Water Crystal ones here
Chemist
SpoilerCommand - 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
Spoiler
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:
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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.