lava without damage (this does not work on water only very dense liquids such as lava), and you do not trigger pressure sensors. Costs 3 slots.

Lv 5:
Easy Stride (Ex): You ignore the extra cost of movement through difficult terrain unless it is magically manipulated to impede passage (simply magically created and then inert does not count). You ignore penalties to Balance and Tumble due to difficult terrain. Costs 3 slots.
Stonecunning (Ex): You gain Stonecunning as a dwarf. Costs 3 slots.

Lv 6:
Avoid Traps (Ex): You may find traps as rogue. You gain a Job bonus to your AC and saving throws against traps equal to your Job level, DR equal to your Job level against traps, and universal energy resistance equal to your Job level against traps. If you succeed on a saving throw against a trap for half or partial you suffer no effect instead. Costs 5 slots.

Lv 7:
Counter Flood (Counter): When you are hit by an attack you may expend an attack of opportunity to use a special Geomancy ability that targets only the creature that attacked you. The Geomancy used this way cannot select features even if they are available.

Basic Terrain:
Forest - Reflexive Spear: A wooden spear forms from the terrain and launches at the target if they are within 400 ft. This is a ranged attack which deals 1d8 piercing damage + 1d8 damage per job level.
Marsh - Acid Spout: A squirt of acid extends from your hand towards the target out to a range of 60 ft. This is a ranged touch attack which deals 1d6 acid damage per job level, and the target must make a Reflex save to avoid being blinded for 1 round if they have eyes.
Hills - Earth Magnet: Your attacker must make a Will save or fall prone; if flying fall to the ground prone taking falling damage as appropriate (if more than 300 ft up may spend multiple rounds falling). This has a 100 ft range.
Mountain - Shardblast: You send a shard of rock flying at your assailant out to 100 ft. This is a ranged attack which deals 1d8 slashing and piercing damage + 1d8 per job level. The target then continues to take 1 damage/round until healed.
Desert - Focused Heat: You focus the desert's dry heat on you assailant if they are within 60 ft. This deals 1d6 desiccation damage per job level and they are fatigued for 1 round/job level. A successful Fortitude save halves the damage and negates the fatigue.
Plains - Wind of Retribution: You send a supersonic wind back past your assailant within 100 ft. This deals sonic damage to the target equal to the damage you received from triggering attack. A Fortitude save halves this damage.
Aquatic - Reflexive Torrent: You create a sphere of pressurized water which shoots at your assailant out to 30 ft. This is a ranged attack which deals 1d8 bludgeoning damage + 1d8 per Job level. The target must make a Strength check to resist a bull rush (DC 13 + Charisma modifier) or be pushed back 10 ft directly away from you.
Underground - Shadow Bat: You create a bat (winged animal not a stick) made of pure Force and launch it at your assailant. This is a ranged touch attack with a range of 100 ft which deals 1d6 force damage per job level with a hit.

Advanced Terrain:
Urban - Ostracize: Rubbish and refuse fly out to strike at the target within 60 ft with a ranged touch attack dealing 1d6 city damage per level. If the target is not an inhabitant of the region they must make a Will save or be shaken for 1 round per 2 job levels.
Road - Quickfoot: You use the power of the road to move swiftly moving up to your speed; this is an exception to targeting your assailant.
Roof - Wind Shove: You conjure the wind using it to shove your foe. This is a ranged touch attack with a 30 ft range which deals 1d6 bludgeoning damage per job level and the target must make a Strength check to resist a bull rush (DC 15 + your Charisma modifier) or be pushed back 10 ft.
Ship - Reflexive Torrent: A sphere of pressurized water shoots at foe. This is a ranged attack with a 60 ft range which deals 1d8 bludgeoning damage + 1d8 per Job level, and the target must make a Strength check to resist a bull rush (DC 15 + your Charisma modifier) or be pushed back 10 ft.
Aerial - Thunderclap: Target within 100 ft takes 1d6 sonic damage per job level and is deafened for 1 round per job level. A successful Fortitude save halves the damage and reduces deafened to 1 round.
Barren - Blight Life: Target within 100 ft takes 1d6 negative energy damage per job level (does not heal creatures healed by negative energy) as you sever their connection to life force and they cannot regain hit points for 1 minute. A successful Fortitude save halves the damage and allows them to heal normally.
River - Reflexive Torrent: A sphere of pressurized water shoots at foe. This is a ranged attack with a 60 ft range which deals 1d8 bludgeoning damage + 1d8 per Job level, and the target must make a Strength check to resist a bull rush (DC 15 + your Charisma modifier) or be pushed back 10 ft. Costs 6 slots.


Planar Terrain:
Law - Cease and Desist: You impose law upon your foe out to 400 ft. The enemy must make a Will save or immediately end their turn. This is a mind-affecting effect.
Chaos - Primal Scorcher: You release a ray of roiling chaotic elements back at your assailant. This is a ranged touch attack with a range of 100 ft which deals 1d6 damage per job level, this damage is whatever energy type is most effective on the target.
Good - Pacify: A feeling of peace descends upon your assailant if they are within 60 ft. They must make a Will save or be unable to make any attacks or hostile actions until the end of their next turn or until they are attacked. This is a mind-affecting effect.
Evil - Steal Hope: You drain hope for success from your foe if they are within 60 ft. The target must make a Will save or be shaken for 1 round/job level. This is a mind-affecting fear effect.
Fire - Heat Drain: You use the geomantic properties of the plane to pull the heat back out of your foe. The target, if within 60 ft, takes 1d6 cold damage per job level. A successful Will save halves.
Air - Sonic Cutter: You release a scything blade of sound towards your assailant out to 100 ft. This is a ranged touch attack which deals 1d6 sonic damage per job level, and has a 18-20/x2 critical threat range.
Earth - Inertia: You drain the power to move from your assailant. If they are within 30 ft they suffer 1d6 Dexterity damage. A successful Fortitude save negates this effect.
Water - Wash Away: You attempt to dissolve your assailant into the waters of the plane dispersing them as so much pollution. The target, if within 30 ft, must make both a Fort and Will save. If they fail either they suffer 1d4 Constitution damage. If they fail both they are eroded away into nothing.
Negative - Essence Drain: You turn the negative life force of the plane onto your assailant pushing it into their soul. The target, if within 100 ft, suffers 2 negative levels, Fort halves. These negative levels last only 10 minutes and never result in permanent level loss.
Positive - Retributive Recuperation: You lash out with positive energy causing it to bombard the target out to 400 ft. The target gains 1d6 hp per job level. If this would cause a creature to regain more hit points than their maximum hit points they gain the excess as temporary hit points which last for as long as they are on a Positive dominant plane. If this causes the target to have more temporary hit points than their maximum hit points they must make a Fortitude save or die immediately. This is a positive energy effect and thus damages undead instead of healing them.
Transitive (Ethereal or Astral) - Soul Slash: You slash at the core of your target's self, a slicing blade of pure ego which strikes out up to 60 ft away. The target suffers 1d8 Charisma damage unless they succeed on a Will save to negate.
Shadow - Steal Sight: You invoke darkness on your assailant if they are within 60 ft. The target must make a Fortitude save or go blind for Job level rounds as you steal their sight with the darkness adding it to your own, if they fail you gain a Job bonus to Search and Spot equal to your Job level.

Lv 8:
Greater Terrain Sense (Su): This functions as Terrain Sense but it has a range of 10 miles per Geomancer Job level and does not detect Features. It also tells you approximately how many miles to any given terrain type and the direction. Costs 4 slots.

Lv 9:
Perfect Stride (Su): You ignore terrain based impediments, including magical ones as if with a Freedom of Movement except that it has no effect on grapple checks. Costs 4 slots.

Lv 10:
Geolingual (Su): You are able to talk to plants as if with Speak with Plants and with stones and the ground as if with Stone Tell. Costs 5 slots.

Zaydos
2015-09-20, 01:17 PM
Command - Geomancy (Geomancer command)

General Notes:

All Geomancy abilities are Supernatural and require a Standard action unless noted otherwise. All saving throw DCs are 10 + Job level + Charisma modifier.

Geomancy and Resistance: Each Geomancy ability deals damage of a certain type. Either an energy type, Force, Negative/Positive Energy, Desiccation, Bludgeoning, Slashing, Piercing, City, or untyped. If it deals a type of damage it is resisted by what normally resists that type of damage (if anything), meaning untyped is generally irresistible, and that if it deals Slashing, Piercing, or Bludgeoning damage it is resisted by Damage Reduction. In this case it overcomes DR as if Magic and Adamantine.

Geomancy and Feats: You may take Weapon Focus, Weapon Specialization, and Improved Critical in Geomancy as if it were a type of weapon like spell, if you do the feat applies to all Geomancy abilities that require an attack roll even those which cause a tree, compelled creature, or summoned creature to attack. Ability Focus (Geomancy) applies to all Geomancy abilities.

Geomancy and Attacks of Opportunity: Many Geomancy abilities perform ranged attacks. A Geomancy ability which consists of a ranged attack does not provoke attacks of opportunity from the target, or at all if used as part of Counter Flood.

Geomancy and Targeting Your Own Square: If you include your square in a Geomancy's area of effect you do not suffer any immediate negative side effects but if it leaves a lingering change to the terrain such as a cloud of solid fog or difficult terrain you must deal with it as normal.

1st Level:
Basic Terrain: As a standard action you may call upon the Geomantic forces of the surrounding environment. Depending upon what Environment you are in (as determined by the DM) you can use one of the following abilities. If you are in a region that has been urbanized to the extent that the natural environment is unnoticeable (usually small town or larger) it cannot provide power for this ability. These environments are the same as those for monsters defined in the DMG and MM. Aquatic only applies in a watery area capable of supporting medium sized inhabitants. If inside a building that is not in a region of heavy urbanization use the exterior Environment, or Underground if in a basement. In any extensive subterranean network, such as catacombs, suspiciously spacious sewers, or a 4 story basement, regardless of urbanization level use Underground. It is possible for a region to have more than one applicable environment, a forested hill, for example in which case either ability can be used. You must be touching or adjacent to the relevant terrain type, i.e. being on the beach does not place you in the aquatic environment, and if you are flying you are unable to use any Basic Terrain Geomancy abilities although Forest Terrain is considered to reach up to the canopy and Underground Terrain stretches up to the roof of the cave.

Forest - Branch Spear: Wooden spear forms from the terrain and launches at a target within 400 ft per job level. This requires a ranged attack rolls and deals 1d8 piercing damage + 1d8 damage per job level on a hit.
Marsh - Acid Wave: You release a wave of acid from the terrain around you. This takes the form of a 30-ft con and deals 1d6 acid damage per job level. A successful Reflex save halves the damage.
Hills - Ground Wave: You generate a wave of energy in the ground. This is released in a 30-ft cone which moves only through the ground. It deals 1d6 untyped damage per job level to any creature on the ground or burrowing within it and pushes targets back to the edge of the cone directly away from you; this push is stopped without damage if they collide with another creature (move creatures that are already furthest from you first). A successful Reflex save negates the damage and the push effect.
Mountain - Rock Crash: You call forth a hurtling rock from the surrounding mountainside. This takes the form of a ranged attack with a range of 30 ft which deals 1d8 bludgeoning damage + 1d8 per job level. A hit creature must make a Fortitude save or only have a single one of Standard, Move, or Swift Action during their next turn.
Desert - Wind Slash: A scything blade of wind launches at target within 400 ft. This requires a ranged touch attack and deals 1d6 slashing damage + 1d6 slashing damage per job level.
Plains - Hell Ivy: Tendrils of ivy rise up and grasp at your foe. These tendrils deal 1d6 bludgeoning damage per job level to one target within 60 ft and entangle them until they succeed at a Strength check (DC 10 + your Charisma modifier) as a Standard action or the vines are hacked away (AC 10 + your Charisma modifier, 6 hp per job level). While entangled this way the target cannot move more than 10 ft from the square they were entangled in. A successful Reflex save halves the damage and causes them to be entangled for only 1 round and not prevented from moving more than 10 ft from their initial square.
Aquatic - Torrent: Sphere of pressurized water shoots at foe. This requires a ranged attack with a range of 60 ft which deals 1d8 bludgeoning damage + 1d8 per Job level. In addition the target must make a Strength check as if resisting a Bull Rush attempt against a DC of 10 + your Charisma modifier or be pushed back 10 ft.
Underground - Stalactite: You cause a stalactite to form in the cave roof and fall. This deals 1d6 piercing damage per job level in a 5 ft diameter 300 ft tall cylinder within 90 ft. All targets are allowed a Reflex save for half.

2nd Level:
Advanced Terrain: You gain the ability to draw energy from a variety of additional terrain types. Some of these terrain types are more limited in scope than Basic Terrains. Urban indicates any area urbanized to the extent that it no longer is considered a Basic Terrain due to it, or any Small Town or larger settlement; this includes underground segments and reaches up to the top of the highest building in the settlement. Roof indicates the top of a building, this includes standing atop battlements as well as a traditional roof. Road applies only to maintained paths created by sentient creatures for their use, incidental paths are not considered roads, only those intentionally designed for the purpose of transit and must be at least a road as defined in chapter 9 of the Player's Handbook.. Ship applies to any type of ship or submarine, this includes air ships and even spelljamming vessels where appropriate. Aerial applies any time the Geomancer is flying, riding a flying mount, or otherwise airborne. Barren applies in any area not capable of supporting a healthy ecosystem such as the Mournlands of Eberron, magically desolated wastelands, and many parts of Mechanus. River should be self explanatory, in that it is a water channel not an ocean with a noticeable flow.

Urban - Encase in Filth: Trash, rubbish, and refuse coalesces around a target within 60 ft. The target takes 1d6 city damage per job level, and must make a Will save or be Shaken for 1 round.
Road - Murkgrasp: Calling upon geomantic energies you transform a 10 ft radius burst of ground within 60 ft into acidic sludge. Creatures standing in it when this ability is used take 1d6 acid damage per 2 job levels, Reflex halves. This area remains acidic sludge for 1 round/job level. This is extremely difficult terrain and it requires 4 squares of movement to move out of each square of sludge and any creature moving out of a square of sludge takes 1d6 acid damage.
Roof - Tile Sniper: You create a tile from small amounts of the surface of the roof around you and launch it at a target. This is a ranged attack with a range limited only by the curvature of the planet you are on and your line of effect and deals 1d8 bludgeoning damage + 1d8 damage per job level.
Ship - Crashing Wave: You generate waves to strike out against foes within the range of your (aura). You may have a wave strike at each enemy within this range. These waves function as a ranged attack all using the same attack roll and deal 1d8 bludgeoning damage per job level and any struck enemy is pushed 5 ft in the direction of your choice.
Aerial - Lightning Nimbus: You release a pulse of electricity into the air around you. Any creature within 20 ft of you takes 1d4 electricity damage per job but you may choose to exempt specific creatures within range. This electricity hangs around the targets in an aura of light for 1 round per job level negating any invisibility or concealment they may possess. A successful Reflex save halves this damage and causes the electric nimbus to illuminate them for only 1 round.
Barren - Wasteland: You call upon the lifelessness of this place to reduce your foe to an equally barren spiritual desolation. One target within 30 ft takes 1d6 untyped damage per job level and loses that much MP. A successful Will save halves this damage.
River: Steal the Flow: Target must make a Will save or have its speed reduced by 5 ft per job level for job level rounds, you gain the same enhancmeent bonus to speed.


3rd Level:
No new ability gained.

4th Level:
Planar Terrain: You gain the ability to draw Geomantic power from certain planar traits of the plane you are upon. In particular you can draw upon the alignment trait (whether major or minor) and the elemental or energy trait. In addition they may generate energy from the Transitive Planes here defined as Ethereal and Astral and similar planes, and from the Plane of Shadow which is not considered a transitive plane for this ability. Note that most non-Prime Planes will still count in one or more Basic or Advanced Terrains, for example the Plane of Shadow shows the full Prime Material range of environments, the Ethereal and Astral Planes are primarily Barren and arguably Aerial. An exception may be had for those gliding through the Plane of Earth (open areas count as Underground, earth glide does not) and the Plane of Fire as despite being inhospitable by Prime standards they have a thriving elemental ecosystem.

Law - Justice Hammer: You extort the inherent order of the place upon the mind of your foe. One target within 60 ft takes 1d6 untyped damage per job level, this increases to 1d8/job level if their alignment is closer to Chaotic than yours, and decreases to 1d4/job level if their alignment is closer to Lawful than yours. In addition they are dazed for 1 round if their alignment is closer to Lawful than yours. A successful Will save halves this damage and negates the daze (if any). This is a mind-affecting compulsion.
Chaos - Chaos Warp: You twist the geomantic energies of the place momentarily making it so that its already unfixed geography becomes completely discordant. Each enemy within 40 ft of you takes 1d6 untyped damage per job level and has its position changed to that of another creature within the area of effect; a creature teleported in this way is flat-footed until they next act. A successful Will save halves the damage and negates the teleportation for that creature. A creature's position is not necessarily swapped with the creature that gains its position although it is possible.
Good - Holy Wrath: You call upon the righteous geomancy of the hallowed realm you find yourself in creating a burst of light in a 20 ft radius within 100 ft of you. This holy light deals 1d6 untyped damage per job level to non-good creatures within its area increasing to 1d8 vs evil creatures. Evil creatures within the area are also blinded for 1 round. A successful Will save halves the damage and reduces the blinded effect applied to evil creatures to dazzled for 1 round.
Evil - Soul Geyser: You invoke the evil of the vile realm in which you find yourself to tear through the souls of your foes. You create a 20 ft radius cylinder (100 ft high) centered on yourself composed of the energy of damned souls that have melded into the landscape. Any non-designated creature within area takes 1d8 untyped damage per job level immediately and continues to take 2d8 damage per round for 1 round per job level. A successful Will save halves the damage and negates the ongoing damage.
Fire - Inferno Scorch: You concentrate the energies of this place into a bolt of scorching flames. This is a ranged touch attack with a range of 100 ft which deals 10d6 fire damage + 5d6 per job level beyond 4th.
Water - Tsunami: You gather water currents and water to make a buffeting wave of water. This takes the form of a 60 ft cone which deals 1d6 bludgeoning damage per job level. In addition this water pushes creatures within the area back to the edge of the area; if they strike a solid object which prevents their movement they end there with no damage due to the collision, creatures furthest from you are pushed back first. A successful Fortitude save halves the damage and negates the forced movement.
Air - Rain Lightning: You call lightning down upon your foes. Lightning strikes any number of targets within 400 ft. Each lightning strike is a ranged touch attack dealing 1d6 damage per job level, this damage is 1/2 electric and 1/2 sonic. You do not need line of effect for this ability, although you do need line of sight, and the lightning strikes from the direction of your choice.
Earth - Crystalize: Calling upon the energies of this earthen realm you turn a foe into (worthless) crystal. One target within 5 ft must make a Fortitude save or be turned to inert stone along with all of its gear as if with the Flesh to Stone spell. The target must be made of flesh to be affected by this effect and creatures with the Earth subtype even if fleshy are immune.
Negative - Grasp of Death: You harness the negative energy of the realm and force them upon a target within 5 ft. If living the target must make a Fortitude save or die (this is a death effect). If undead the target must make a Will save or cower for 1 round (this is not a fear effect but closer to Rebuke or Turn Undead).
Positive - Silver Light: You gather the positive energy of the plane around a target within 30 ft healing them. The target is healed 1d6 hp per job level, with a Will save for half, this is a positive energy effect. If this would cause a creature to regain more hit points than their maximum hit points they gain the excess as temporary hit points which last for as long as they are on a Positive dominant plane. If this causes the target to have more temporary hit points than their maximum hit points they must make a Fortitude save or die immediately. This is a positive energy effect and thus damages undead instead of healing them.
Transitive - Mind Stop: You freeze the mind of a target within 60 ft. The target takes 1d8 untyped damage due to the mental trauma of the attack and must make a Will save or be stunned for 1 round. This is a mind-affecting effect.
Shadow - Darkness Falls: You call upon the chill of the shadow world freezing your foe and robbing them of their sight. One target within 60 ft takes 1d6 cold damage per 2 job levels and is blinded for 1 round per job level. A successful Will save halves the damage and negates blindness. The blindness is a mind-affecting effect.

5th Level:
Feature: You gain the ability to draw Geomantic power from various minor features of the terrain. Unlike the Terrain abilities Features are often small and sometimes mobile aspects. You must be adjacent to or in the same square as a Feature to call upon its Geomantic properties.

Graveyard: This includes any site used for the ritualistic burial of the dead - Death's Rise: Summon an undead creature within (aura). This creature serves you for 1 round per job level before disappearing once more. You may only have one creature summoned with this ability at a time and if it is ever outside your (aura) or more than your aura distance from a Graveyard Feature it instantly vanishes. This is a summoning effect. The type of undead summoned is dependent upon Job level although you may select lower level undead. Job Level 5: Vampire Spawn. Job Level 6: Wraith. Job Level 7: Vampire Fighter. Job Level 8: Mohrg. Job Level 9: Greater Shadow. Job Level 10: Dread Wraith. All creatures may be found in the Monster Manual.
Tree: A tree is self explanatory - Command Tree: The tree feature used attempts to grab a creature of your choice within 15 ft of it (30 ft if particularly large such as a redwood) with a melee touch attack (attack bonus = job level x3) and attempts to grapple them (grapple bonus = attack bonus + 6 if particularly large tree); this does not provoke an attack of opportunity. Tree continues to grapple that creature till it escapes or 1 round per job level passes. If you use the same tree for this ability it instantly releases any held creature.
Undergrowth: Any square that has undergrowth as described in several places in the Wilderness section of the DMG - Hell Vines: You cause vines to burst into being in a 15-ft radius burst within 60 ft and grab at creatures within. Any creature within the area takes 1d6 bludgeoning damage per job level and is entangled and immobilized (unable to move from their square) for 1 round per job level. A successful Reflex save halves the damage and reduces the entanglement and immobilization to 1 round entangled. In addition any creature caught in the vines may, 1/round as part of a move action to move, make a Strength check (DC 13 + Charisma modifier) or an Escape Artist check (DC 13 + Job level + Charisma modifier) to escape the vines ending the immobilization and reducing the remaining duration of the entangle effect on them to 1 round.
Window: A window including an arrow slit - Defenestrate: You cause geomantic powers to suck a creature within 30 ft of the window on one side of the window to the other. The target must make a Reflex save or be sucked through the window. If the target is too large to pass through the window even with an escape artist check to pass through an opening smaller than their shoulders, or there is no path the target can take to the window due to obstructions the target takes 2d6 bludgeoning damage/job level and whatever obstruction the target would hit on the straightest path (or the window if the target could get to it by a convoluted path) must make a Reflex save or take the same.
Chimney/Fireplace: This functions if inside the chimney as well, fire pits do not count only true fireplace - Flue Spit: Fire bursts from the opening of the chimney or fireplace shooting at a target within 60 ft of it. This is a ranged touch attack which deals 2d6 fire damage per job level. You do not need line of effect to the target but the fireplace/chimney does.
Bookcase: A shelf designed to contain a multitude of books and containing many books (empty bookcases don't count) - Siphon Knowledge: One target has their magical knowledge sucked into the tomes taking 1d6 MP damage per job level and 1d8 Int damage. A successful Will save negates the Int damage and halves MP damage.
Altar (Holy): A holy altar is one dedicated to a good god, a good leaning god, in the case of staunchly neutral deities it is the DM's discretion whether they are holy or unholy - Radiance of Light: You pull upon the geomantic energies of the altar drawing upon its holy might. A target within 30 ft heals 1d6 hp per job level, this cannot heal a target above 1/2 their maximum hp, this is a positive energy effect. An undead creature is instead turned as if by a cleric of twice your Geomancer level, you must make a Turning Check as usual but have infinite turning damage and only affect the single target.
Altar (Unholy): An unholy altar is one dedicated to an evil god, evil leaning god, some staunchly Neutral deities (DM's discretion), or an archfiend - Blacksoul's Poison: You create a poisonous geomantic energy within your target's blood stream. One target within 30 ft takes 1d6 ability damage to the ability score of your choice and then 1d6 damage to the same ability one minute later. A successful Fortitude save negates this damage and it is considered a (supernatural) poison meaning poison immunity or bonuses to saves versus poison apply.
Cave Entrance: The entrance/exit from a cave to the outside world - Out of Hell: You summon a bat swarm to 4 contiguous squares within your (aura). This swarm has 7 hp per job level, all its base saves equal your job level, and deals 1d6 damage + 1d6 per 2 job levels with its swarm attack. Its wounding ability deals 1 damage + 1 damage per 2 job levels each round. The distraction save is 11 plus your job level. You may direct it as a move action, and it lasts for 1 round per 2 job levels. You may only have one swarm summoned with this ability at a time and if it is ever outside your (aura) or more than your aura distance from a Cave Entrance Feature it instantly vanishes. This is a summoning effect.
Cloud/Mist: Any cloud, mist, or fog, including those created by Conjuration (Creation) spells and effects - Lost in Fog: You call a freezing fog around one target within 100 ft which saps the heat from their body and the sight from their eyes. The target takes 1d8 cold damage per job level and is blinded for 1 round per job level. A successful Fortitude save halves the damage and negates Blindness.
Pool (stagnant water): Any pool or puddle large enough to cover a 5 ft square - Sudden Drowning: You cause water to flood the lungs of your enemy. One target within 30 ft must make a Fortitude save or begin to drown and be limited to a standard, move, or swift action on their next turn. At the end of their next turn the target must make a 2nd Fortitude save or be knocked unconscious and reduced to -1 hp. At the end of their next turn target must make a Fort save or die. Creatures able to breathe water or with no need to breathe are immune.
Snow: At least 1/6th of a cubic foot of snow - Chilling Frost: You gather icy energy launching it at a foe and slowing their movements. This is a ranged touch attack with a range of 60 ft and deals 2d6 cold damage per job level. Target must make a Fortitude save or be slowed for 1 round/job level.
Rain: Self-explanatory, if it is raining - Acid Rain: You create acid rain in a 20-ft tall, 5-ft diameter cylinder within 100 ft. This rain deals 1d8 acid damage per job level and reduces the AC of any creature within it by your Job level to a minimum of their touch AC for 1 round per job level. A successful Fortitude save halves the damage and negates the AC penalty entirely.
Mud: At least a 5 ft square of muddy terrain - Encase in Mud: Must rises up around a target within 20 ft. The target must make a Reflex save or be encased in mud. While encased in mud they are only able to take purely mental actions or spend a Standard action to try and break the mud as a Str check (DC 15 plus your Charisma modifier), they are denied their Dexterity bonus to AC, and suffer a -2 to penalty on top of it. The mud vanishes after 1 round per job level. The mud may be broken by another creature as a standard action with a Strength check (same DC) or hacked away (the mud has 15 hp per job level, inanimate object has AC 5 + target's size modifier) and any attack against the target deals the same damage to the mud minus any precision damage dealt.
Wind: Any place where the current wind speed is 30 mph or higher - Wind Slicer: You coalesce the wind into a blade which flies towards your foe. This is a ranged touch attack with a range of 400 ft which deals 2d6 slashing damage per job level and has an 18-20/x2 critical threat range.
Heavy Armor: A suit of heavy armor, this can be worn - Rage Magnet: You call upon the symbolic purpose of the armor releasing a burst of magical energy. This is a ranged touch attack with a range of 15 ft and deals 1d10 untyped damage per job level. The target must make a Will save or be compelled to attack you on their next turn; this portion of the effect is a mind-affecting compulsion.
Weapon Rack: A rack designed to store one or more weapons (not a scabbard) upon which there is at least one weapon - Animate Weapon: You cause the weapon on the rack to animate, floating up to 30 ft a round and attacking a target of your designation as if you were wielding it for 1 round per job level. You can designate a new target as a move action, and the weapon is treated as if you were wielding it in one hand except you may use your Charisma modifier in place of your Strength if it is higher. If you have Weapon Focus/Specialization in the weapon and Geomancy they stack, but if you have Improved Critical in both it only applies once.
Doorway: A door in frame whether open or shut - Door to Nowhere: You twist the spatial symbolism of doors to send a target within 30 ft into a pocket dimension of halls and doorways. The target must make a Will save or be affected as if by a Maze spell with a duration of 1 round per 2 job levels.
Unworked Rock: At least a medium sized rock or a 5-ft by 5-ft surface of exposed stone - Soften: You strip a foe of their resilience. One target within 100 ft loses all DR they possess for 1 round per job level; there is no save.
Worked Rock: At least a 5-ft by 5-ft surface - Stone Cutter: You conjure slashing force against your foes letting it cut away at them like hewing stone. 1 target within 60 ft per job level takes 1d8 slashing damage a round for 1 round per job level; moving from the area does nothing to end the damage. These is no saving throw.
Torture Device: A rack, iron maiden, or other full body torture device - Excrutiate: Barbed iron chains form throughout the body of one living creature within 30 ft. The target takes 1d6 slashing and piercing damage per job level and is nauseated for 1 round. A successful Fortitude save halves the damage and negates the nausea.

Improved Basic Terrain: You gain access to an additional Geomancy ability based on each basic terrain type. You may choose to use either of the two abilities associated with the terrain.

Forest - Bindweed: Vines burst into being wrapping around one target within 60 ft. The target takes 2d6 bludgeoning damage plus 1d6 damage per job level and is entangled and immobilized (unable to move from their square) for 1 round per job level. A successful Reflex save halves the damage and reduces the entanglement and immobilization to 1 round entangled. In addition any creature caught in the vines may, 1/round as part of a move action to move, make a Strength check (DC 13 + Charisma modifier) or an Escape Artist check (DC 13 + Job level + Charisma modifier) to escape the vines ending the immobilization and reducing the remaining duration of the entangle effect on them to 1 round.
Marsh - Blackwater: One target within 30 ft is washed over with disease ridden water taking 1d6 acid damage per job level and contracts one of Cackle Fever, Filth Fever, Mindfire, Red Ache, Shakes, or Slimy Doom of your choice (as if with Contagion, no incubation time). A successful Fortitude save halves the damage and negates the disease entirely.
Hills - Earth Eruption: The ground in one square within 100 ft explodes dealing 2d6 bludgeoning damage per job level to all creatures in that square. A successful Reflex save halves this damage.
Mountain - Rock Arrows: 1 arrow of stone forms from the ground and launches towards your foes per Job level. Each arrow deals 3d6 bludgeoning damage with a ranged attack, overcoming DR as adamantine. These arrows have a range of 400 ft.
Desert - Dry Wind: You create a desiccating wind in a 20-ft radius burst within 100 ft. This wind deals 5d6 desiccation damage (see Sandstorm) plus 2d6 per Job level beyond 5th. A successful Fortitude save halves this damage. Any creature slain this way instantly becomes a dry and mummified corpse.
Plains - Twister: Mystical wind whips up around one creature within 100 ft. The target loses 1/2 their current hp. A successful Will save reduces this hp loss to 1/4 their current hp.
Aquatic - Water Bullet: You create a small sphere of water which speeds from your hand to pierce a target through. This functions as a ranged touch attack with a range of 400 ft which deals 2d6 piercing damage per job level, and the target must make a Strength check as if to resist a bull rush (DC 15 plus Job level) or be knocked back 10 ft.
Underground - Cave In: You cause rocks to coalesce at the ceiling of the cavern and fall downwards onto your foes. Rocks fall in a 10 ft radius 300 ft tall cylinder within 60 ft dealing 2d6 bludgeoning damage per job level to all creatures within the area. A successful Reflex save halves.

6th Level:
Ranged Geomancy: You may now use Geomancy for any Terrain or Feature within the range of your (aura). If there is a magical portal within this range you may use terrain or features adjacent to it on the other side of the portal. You still must be flying to use Aerial terrain effects, though as long as the ground (or canopy for forest, or height level of the skyline for urban) is within your aura you may use other Terrain types while flying. You must be aware that a Terrain or Feature is within range to draw upon it, you do not necessarily require line of sight or line of effect however. If you have the Terrain Sense ability you know if the Terrain or Feature exists within your (aura) and may draw upon it even without line of sight or line of effect.

Improved Advanced Terrain: You gain access to an additional Geomancy ability based on each advanced terrain type. You may choose to use either of the two abilities associated with the terrain.

Urban - Alone among Many: You attack a foe within 100 ft with feelings of loneliness, isolation, and fear of crowds. The target takes 1d8 city damage per job level and if they are not a inhabitant of the city they are frightened for 1 round per job level. A Will save halves the damage and negates the fear effect. This is a mind-affecting ability.
Road - Time Freeze: You freeze a creature within 30 ft in time, rendering them unable to act or be affected by anything, s they remain perfectly immovable for 1 round per job level. A successful Will save negates this effect.
Roof - Hurricane Gust: You create a powerful blast of wind in a line 10 ft long per job level. This wind knocks targets back to edge of its range or until they strike an object and deals 1d6 bludgeoning damage to targets per 5 ft they are knocked back. The furthest back target is first. Each creature in the blast is allowed to make a Strength check as if resisting a Bull Rush with a DC of 18 + Charisma modifier.
Ship - Motion Sickness: You cause a feeling of vertigo and dizziness in a target within 100 ft. The target is nauseated for 1 round/2 job levels unless they succeed on a Will save, and is sickened for 1 round on a successful save. This is a mind-affecting effect
Aerial - Earthbind: You invoke the power of the air to rob your foes of it. Any number of targets within 15 ft must make a Will save or be unable to fly for 1 round per job level descending as if with a Feather Fall spell.
Barren - Life Drain: You siphon the life force from a foe within 60 ft to add it to your own. The target takes 1d8 negative energy damage per job level and you gain temporary hp equal to the damage dealt. A successful Fortitude save halves this damage. This has no effect on targets healed by negative energy.
River - Slow Current: You slow the current of life through your targets, slowing their actions. Up to 1 target per job level within 30 ft is slowed as if with a Slow spell for 1 round per job level. A successful Will save negates this effect.

7th Level

Climate: You are able to draw geomantic power from the surrounding climate.

Cold - Heavy Frost: You call a sudden frost over enemies within 20 ft of you. This ice deals 5d6 cold damage + 1d6 cold damage per job level and they are stunned 1 round due to the ice. A successful Fortitude save negates the stun and halves the damage.
Temperate - Outward Gust: You call a powerful wind that blows against enemies. Enemies within 20 ft take 2d6 bludgeoning damage per job level and are knocked back 10 ft directly away from you. A successful Fortitude save halves the damage and negates the knock back.
Warm - Hellflame Inferno: Fire sweeps up around you burning in a 20 ft radius centered on you. Creatures within the area take 3d6 fire damage + 1d6 per job level and catch on fire taking the damage again each round. A successful Reflex save halves the damage for that round and prevents further damage in following rounds; multiple instances of this damage over time do not stack.

8th Level

Improved Planar Terrain: You gain access to an additional Geomancy ability based on each planar terrain type. You may choose to use either of the two abilities associated with the terrain.

Law - Unyielding Wall: You create a wall of solidified order. This wall must appear entirely within 60 ft of you and is a wall of force that is one contiguous 5 ft by 5 ft square (infinitely thin) per job level and must form in unoccupied squares; this wall does not need to be supported by the ground and can be turned onto a side or angle to create a "ceiling" "floor" or "ramp". A completely surrounded creature is allowed a Reflex save to move 5 ft before hand potentially disrupting the wall if it would now form in an occupied square. This wall lasts 1 minute per job level or until you use this ability again.
Chaos - Mind Rend: You blast the minds of your foes with pure chaos. Creatures in a 15-ft radius burst within 60-ft take 1d6 Intelligence, Wisdom, and Charisma damage and are confused for 1 round per job level. A successful Will save halves the ability damage and negates the confusion.
Good - Holy Rest: You invoke the peacefulness of Elysium and the Upper Planes into the mind of your foe. One target within 30 ft must make a Will save or fall asleep (as sleep spell but no HD limit) for 1 round per job level gaining Fast Healing 5 while asleep this way. This is a mind-affecting compulsion.
Evil - Invoke Violence: You invoke the malign will of the Lower Planes forcing a creature to attack your foe. One target within 100 ft must make a Will save or be compelled to full attack, move to and attack, or charge a target of your choice for 1 round. This target may be thin air or an inanimate object such as the ground. The compelled creature will always take the most direct path even if it is damaging. This is a mind-affecting compulsion effect.
Fire - Ultimate Burn: Invoking the boundless flames you cause a foe within 30 ft to melt. The target must make a Fortitude save or melt being destroyed in the process, if used on an object this destroys one 10-ft cube, unless the target is immune to fire. If the target is immune to fire but not an Elemental with the Fire subtype they receive 2d6 fire damage per job level. A successful Fortitude save negates the melting and reduces it to 1d8 fire damage per job level or halves the damage if the target is immune to fire damage. Fire damage dealt by this ability ignores energy resistance or immunity except that from the Fire subtype.
Water - Whirlpool: You create a maelstrom of planar energies which suck creatures in. These watery energies spin in a 10-ft radius burst within 60 ft. Any creatures or objects not fixed in place must make a Reflex save or be sucked into the maelstrom and plane shifted to a random plane. Swimming creatures suffer -4 to their save unless they have a swim speed, and water subtype creatures gain a +4 bonus to their save.
Air - Soar Burst: You fill your body with the powers of the wind pushing yourself to surge forward with a sonic boom and holding yourself aloft afterwards. When you use this ability fly 60 ft with Good maneuverability. Each creature you pass within 10 ft of during this movement takes 1d6 sonic damage per Job level. A successful Fortitude save halves this damage. You gain 60 ft fly speed (good maneuverability) for 1 minute per job level after using this ability.
Earth - Stone Pulse: You release a pulse of petrifying energy through the ground turning foes into inert stone. You must be touching the ground to use this ability. Enemies within 30 ft of you via travel along or through the ground/walls/ceiling take 3d4 Dexterity damage. A successful Fortitude save halves this damage.
Negative - Final Decay: You strip life and time away from your foes with the power of final dissolution which is the Negative Energy Plane. This deals 2d6 untyped damage per job level in a 15-ft radius burst, double damage to objects and ignores hardness. A successful Will save halves this damage, and targets that fail their save age 5 years.
Positive - Negative Force Bubble: You dull the positive energies around you, suppressing them, and shutting them down around you. When you use this ability you suppress the positive energy trait in a 20-ft radius centered on yourself for 1 minute per job level.
Transitive - Transition Elsewhere: You manipulate the powers that connect one plane to others to send a creature within 30 ft to a random location on a plane of your choosing. A successful Will save negates this ability.
Shadow - Wave of Darkness: You create a wave of darkness which chills targets to the bone and strips them of their vision. This is a 60-ft cone which deals 1d10 cold damage per job level, and living creatures within the area are blinded for 1 round per job level. A successful Fortitude save halves the damage and negates blindness.

Level 9

Master Basic Terrain: You gain access to another additional Geomancy ability based on each basic terrain type. You may choose to use any of the abilities associated with the terrain.

Forest - Lignify: You call upon the geomantic powers of the forest to make a foe within your (aura) join it. The target must make a Fortitude save or be turned into inert wood. Plant and fey creatures are immune to this effect.
Marsh - Plague Ravage: You release a geomantic disease throughout your enemy causing them to burst out in boils and sores. The target must make a Fortitude save or take (untyped) damage equal to half their max hp and 1d4 Strength and Dexterity damage. This is considered a disease and immunity to diseases or bonuses to saves versus diseases apply.
Hills - Localized Tremor: You cause a disruption of the local geomancy in the ground within 400 ft. Creatures touching or in the ground within a 20-ft radius burst within range take 2d6 untyped damage per job level and are knocked prone. A successful Reflex save halves the damage and prevents them from being knocked prone.
Mountain - Heavy Rock: You create a short lived boulder formed from the geomantic energies of the mountains launching it at a foe. This is a ranged attack with a range of 30 ft which deals 3d10 bludgeoning damage job level.
Desert - Heat Daze: You release a powerful pulse of heat and dryness, imposing the aridity of the desert on your foes. Enemies within 20 ft of you take 1d6 desiccation damage per job level and are dazed for 1 round as their bodies dry. A successful Fortitude save negates the daze but has no effect on the damage.
Plains - Empty Mind: You call upon the great emptiness of the wide plains to impose a similar emptiness on your target's mind. One target within 20 ft has their Intelligence and Wisdom reduced to 1 and loses all memories they possess. This is a mind-affecting ability and they are allowed a Will save to resist the effect entirely. The ability reduction can be removed with a Heal spell, but it requires a Greater Restoration, Miracle, or Wish to restore lost memories (this will also cure the ability scores).
Aquatic - Pressure Crush: You create a powerful crushing pressure within 20 ft. One target within range loses 1/2 their maximum hp. This is pressure damage and anything wholly immune to pressure is immune to this effect (typically giant squids, whales, aquatic aberrations, aquatic outsiders, and RAW aquatic elementals but as they don't use that subtype for elementals I'm guessing they meant Water subtype). A successful Fortitude save negates this effect.
Underground - Eternal Echo: You set forth a powerful echo which rebounds through the head and body of one target within 100 ft. The target takes 3d6 sonic damage each round for 1 round per job level. In addition each round the target takes this damage they must make a Will save or be confused for 1 round.

Master Advanced Terrain: You gain access to another additional Geomancy ability based on each advanced terrain type. You may choose to use any of the abilities associated with the terrain.

Urban - Tornado of Refuse: Junk spins around you in a hurricane buffeting creatures before coming to a stop. Creatures within 20-ft radius burst within 100 ft are buffeted by junk taking 2d6 city damage per job level. The area of this burst then becomes difficult terrain costing 2 squares to leave each square of the area (this is an instantaneous effect and remains until someone works to change it). A successful Reflex save halves this damage but has no effect on the terrain.
Road - Hold Unmoving: You strip a foe of the ability to move, the power to utilize a road. One creature within 100 ft is paralyzed for 1 round per job level. A successful Will save negates this effect, and the target can make a new Will save each round to end the effect.
Roof - Grand Tile Sniper: You create a tile from small amounts of the surface of the roof around you and launch it at a target. This is a ranged attack with a range limited only by the curvature of the planet you are on and your line of effect and deals 2d6 bludgeoning damage per job level + 2 damage per job level if the target is denied their Dexterity bonus.
Ship - Ward Ship: You release an electrical burst from the surface of the ship, sending it out to strike at your enemies even as it creates a protective ward around the ship. Any enemy within 10 ft of the ship takes 2d6 electricity damage per job level, this damage is halved if they are part of the ship's crew or legitimate passengers or if you are not part of the ship's crew or legitimate passengers. A successful Reflex save halves this damage or negates it if the damage was already halved. In addition the ship gains DR 10/- and a +10 job bonus to AC and saving throws.
Aerial - Skyrend: You release a sonic burst to rend other flying creatures within the area. Flying creatures (other than yourself) within 100 ft take 3d6 sonic damage per job level. A successful Fortitude save halves this damage.
Barren - Deaden Magic: You strip a foe of magical power, making them as bare of it as the land is life. One target within 400 ft takes 1d8 MP damage per job level and loses all access to spells and spell-like abilities for 1 round per job level. A successful Will save halves the damage and negates the loss of spellcasting.
River - Unrelenting Torrent: You release a powerful blast of water in an 800 ft line. This blast of water deals 2d6 bludgeoning damage per job level. A successful Reflex save halves this damage.

10th level

Improved Features: You gain access to an additional Geomancy ability based on most Feature types. You may choose to use either of the two abilities associated with the Feature.

Graveyard - Grave Recourse: You call upon the powers of death in the area to pull a foe into its clutches. One target within 100 ft must make a Fortitude save or die, even on a successful save they take 10d6 negative energy damage. This is a death effect.
Tree - Branch Spears: A dozen wooden spears shoot from the tree at an equal number of targets. Make 12 ranged attacks at different targets within 600 ft each attack dealing 2d6 piercing damage per job level.
Undergrowth - Field of Poppies: You create a phantasmal field of flowers from which a sedative aroma rises. This field takes the form of a 15-ft radius circle within 100 ft and any creature within this area or 10 or less feet above it must make a Will save or fall asleep (as the Sleep spell except no hit die limit. Targets put to sleep this way remain asleep for 10 rounds, and may make another save to wake up at the end of each of their turns.
Window - None.
Chimney/Fireplace - Flue Blast: A 30-ft cone of fire extends from the chimney or fireplace (at angle of your choice including 90 degree) dealing 2d6 fire damage per job level in its area. A successful Reflex save halves this damage.
Bookcase - Spell Blaster: You release a 10-ft radius burst of energy within 100 ft which scrambles the powers of magic in the area. Any creature within this area takes 2d6 MP damage per job level and suffers a -6 penalty to mental ability scores for the purposes of spellcasting (and Spell-like Abilities) for 1 minute. A successful Will save halves the MP damage and negates the ability penalty.
Altar (Holy) - Holy Burst: You create a burst of holy light particularly damaging to the undead. This is a 20-ft radius within 100 ft and deals 1d8 untyped damage per job level, but triple damage to undead creatures. A successful Will save halves this damage.
Altar (Unholy) - Dark Flare: You create an unholy energy which fills the area of your choice. This is a 20-ft radius burst within 100 ft which deals 2d6 untyped damage per job level. There is no save to resist this profane power.
Cave Entrance - World Gate: You manipulate the liminal power that connect the world above to the world below to send a creature within 30 ft to a random location on a plane of your choosing. A successful Will save negates this ability.
Cloud/Mist - Iron Fog: You create a spread of fog hard as iron and tight as a straight jacket. This takes the form of a 20-ft radius and 20-ft high spread of fog within 100 ft. Creatures within it when it appears are crushed by the iron fog taking 2d6 bludgeoning damage per Job level. A Fort save halves this damage. This spread of fog remains and acts as a solid fog spell for 1 minute.
Pool - Deadwater: You form virulent acidic water bubbling up across your target's flesh. One creature within 100 ft takes 2d6 acid damage per job level, and contracts a disease as contagion. A successful Fortitude save halves this damage and resists the disease.
Snow - Bury in Snow: You create a 10 ft cube of snow within 100 ft and you may create it in the air. This cube of snow deals 10d6 bludgeoning damage and 10d6 cold damage to creatures it falls on. Creatures whose space is wholly covered are buried under the snow, taking 2d6 damage and 2d6 cold damage each round until they succeed on a Strength check (DC 15 + Charisma modifier) to escape (Full round action). A successful Reflex save halves damage and prevents being buried. The snow melts after 10 minutes.
Rain - Wash Out: You wash away protective magic on targets. This functions as a targeted greater dispel magic in a 10-ft radius burst 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). You total bonus to the dispel checks involved is equal to twice your Job level.
Mud - Consume with Mud: You call mud forth to grab a creature and transport it into an extradimensional space where they are suffocated in mud for 2 minutes before reappearing. A successful Will save prevents this transport. You may only have one creature consumed by mud at a time, if you use it again whether the target saves or fails the last target is expelled.
Wind - Gale Swap: You call screeching winds around you and a target within 400 ft. The target takes 2d6 Sonic damage per Job level and you and it switch positions (this is a teleportation effect). A successful Will save halves the damage and prevents the teleportation effect entirely.
Heavy Armor - Gravity Crush: You create a crushing gravitational pressure on the target. Target creature or object within 30 ft loses half its max hp. A successful Fortitude save negates this effect.
Weapon Rack - Blade Dance: A phantasmal copy of weapon on rack attacks each enemy within 30 ft of the weapon rack as if you had made a melee attack with it. You may substitute your Charisma for your Strength for the purposes of this attack and are considered to wield the weapon two-handed. The phantasmal copy of the weapon is able to strike incorporeal creatures as if it had ghost touch even if the weapon does not, otherwise it has the same weapon properties as the weapon on the rack.
Doorway - Anywhere Door: Doors lead places. You use the geomantic power of that fact to transport a target within 60 ft of the door elsewhere. The target is teleported 1d1000 miles in a random direction (along the curvature of the planet if any). A successful Will save negates this effect.
Unworked Rock - Petrify: You turn your foe into the same stone that you draw power from. This functions as Flesh to Stone with a range of 30 ft. A Fortitude save negates this effect.
Worked Rock: - Shatter: To shape stone is to destroy it bit by bit. You call upon that destruction on one target. Target object, construct, or Earth subtype creature within 30 ft is instantly destroyed unless they succeed on a Fortitude save in which case they merely take 10d6 damage.
Torture Device - Bare Nerves: You cause the skin of a foe within 100 ft to peel away revealing raw nerves. The target takes 2d6 untyped damage per job level, they then take double damage for 1 minute causing them to suffer a -4 penalty on all d20 rolls due to excruciating pain, and any act that requires concentration requires a DC 35 (+ spell level) Concentration check. A successful Fortitude halves the damage and negates the other effects.

Zaydos
2016-03-11, 07:46 PM
Alternate Hunter Job and Archer Job

For those of you who think that Freelancer should have a lower level ranged option there is the Archer job from the Tactics games (and MMOs based in the same Ivalice universe) which serves as an entry level version of Hunter. For that reason here is a variant Hunter Job for working with the potential Archer Job as well as the Archer Job itself (which technically falls into 'Forbidden Jobs' but only barely as the main reason it didn't exist originally was creator burn out). The new version is probably a bit stronger with more damage options, a few [Shot] commands which can be used with a full attack (but not with X-Attack), and most importantly the ability to equip Archer passives and the Archery Command for a more specialized archer.

Archer Job

http://vignette4.wikia.nocookie.net/finalfantasy/images/e/ee/ArcherFemale.png/revision/latest?cb=20111202163022

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

In addition Archery possesses the [Shot] descriptor on certain of its commands. One such command ability can be used each round as part of an attack made as part of an attack or full attack action. Any save DC from a [Shot] command has a DC of 2 less than normal (8 + Job level + score).

1st:
Aim (Ex): As an action taking 1 full round you may make a single ranged attack which deals +1d8 damage/job level, and an additional +1d8 damage if you have +6 or higher BAB, another if you have +11 or higher, and a third if you have +16 or higher. This shot requires you to determine your target when you begin the action, and if you are damaged while performing this action you must make a Concentration check (DC 10 + damage received) or lose the bonus damage.

2nd:
Lightning Shot [Shot] (Ex): An attack modified with this command cannot be reacted to with immediate actions or attacks of opportunity.

3rd:
Disarming Shot [Shot] (Ex): You may fire a 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 half your Job level to all opposed rolls made as part of the attempt and cannot be disarmed in return.

4th:
Poison Shot [Shot] (Su): You may fire a shot which inflicts an injury poison dealing 1d6 Constitution damage as initial and secondary damage (Fort DC 8 + job level + Charisma modifier). For every 2 job levels past 4 you possess this poison inflict +1 Constitution damage with its initial and secondary damage.

5th:
Exorcist Shot [Shot] (Su): You may make an attack instilled with energy disruptive to the undead. Any undead creature struck must make a Will save (DC 8 + Job level + Charisma modifier) or be destroyed.

6th:
Blackout Shot [Shot] (Su): You may fire a shot towards a foe which is instilled with a mystical energy that obscures their sight. The target must make a Will save (DC 8 + Job level + Charisma modifier) or be blinded for 1d4 rounds.

7th:
Leg Shot [Shot] (Ex): 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 8 + 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:
Aimed Shot: When you use Aim you may apply a single other archery command to it, for example the effects of Lightning Shot, or Blackout Shot. If this command ability allows a saving throw the DC is increased by 4.

9th:
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.

10th:
Double Shot: When you make a full attack you may apply 2 different shot commands to 2 different attacks made as part of the action. If you use Aimed Shot you may apply 2 different shot commands to your Aimed Shot.


Inherent Abilities:
Archer Skills
Combat Mastery
Perfected Reflex
Light Armor Proficiency

Passives:
1st:
Archer Weapon Proficiencies: You are proficient in clubs, shortbow, longbow, composite versions of each, as well as hand crossbows, and heavy and light repeating crossbows. Costs 3 slots.
Archer Skills: Concentration, Craft (fletcher), and Spot. 3 slots.
2nd:
Deflect Arrows (Ex): Gain Deflect Arrows as a bonus feat. Costs 3 slots.
3rd:
Perfected Reflex
Distant Eyes (Ex): You suffer only a -2 penalty to spot checks per 20 ft instead of per 10 ft. Costs 2 slots.
4th:
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.
5th:
Blind Immunity: You gain immunity to effects which would blind or dazzle you, without actually removing your eyes. This does not allow you to see through fog or smoke, or other physical impediments. Costs 2 slots.
6th:
Archer’s Close Range: You gain the benefits of Point Blank Shot (if you have it) out to 1 range increment. In addition you may apply precision damage and other benefits applicable to ranged attacks out to 30 ft out to 1 range increment instead. Costs 3 slots.
7th:
Distant Shot: Gain Far Shot. In addition you suffer only a -1 penalty per range increment instead of -2. Costs 4 slots.

8th:
Marksman’s Spite: You deal +1 damage with ranged (but not thrown) weapons when at least than full health. This increases to +2 at ½ or less hp, +4 at ¼ or less, and +8 at 10 or less hp.
9th:
Master Bowman: You may use commands that apply only to melee attacks or which require you to make a melee attack with a bow or crossbow out to 30 ft (1 range increment with Archer’s Close Range); this does not allow you to use a bow or crossbow in place of a specified weapon (such as katana or unarmed strike) and does not cause your melee reach to equal your bow range. Costs 6 slots.
10th:
Sniper Shot: You no longer suffer range penalties up to maximum range. Costs 4 slots.

Alt 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.
In addition Hunter possesses the [Shot] descriptor on certain of its commands. One such command ability can be used each round as part of an attack made as part of an attack or full attack action. Any save DC from a [Shot] command has a DC of 2 less than normal (8 + Job level + score).

1st:
Skilled Shot [Shot] (Ex): The modified attack gains a bonus to damage equal to your Dexterity modifier.
2nd:
Vital Aim (Ex): As a standard action make a single ranged attack which adds your Dexterity modifier to the damage. 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:
Spread Shot (Ex): As a standard action you may release a single arrow at each of many targets. Make a single attack at your highest attack bonus at up to job level targets within 1 range increment. You may not use [Shot] commands with this ability.
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. You may not use [Shot] commands with this ability.
5th:
Monster Slayer [Shot]: An attack augmented with this shot inflicts double damage against Magical Beasts, Monstrous Humanoids, or Plants.
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:
Lethal Shot (Su): As a standard action pay 6 MP and make a single attack, if it hits it is automatically a critical hit.
8th:
Addling Shot [Shot] (Su): You may pay 8 MP to use this ability. A creature hit by an addling shot must make a Will save (DC 8 + Job level + Dexterity modifier) or be dazed for 1 round.
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. You may not use [Shot] commands with this ability.
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.
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.

Senara
2016-03-12, 11:07 AM
Heya, I have to say. In spite of your feeling you failed to balance it with other classes, I love this thing. It seems like a lot of fun and I'd love to get some friends together to frig around with it.

That said, I noticed a couple of issues. One: the Holy Knight's Saint Cross ability simply says you can pay MP, it doesn't say how much.

The other is that I'm not sure I understand job level advancement. You have levels that can be assigned and points used to let jobs 'catch up', both of which are explained. What aren't explained are the levels that say '1 to all'. As far as I can read they boost all jobs' level? But if that's the case, the catchup levels in parentheses are pointless. Unless it's only 1 to jobs already unlocked? And the catchup points are for jobs from later crystal sets.

Either way, thank you for writing this up! I'll be all too happy to relay findings if I can find a group to try it with.

Zaydos
2016-03-12, 12:48 PM
Heya, I have to say. In spite of your feeling you failed to balance it with other classes, I love this thing. It seems like a lot of fun and I'd love to get some friends together to frig around with it.

That said, I noticed a couple of issues. One: the Holy Knight's Saint Cross ability simply says you can pay MP, it doesn't say how much.

The other is that I'm not sure I understand job level advancement. You have levels that can be assigned and points used to let jobs 'catch up', both of which are explained. What aren't explained are the levels that say '1 to all'. As far as I can read they boost all jobs' level? But if that's the case, the catchup levels in parentheses are pointless. Unless it's only 1 to jobs already unlocked? And the catchup points are for jobs from later crystal sets.

Either way, thank you for writing this up! I'll be all too happy to relay findings if I can find a group to try it with.

For the Job level portion as clarified in the section on Job levels: "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." Those would be the levels they get +1 to all, and they wouldn't have access to higher tier jobs at those levels. I'll throw in the word currently to make it clearer that it's not retroactive. Even with it being retroactive eventually catch up levels might be needed, I can't say for sure how close they are to maxing all jobs at 20th (I calculated it several times with several different job level progressions, it'd be too close at least).

Added an MP cost to Saint's Cross (10), which is not quite what you'd pay with Black Magic (Blizzara deals 20d6 at Job level 10 in a smaller area for 1 more, but has the option of being single target and comes online at 15d6 at a lower job level).

And thanks, I hope you do find a group to use it with.

Senara
2016-03-12, 01:39 PM
Did some quick napkin math after dinner- took it from an angle of attempting to be a powerful melee onion knight. Assuming I did it right, and having skipped any added/forbidden jobs, of the 21 jobs available I managed to get 6 to 10, one to 9, and the others arrayed lower. Still 76 job levels away from everything maxed. Makes the onion knight benefit equivalent to having a belt of physical perfection and whatever of mental perfection +6. While I confess I'm not sure how that stacks up in 3.X, having not played it in some time in favour of pathfinder and 5th, it -feels-
good in a certain visceral and very onion knighty way

Edit: I also think it might be relevant to mention that the only sub-5 jobs I wound up with were the three earth crystal jobs I wasn't interested in- which wound up at 3 each just by nature of the point allotments.

Fizban
2016-03-13, 11:18 AM
I'd think the easiest fix for switching between melee and casting would be. . . not allowing the switch between melee and casting. It never actually occurred to me to do that (in FF) since I specialize my characters as much as possible anyway. Chameleon doesn't let you do so until 10th and it's the only one I can think of that actually switches out spellcasting since Factotums have all their stuff active (and very few spells) while Binders have at best a few warlock or 1/5 round spells. Really all the variability can just be stripped out by stages depending on what the rest of the party is made up of and how much of a problem it is: I'm sure it'd be playable even if it took 8 hours to change jobs or you only had one job at each tier, possibly both.

I'm not actually familiar with most of the later games you're referencing: it looks like they started letting you equip more and more stuff from your non-primary jobs, which rather muddies the water when you've got the ability to switch mid-day. If you can equip extra stuff you shouldn't need to change jobs mid-day, or if you can change you shouldn't get free stuff without stopping to change. Always having 3 Command abilities even at 1st is kinda huge and I'd expect it to be the biggest problem: it's a Chameleon who gets Triple Aptitude at 1st instead of Double Aptitude at 12th (with potentially fewer spell slots). I imagine this comes from later games basically letting you keep any spell you learn which would be modeled here by keeping the Commands active, but that's not very compatible with a system where you're supposed to switch jobs. Delaying extra Commands until later levels (and possibly penalizing the levels of the non-primary Commands) would go a long way towards keeping everything in line.

Regarding MP, well I've never thought the UA tables made any sense, but then again if you want to have spells auto-scale with caster level to allow efficient use of MP via lower level spells then you can't use the psionic tables which assume all damage is paid for. I'd have gone with spell slots but it looks like you have some MP-cost intensive abilities later on so that wouldn't work very well.

I'm not sure what the last paragraph/line in the job system general section means. At the moment I think it means that even though you change jobs in 10 minutes, the extra commands and passives assigned to your jobs persist and must be changed with a different 1 hour action which is limited by rest and only changes 2 jobs at a time.

Edit: and let's return. Upon further review, I'd also go so far as to say that a lot of these abilities are probably more powerful than they should be. A lot of people would probably say my balance points are all out of whack, but anyway.

Black Mage: This section has Kill and Death, black magic section has Kill at a high level which is probably a copypasta error. Damage Dispersion is a nice way of dealing with squishies in the back. See Invis and Arcane Sight are some nice utility for a blaster and helps with the JRPG feel of always knowing when you're in a fight and if they're buffed, even when you can't see anything obvious. Fight Fire With Fire is the only problematic ability I think: while most people would say that high level magic is won before the fight based on save or lose and immunities, that really just means it comes down to who chooses the right time to start blasting. FFWF just straight up doubles your spell output against another caster, which is only not-broken in a game where other casters are allowed to double their spell outputs (not my games). Is this meant to make up for the lack of Quicken Spell (which I find rather overrated)?

Knight: Cover Ally has no range. Rending Blow's ability damage seems a little high to me for having no save: Rending Strikes is only a bit better unless you have extra attacks from another source. Vengeance needs a line requiring the allies to have been downed by foes to prevent cheesing. Bravery's a bit poorly worded but readable.

Monk: lots of proofreading but legible. Commands are interesting, Ki Strike (Total) is nice, stuff fits better as you re-read it, all in all the only thing I'd make note of is the (first?) appearance of the Counter [Counter], as it's one of the clear draws that's easy in FF but huge in DnD. Obviously DMs should already be expecting this, but the Freelancer stuff allows you to take the wide area lockdown builds of DnD, add on the ability to force hits onto yourself, and get free counter attacks. So what people call actual Tanking.

Thief: early abilities are heavily dependent on weather or not you can use sleight of hand to steal from people during combat. I don't know if there's an official ruling, but I generally assume you can't because it'd be crazy powerful and doesn't make much sense when someone's watching you-that's what Disarm is for. I also don't really support the idea of an ability for +20 initiative, and immediate action full attack would be dependent on weather or not I've decided to allow Celerity. So if I'm running a game where I've cracked down on initiative/action abuse this job gets pretty screwed. The rest is mostly fine, Masterful Theft is amusing and Thief's Grace feels like it should show up sooner if AC is supposed to be a thing but eh.

White Mage: not much to say, it works. Compared to FFWF, Reactive Restoration just forces them to burn (equal?) resources trying to kill you, rather than letting you kill them twice as fast. You're still throwing offense every round and healing for no action cost, but there's more room to play.

Hope no one was waiting for me to come back, though it seems more likely either interest was low or it just got pushed down the page too fast. I'll bump after I've added enough critique to make it worth it.