Tracker
Other half of the abilities I thought of for archers. Adds some ability of defense to the rush attack style of FFT combat.
Equips: Archer stuffs
Abilities: Trap (traps can only be deployed on adjacent squares or the square you are currently standing on. ANY unit will set them off if they stop on them, and the innate ability causes them to detonate if they are traversed at all)
Steel Needle
Same map trap you know and love, just with more damage
Sleeping Gas
Same map trap you know and love, just with a chance of resisting it
Game Trap
Chance to instantly poach a monster enemy. Lower total current HP=higher % chance. (i.e. it is easier to poach strong animals than weak ones)
Magnet Trap
Reduces move by 1 for every metal item equipped. If you are standing on it and you have a move of 0 you can only move 1 square. If you set it off in mid travel chances are it will stop you in your tracks, and you have it affect your next turn.
Explosive Trap
Damage trap. Damages all units next to it as well.
Detonate
Attacks a trap to cause it to detonate and extend it's area of effect by a range of 1.
Counter Skills
Ambush
Drop 3 Steel Needle traps in a row (one on you and two beside) when taking HP damage)
Last Act
Detonate all traps on the map.
Slewfoot
Causes slow on any unit targeting you with an attack. Range: 1
Support Ability
Tripwire *innate*
Traps are detonated by being stopped on OR traversed across.
Detect Traps
You can see all of your traps and any enemy traps within a range of 4. (If you equip traps on another class you can't see them without this ability)
Move Ability
Ignore Traps
No brainer for a class like this.
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