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Ok, here we go. I haven't played any TA or TA2 so if any of these are too close you can bite me.
Rune Knight
Before the religion of Ajora swept the land and brought about the orders of Dark, Holy, Divine and Shrine knights for the purpose of fighting other humans there existed an order of knights focusing their skills on elemental sword techniques for the end of protecting humans from monsters.
Equips: Same junk all other knights equip
Abilities: Elemental Sword Skill
Fire Wave
Range: 4 (Directions)
Elemental Fire Attack
Ice Storm
Range: 4 (Directions)
Elemental Ice Attack
Thunder Bolt
Range: 4 (Directions)
Elemental Thunder Attack
Earthquake
Range: Self Target: 2
Earth Elemental Attack
Tornado
Range: 4 Target: 1
Air Elemental Attack
Counter Skills
Adaptation
Increases defense based on difference between attacker and defenders equipped weapon. (Ie good against monsters/monks, useless against knights/ninjas)
Support Ability
Inner Peace *Innate*
Will stay K.O.ed indefinately, never turning into a crystal
Fire Elemental Attack
Makes weapon attacks ice elemental
Ice Elemental Attack
Makes weapon attacks fire elemental (in the spirit of the original translation)
Thunder Elemental Attack
Makes weapon attacks thunder elemental
Move Ability
Preparation
Move through all terrain with no impediment next turn if you end the current turn on movement impeding terrain
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Hunter
I thought bow users were really underutilized so I made another class. Turns out I had enough abilities for two
Equips: Archer stuff
Abilities: Hunt
Warp Shot
Arrow bypasses all obstacles on the way to the target. Regular damage
Skewer Shot
Arrow damages ALL units on the way to and behind the target. Bonus damage
Head Shot
Chance at dealing 100% of the targets HP, or missing
Trick Shot
One shot splits into 5 dealing damage to 5 panels in an + shape. All 5 arrows have to make it to the target area independently. (Ie some can be impeded by terrain while others make it through)
Counter Skills
Retreat
When targeted by any attack with a range of 1 you get +1 move on your next turn. It stacks and can be triggered by allies
Retain Charge
When hit by a magic attack your next shot is imbued with that spell dealing bonus damage or adding the status effect. You still take regular damage/status from the spell you were hit with
Support Ability
Ranged Poach *Innate*
Enemies are poached when killed by ranged weapons
Long Draw *Innate*
Increases bow damage
Long Shot
Increase range of all abilities by 1. (Doesn't affect abilities with a range of 1)
Move Ability
High Ground
Increase move by 2 if targeted panel is higher than current panel
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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 when K.O.ed
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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Arcanist
In retrospect this just makes it even more disadvantageous to have a mixed physical magical party and was probably a bad idea.
Equips: Mage stuff
Abilities: Align (attempts to apply alignment to all units on the map. Kind of like astrology)
Align Physical
Increase effect of physical skills
Displace Physical
Decrease effect of physical skills
Align Magic
Increase effect of magic skills
Displace Magic
Decrease effect of magic skills
Align Ice
Makes units weak to Ice
Align Fire
Makes units weak to Fire
Align Thunder
Makes units weak to Thunder
Counter Skills
Phase Out
Enemy has effect of next move used reduced by 50%
Support Ability
Magic Field *innate*
Increase effectiveness of magic abilities for adjacent allies
Physical Field *innate*
Increase effectiveness of physical abilities for adjacent allies
Steady State
Makes unit immune to Alignment spells
Move Ability
Hermit
Increase MA for every panel not moved in your turn. (Yes thats right, a reward for NOT moving. Only good idea in this whole class)
Last edited by VeloZer0; 07-31-2010 at 12:25 AM.
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