wow this is insane good ideas erbody keep it up
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wow this is insane good ideas erbody keep it up
JUST THOUGHT OF A GOOD ONE
Egyptian:
Sandstorm: 6 vert 4 radius, gives blind and poison
Whip Barrage: 2 blocks hits the enemy or ally 6 times but it does 1/3 actual power
Summon Set,Ra, etc. same as a summoner but they are rare summons can only be used a total number of times until you are a master
Armour, Light Armour
Weapons, Whips, Poles, Books, Sword, Knife, Polearms, Axe, Mace
Requirements: Knight Mastered, Lancer Mastered, Oracle Mastered
Males and Females
Name: Aeromancer
Race: Gria
Equipment: Robes, Hats, Hair Accessories, Poles
Requirements: 4 Geomancy A-Abilities
A-Abilities: Aeromancy
Aero: Light Wind damage to units in a small area.
Aerora: Wind damage to units is a small area.
Aeroga: Heavy Wind damage to units in a small area.
Hurricaine: Water damage to units in a large area. Does not hit center square of area, inflicts Slow during Rain.
Tornado: Wind damage to a single unit. Damage increases during Windy Weather.
Slicing Wind: Wind damage to units in a line leading away from caster. Disables targets during Fair Weather.
Biting Wind: Ice damage to units in a small area. Immobilizes targets during Snowstorms.
Breeze: Uses wind to redirect Mist, restoring MP in a small area.
Storm Front: Shifts weather randomly (cannot shift weather to or from Mist conditions).
Support Abilities
Tailwind: Increases range of spells and attacks by 1.
Weathervane: Gives different effects depending on current weather.
-Fair: Attacks and spells may Addle targets
-Wind: Increases Magic and Attack
-Rain: Increases rate of MP restoration
-Snow: Attacks and spells may inflict Blind or Slow on targets
-Mist: Auto-haste and increased Critical hit rate
The Gria's Geomancer introduced a class highly dependent on weather. The Aeromancer, being based on atmospheric manipulation, is more sensitive still. The Aero spells are similar to the Black Mage counterparts of other elements. Hurricaine has a huge AOE, but doesn't do as much damage as Aeroga, and is water elemental. Tornado does good Wind damage, and receives higher damage in Windy weather (increased further by the Magic buff if the caster has Weathervane). Slicing Wind has a huge range, but only works in a straight line. The ability to disable during the most common weather condition is a plus though. Biting Wind gives a third elemental attack, preventing the Aeromancer from being crippled by enemy resistances, and can Immobilize targets during Snowstorms. Breeze and Storm Front are pretty self-explanatory supporting A-Abilities.
Tailwind increases range of spells and attacks. Melee attacks now have a range of 2. Bow attacks have an even larger range, as do spells. Useful, but probably a bit overshadowed by the other support ability.
Weathervane gives additional buffs to the Aeromancer depending on the current conditions. Powerful, but unreliable, due to the random shifting of weather conditions as you move around the world map, and the inability to shift them to a particular one reliably.
Well, this character is an advancement to the Final Fantasy Tactics Advance Moogle job Animist. It could also be a Beastmaster advancement.
Name here~
Nature Friend
Move:4
Jump: 2
Evade: 30 Above Average Stats: Speed Res
Average: Defense Weapon Attack
Below: Magic Attack
Equip-Head: Hats and lighter wear
Armor: Some robes and light armor
Weapons: Stuffed Animals
Access.:Basically everything.
A-Ability:Friendship
Reaction(s): Covered
Support: Medic Nulls Three different status ailments during each engagement
Combo-Nature/ Friendly Combo.
A-ABility examples: Any monster that the owner has can be called to fight for them, aren't controlled, they are good. And take aid, which forces the monster to take damage for the character, which is the Reaction ability Covered.
There's plenty to imagine. But I'll pick one already in use. I'm not sure if this is for advanced or tactics?
Witch: Female
Ability: Craft
Can equip what an oracle and a wizard could. Requirement: Level 8 Oracle and Wizard
Move: 3
Jump: 4
Normal on stats with buffs on magic attacks and defenses.
Weapons would add the condemn effect and/or turn into frog at best. Whatever basic items Wizards and Oracles could use at worst.
An attack preview: Nervebender : SP 50 : Range 5 Character: Moderate damage and add :Don't attack.
Another power: Stunner : SP 17 : Range 5 Panel Effect 1: Minor damage and add :Don't act.
Another: Witchflame: SP 20 : Range 5 Effect 2: Good damage and cancel regen, reraise on targets.
Reaction: Counter Effect: When attacked by magic ailments counter with same. 300 JP
Defense: MagicEvadeUP 200 JP
Move: Fly 400 JP, Float 300 JP, Badwalk 200 JP - Walk on fire, lava, marsh, and poison marsh.
The most useless class.
Class: Junkie
Skillset: Indulgence
-Weed: Heals a small amount of hp. Increases effects of potions for three turns. Casts slow. May cause unit to sleep after a potion is used. (Affects all adjacent units.)
-Meth: Casts haste. Unit is immune to status effects for five turns. Unless it is used again before those five turns are up, unit will take damage equal to 20% of max hp; and unit will be put to sleep, and poisoned. (Affects all adjacent units.)
-Heroin: Casts wall and recovers all hp. Slows unit. May increase attack by between 1 and 3 (See Accumulate in Squires abilities). Same negative effects as meth if not used again within five turns.(self targeting)
-Pcp: Units attack and speed double for three turns. Lose control of unit (Berserk). Unit is confused.(self targeting)
-Cocaine: Increase all mediator talk abilities. Casts haste. May berserk unit. (Same negative effects as meths 5 turn rule.)(self or one adjacent unit)
Reaction ability: Paranoid Flinch. Increases evasion, but take more damage from melee attacks that do hit.
Movement ability: Cop Watch. See all traps up to three tiles away. If unit acts without moving, gain +2 tiles of movement on next turn.
Some of it doesn't make sense. I did the best I could given the games rules.
Seeing as this thread seems to have run it's course of serious jobs I fully endorse this new direction. I'll try to think up a few.