[OLD] COMET's Job System & Abilities

by COMETDM

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Freelancer -- (Specialty Bonus +5 Your Choice -- BOUND CLASS)

Ability Name Ability Description Cooldown
Focused Freelancer [Passive] Pick 6 abilities from any Non-BOUND Class. However, you cannot have Passives or Ultimates.
Slot 1 -
Slot 2 -
Slot 3 -
Slot 4 -
Slot 5 -
Slot 6 -

The Freelancer is a unique class, allowing for players to pick and choose the abilities they want. This much freedom and power allows you to be more creative about the intricacies of your character's combat style, however, you are limited in that you cannot have Passives or Ultimate abilities.


Bound Classes:

As a Bound Class, the Freelancer, Blue Mage, and Green Mage are unique in the way they're played, (much like in-game.) Because of how powerful it is, these classes limited to very specific spells (below) and cannot be paired up with another class.

If you decide to pick them, you will not be able to pick a second class. This is to ensure that things are balanced. To counter this limitation, the DM's have made the abilities for these classes VERY strong.

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Swordsman / Gladiator -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Fighter's Instinct [Passive] When you are damaged in combat, your fighters instinct kicks in. After you receive damage, your HC is increased by +50. This effect lasts until you dodge an attack.
Double Take (Reaction) When you miss an enemy, roll the attack again at -50 to your roll. 3 turns
Cleave (Reaction) When you successfully hit an enemy, follow up with another attack, aimed at any enemy within melee range. 3 turns
Warmonger's Triumph (Reaction) After successfully landing either Double-Take or Cleave, follow up with an adjacent attack that stuns the enemy for 1 turn. 6 turns
ULTIMATE: War Banner After dodging an attack, bellow out a war cry that increases your rolls by +100, and your damage by +2 OPL
The Fighter / Gladiator

Skilled with an assortment of weapons, from the traditional blade, to the eccentric flail, the Fighter is a well-rounded physical combatant. Their skills focus primarily on reacting to the movements of their opponents, attuning to the flow of battle, and seeking out their enemy's weakness in a single, perfect moment of opportunity. To underestimate the Fighter, though their arsenal may seem simplistic, is a drastic and often deadly mistake.

Fencer -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Bleeding Blade [Passive] Gives a bleed stack upon rolling 100 higher than the targets HC. (Max of 3)
Checkmate A standard attack at +100 to hit. This attack, if successful, consumes any of the fencer's applied bleed effects to increase the attack's damage by +1 for each stack leaving a single full duration bleed in their place. 4 turns
Rapid Thrust Perform a double attack against a target at -2 damage, to a minimum of 1. If one attack hits increase the duration of bleed on the target by 1 additional turn, if both hit increase it by 2. May only target foe’s inflicted with bleed and up to a duration of 4 turns. 4 turns
Opportunity For the next turn, increase the damage of unaspected DoTs by +1 4 turns
ULTIMATE: Vorpal Blade Perform a series of four attacks upon a single foe, applying, or increasing, a duration of bleeds by one turn for each successful hit in addition to normal damage. Once Per Episode
The Fencer

With rapier in hand, fewer are more deft at the sword than the Fencer. Though niche in who is taught their ways, those that take up the practice are of quicker pace than the average sword-swinging vagabond. Akin to the Red Mages of Gyr Abania, sans their prowess in the magical arts, the Fencer focuses primarily on their fencing stances, their goal to quickly strike at their enemies. Though their attacks may be lacking the broad power of an axeman or greatsword, the goal of the Fencer is not in the immediate kill, but a slow and often agonizing bleed to the bitter end.

Marauder -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Berserk [Passive] You lose yourself in the rage of battle. For every turn spent in rage, your damage goes up by +1, however, your hit class loses +100 per turn. This ends after five turns, resetting your stats and damage.
Thrill of Battle You heal yourself for half the damage you deal for the next two turns, rounding up. 4 turns
Upheaval Your next attack automatically knocks down an opponent. This applies the knockdown status. Deals damage as normal. 6 turns
Storm's Eye For the next three turns, your attacks have +1 damage. 5 turns
ULTIMATE: Caution To The Wind You throw your caution to the wind. Your attacks now gain +100, but your hit class is -150 for the next three turns. 4 turns
The Marauder

With weapon in hand and the gentle shake of the seas beneath their feet, fewer are more feared as Limsa Lominsa's army than the staple--the Marauder. A key point in many a ship's offense and defensive membership, the Marauder is a fearless assailant, and a stout body able to take a considerable amount of damage when they hit the brink of their limits.

Conjurer -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Calming Spirit [Passive] Removes all Debuffs from one ally 7 turns
Fluid Aura Melee Only: Every 5 turns, this ability can knock down an opponent. Water aspected damage. N/A
Dispel Removes all buffs on a target 5 turns
Sabre Grants 1 ally +100 to attack & HC for 1 round. 4 turns
ULTIMATE: Hastega Grants haste for 1 round and resets cooldowns. OPL
The Conjurer

Well-versed in the ways of base conjuration magicks, the conjurer plays a key role in the daily lives of many a denizen of the Black Shroud. Though many of their number are pacifist, many who have been taught the ways of this field of magic have taken to the fields of combat, largely as healers, soothsayers, and medics. Their refreshing magicks allow their allies to delve into the fray more easily...though do not discount the caster themselves as a conjurer of cheap tricks; to underestimate the power of these particular mages is to taste the bitterness of defeat.

Arcanist -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Arcana Training [Passive] Summon a Carbuncle of a single element to your side. You may choose either an offensive or defensive summon. This summon dispels when its HP reaches 0.
Bio Apply Poison for 3 turns to a Single Target. 5 turns
Rouse For the next 2 turns, your pet gains an additional +3 to its damage 5 turns
Shadowflare Unaspected damage for 3 turns to all enemies in a set distance. 6 turns
ULTIMATE: Aetherflow Stack of 2 for the Arcanist to use on any of the below abilities, refreshes all charges every 5 turns.
The Arcanist

Once, the Arcanists were relegated to the tasks of overseeing the trade going in and out of the ports of Limsa Lominsa's docks--checking for illegal substances, halting the trade of fraudulent goods, and dismantling the trade of free peoples in Vylbrand's territory. However, with increasing dangers to the lives of these arcanists, a lack of bodies to guard them, and massive leaps within the field of geometric magicks, the Arcanist evolved from a simple paper-pusher to a force of strategy and power to be contended with. With their summoned companion by their side and a large sum of tactical knowledge, there are few challenges that can stand in the way of the Arcanist.

Aetherflow


  • Physick: Instant +2 heal to a single target. No roll required.
  • Drain: Instant 1 dmg to an enemy.
  • Reform: [Reaction] Enables the Arcanist to reroll on a turn.

Marksman -- (Specialty Bonus +5 DEX Stat)

Ability Name Ability Description Cooldown
Aim [Passive] After every turn, you store +1 damage that can be unleashed during your turn. This stacks up to +4. Aim is the only ability that can stack with "Charge". N/A
Chasing Shot Apply bind to the enemy, and they take a -100 to their hit class for one turn 5 turns
Bloodletter Applies a bleed a single foe. Unaspected. Last 3 turns. 4 turns
Venomous Bite Applies poison to the enemy. Lasts for 4 turns. 5 turns
ULTIMATE: Sidewinder When a target is infected with either bloodletter or venomous bite it allows the ranger to add +150 to their hit. However, if both abilities are active on the foe, they deal +4 damage. 6 turns
The Marksman

Regardless of which tool, be it the magitechnical advances of the pistol, the rifle, or the tried-and-true bow, there are few opponents more dangerous from nearly every angle than a Marksman. Their sights do not falter, and their aim hardly faults--attempts to escape are immediately harried as their prey scrambles for some measure of cover. Deadly combinations of powder and poisons both harrow any foe's endurance, playing the long game until the Marksman, ultimately, lines up for that perfect, final shot.

Thief -- (Specialty Bonus +5 DEX Stat)

Ability Name Ability Description Cooldown
Locksmith [Passive] You will always be successful in opening any basic lock, and gain advantage on more complex locking mechanisms. Additionally, Thief gains advantage (+50) on disarming opponents. N/A
Mug Launch an attack that will pilfer a random item from the enemy. If the enemy has no items, this ability will deal +2 to damage. 4 turns
Smuggler Pull out an enhanced weapon, giving you +50 to your offensive rolls and +1 to attacks with this weapon for 2 rounds. 4 turns
Lucky Fingers Roll /random for a boon. (See chart) 6 turns
ULTIMATE: Illegal Caravan You may decide between a +3 attack to all opponents, negation of one attack, or if this ability is used outside of combat, an automatic success of one roll. OPL
The Thief

The darkness of any city hides the fingers of a desperate soul, looking to take from another so that they might survive, but the Thief is a thing of an entirely different caliber. They take, though not for survival's sake alone, but with a reason behind every theft, every missing item, and every robbed coin. With deft hands, quick feet, and a cunning mind, the Thief takes opportunities to strike where their opponents are often careless in the midst of a fight--their personal belongings. Regardless of what their intent is, however, the Thief will always find their mark, even in the most dire of situations...

Lucky Fingers

Roll Boon
> 500 +1 to the next heal cast onto you
< 500 +1 to your next attack roll


Paladin -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Shield Oath [Passive] Gain +100 to DEF/EVA but you lose -1 to damage.
Guard Gain +50 to DEF/EVA for 3 turns. This stacks with DEFEND. 5 turns
Cover Pick a single ally. For the next 2 turns, you take all damage that ally would take instead. 5 turns
Requiescat Attack dealing +1 damage. If user is above 50% health, also casts Regen on either self or target party member. 4 turns
ULTIMATE: Confiteor [Reaction] Charge through your enemy's attacks, taking half of the oncoming damage, and strike true against your opponent, ignoring their HC. OPL
The Paladin

There are few more loyal to one's cause than that of the Paladin--formed first of the Sultan's Sworn elite, bound to the will of whoever ruled over Ul'Dah in her fledgling days. In time, the numbers of the Paladin, as well as their arsenal for protecting those who could not otherwise fend for themselves, grew more and more powerful. Possessed of highly astral magicks and stout protective prowess, few are more sturdy when taking the brunt of the assault than the Paladin. Their focus on both defense and support make them highly valued in many a party setup, and while they lack the might of many other of their kind, they make up for their losses in an astounding amount of utility.

Warrior -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Deliverance [Passive] Grants Bravery (+100 to STR rolls) upon activation.
Storm's Path Your next successsful attack automatically stuns an opponent for 1 turn. This ability will not land if the enemy has a stack of RESISTANCE. 6 turns
Bullrush Instantly closes the gap between user and chosen enemy. Deals at least +1 damage. Ignores Bind. Must be out of Melee Range to use. 2 turns
Holmgang Bind yourself and an enemy in place. While the bind effect is active you can not drop below 1 HP. OPL
Inner Chaos Every turn Deliverance is active, gain +2 to this attack, at a maximum of +8.
The Warrior

Up in the high mountains of Vylbrand and in the peaks of the Old World, live a line of battle-hardened brawlers whose fear is erased in the puring fires of what many call the "Inner Beast"--a force so ancient and primal, that all sense of self is lost within. Many a mortal soul have cowed at the very idea of delving into such a maddening, potentially deadly power, but the Warrior brandishes it with pride and control. There are few and far in-between that can match the sheer strength of the Warrior in raw power, and the sight of one streaking across the battlefield in a blood-frenzied rage is a sight many a poor soul could go a lifetime without witnessing again.

Dark Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Darkside [Passive] Gain the Dark Element and +50 to your Basic Attacks.
Dark Mind [Reaction] Intercept a MP-based attack and convert the damage you would have taken into a Shield. This shield lasts 2 turns. 3 turns
Souleater This attack heals its user for the full amount of damage dealt. In addition, your target is granted a weakness to Dark attacks until the beginning of your next turn. 4 turns
Living Dead (Reaction) If you would be reduced to 0 HP, you may instead be reduced to 1 HP. If you are not granted any sort of healing before the beginning of your next turn, you are KO'd. 4 turns
Ebony Shadow For the next 3 turns, a shadowy doppleganger appears, mimicking your moves. The shadow shares your cooldowns upon being summoned. OPL
The Dark Knight

In too many a land, in too many a realm, there are souls who cry out for justice, their pleas unheard by laws and courts of tyrant leaders and corrupt figures. For the Dark Knight, it is delivering these neglected souls their deserved succor that fuels them...but it is hardly the only thing. Peering into the abyss of the self, tapping into the aspects of dark, Astral magicks, the Dark Knight uses its combination of aetheric power and natural defenses to both strike at their foes with force, as well as keep their allies safe from would-be harm.

For many, delving too deeply into the blackness of the unknown would be fraught with mortal peril. For those who call themselves among these noble protector's numbers, however, the risk is outweighed by the reward.

Gunbreaker -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Royal Guard [Passive] Gain +50 DEF and +50 to STR/DEX rolls you make as basic attacks. Additionally, you passively gain 1 Cartridge per round of combat. You can expend these Cartridges for +1 to your damage. Max Stack: 3
Rough Divide Close the gap between you and your opponent, dealing damage and inflicting Bind. 6 turns
Bloodfest Deals at least +1 damage to all opponents, cannot miss, granting 1 Cartridge. 4 turns
Burst Strike Deal damage to a single opponent. If this connects, your enemy's next attack deals half damage. Consumes 2 Cartridges. 5 turns
ULTIMATE: Blasting Zone Deals true damage to all enemies in front of you, negating HC, shields, and damage immunities. OPL
The Gunbreaker

Through magicked ammunition and sheer force of will, the Gunbreaker strikes fiercely at the heart of their enemies--to them, the best defense, is a good offense. With their gunblade in tow and a powerful desire to protect the innocent, the Gunbreaker can shatter any obstacle in their path.

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White Mage -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Holy Fire [Passive] Damaging abilities are laced with highly Umbral aether, granting a Holy DoT on all attacks. These do not stack, and are refreshed upon a successful attack.
Glare Deals unaspected damage, and -100 to target’s hitclass for 1 round. 5 turns
Divine Veil Heals all Allies within 10 yalms, and adds regen for 2 turns 6 turns
Benediction Immediately heals 1 ally back to full. 7 turns
Ultimate: Holy AoE Holy damage (without penalty) to all enemies in melee range. Enemies hit are also stunned for 1 turn. 6 turns
The White Mage

In times of eld, when the Sixth Astral Era had begun, the realm beheld an ancient and powerful sect of magic-users, known as White Mages. Through their Umbrally-aspected spells, they were able to achieve feats long since considered impossible--from bringing stone to life, to curing the most horrible and unthinkable ailments of both body and soul. Alas, in their hubris, and for all their might, the White Mages were wiped away with the rejoining and the Calamity of Water, their numbers near to naught. The little that remains of the White Mages now are held in safekeeping by the Padjal of the Black Shroud, whose goals of keeping history from repeating themselves have kept the potent magicks--of both healing and destruction alike--from the hands of many who would use them.

Scholar -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Fated Fae [Passive] Summon Eos or Selene. Takes a turn to switch Fae. No duration on summon time.
Critical Strategem +100 to party next roll plus an instant scan information. 4 turns
Adloquium Applies a shield of +1 on top of raw roll. 3 turns
Dissipation Sacrifice either fairy to gain a +200 on your next heal. Fairy cannot be resummoned for another 4 turns. 2 turns
ULTIMATE: Advanced Aetherflow Aetherflow of 3 stacked charges for Scholar to use on any of the below abilities. Aetherflow recharges by taking a turn to roll higher than 200. All aetherflow abilities can be used on turn, or as a reaction. However, only on-turn uses can be applied with bonuses, buffs, and modifiers. If used as a reaction, no bonuses, buffs, or modifiers can be applied.

A Scholar's Faerie:


EOS:

  • Whispering Dawn: party regen, +1 tp HP per 3 turns.
  • Illumination: [Passive] +50 to heal rolls

SELENE:

  • Silent Dusk: applies Silence and Paralyze to an enemy for 3 turns.
  • Caress: [Passive] +50 to Shields

Advanced Aetherflow


  • Lustrate: instant heals one ally +4 (no roll)
  • Indomitability: instant party heal +3 (no roll)
  • Excogitation: 2 dmg. directed at an ally converts to +1 HP. (multi target doesn’t apply to Excog.)
  • Sacred Soil: Halves incoming party or individual damage for the next 3 turns if casted, but the immediate turn if used as a reaction (nulls no less than 1 dmg, and no more than 3dmg)
The Scholar

In the Sixth Astral era, there once stood the nation of Nym, home to the finest of Warriors and students of magick--the Scholars. Dedicated to the art of protection magicks, the companion and signature of the Scholar--the Faerie--was not initially used for augmenting their summoner's magicks, but instead used to deliver messages and tactics from across large distances. As the years passed however, the Faerie became more practically applied in the fields of combat.

Astrologian -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Diurnal / Nocturnal Stance [Passive] Diurnal - Adds regen to any heal roll of 500 or more, Nocturnal - Adds a 2 hitpoint shield on any heal roll of 500 or more. N/A
Draw Roll /random for a card effect. [See Chart] N/A
Celestial Opposition (Reaction) Chosen Card (either drawn or stored it can only be one) becomes an AoE effect. Does not affect Lord, Lady, or Chariot. 4 turns
Sleeve Draw The Astrologian draws a card and either plays or slots it, and then immediately draws a second card which they can play or slot. Only ONE card may be slotted at a time. 6 turns
ULTIMATE: Earthly Star Deploys an earthly star. As a reaction, the Astrologian can detonate it, healing all allies and damaging all enemies. Heals +1 and deals +2 damage (guaranteed hit). OPL
The Astrologian

Initially developed in the far northern lands of Sharlayan, Astrology took root in the city-state of Ishgard for its ability to predict the movements and temperments of dragons, via the Dragon Star. However, the true nature of Astrology has yet to be unlocked, even by the Old World. Sharing close ties to the art of Geomancy, Astrologians tap into the energy of the heavens themselves, channeling it into healing energy.

Roll Card Effect
0-200 The Bole 2+ shield to an ally
201-300 The Balance 2+ to an ally's next attack
301-400 The Spear 1+ damage to attack ignores miss
401-500 The Arrow Attack Twice on this turn
501-600 The Ewer Reduces allies CD by 1
601-700 The Spire Grants 50+ on next roll
701-800 The Lord 3+ damage to next attack
801-900 The Lady 3+ to an ally. Can be stored.
901-950 The Chariot Heals 1 ally to full.
950+ The Fated Grants all allies haste this turn.

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Black Mage -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Astral / Umbral Stance [Passive] [Astral Stance:] Grants +1 damage to Thunder, Fire, and Blizzard spells. [Umbral Stance:] Grants debuffs depending on spell type for Thunder, Fire, and Blizzard. N/A
Leylines Sacrifice your DEF/EVA for a +2 bonus for the amount of DEF sacrificed. (-100 DEF/EVA = 1 turn) N/A
Swiftcast Your actions during this turn are doubled. Damage, movement, ect. 4 turns
Despair Force yourself into Astral Stance, dealing +1 damage for every 2 turns you were in Umbral Stance. Caps at +4. N/A
ULTIMATE: Xenoglossy An attack that cannot miss, and deals +4 damage. This ability can only be cast if the Black Mage is under the effects of Ley Lines. OPL
Spell Effect
Fire Grants Ignite to Fire attacks.
Thunder Grants Shock to Lightning/Levin attacks.
Blizzard Grants Freeze to Ice attacks.

• • • • • • • • •

In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Summoner -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Egi Attunement [Passive] Summons forth a single egi before battle begins. Can take a Summoner’s turn to switch out egi’s. Immediately after the summoner’s turn, the newly summoned egi can still attack.
Egi Assault / Enkindle Command your summon to use its signature attack 5 turns
Energy Drain Instant +1HP heal to self, and +1 dmg on a single enemy. 4 turns
Enhanced Aetherflow Stack of 2 charges to spend on the below Abilities. Aetherflow automatically begins battle with 2 full charges. (replenishes only via “Energy Drain” )
ULTIMATE: Trance You have 3 turns and a choice of either Dreadwyrm or Phoenix trance. Players can’t use any other abilities at this time, but can choose to hold their attack. However, a held attack isn’t stacked- you only have those 3 turns to attack. Egi leaves the field during Trance, and only immediately returns once trance is over. Once per Leve

Class Features

Egi Attunement


  • Egi 1: Tank
  • Egi 2: Dps #1
  • Egi 3: Dps #2

Egi Assault - 3 CD per ability.


  • Tank: Wall- mitigates (at least 1, at most 3) dmg to summoner.
  • DPS1: Vortex- applies bleed and poison to a single enemy.
  • DPS2: Strike- instant +3 dmg to a single enemy.
  • Enkindle Assault - selected egi’s enkindle ability, 7-CD

Enhanced Aetherflow

  • Fester: If Vortex was used, Fester adds X dmg from current turn’s DOT dmg, totaling to +2 dmg. If not, it’s only +1 dmg to raw roll plus any additional bonuses and modifiers.
  • Painflare: Multi attack roll without penalty.
  • Bane: Spreads all negative and positive status effects on either the enemy team or the summoner’s party.

More Notes


Egi’s take their turn immediately after their summoner with no roll modifiers, buffs, stat perks, or bonuses to their abilities.

• • • • • • • • •

The beast tribes of Eorzea worship and summon forth beings known as primals, among which, are Ifrit, Garuda, and Titan. Yet, what is a God to one man is a demon to another. For time immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art there thought to have been all but lost.

Summoner Egi Table
Egi Name Element Type Enkindle Effect -
Ifrit Fire Ignites 3 targets
Titan Earth Deals 1 damage to melee range foes
Garuda Wind Deals 1 damage to 3 foes, pushes them to melee
Leviathan Water Fire damage deals 1 less per attack, Levin/Lightning damage deals 1 more per attack for 3 turns
Ramuh Lightning Deals 3 damage immediately, and if target rolls under 500, drop metal items.
Shiva Ice Apply Bind to three targets.
Ravana Fire, Unaspected Ignites 3 targets
Bismark Water, Wind Fire deals 1 less damage, pushes 3 foes to ranged.
Nidhogg Fire, Dark Ignite 3 targets, casts Blind on 1 target.
Bahamut Unaspected Deals +3 damage automatically.
Sephirot Earth, Unaspected Deals 1 damage to melee range foes
Sophia Light Stoneskins 3 targets
Zurvan Fire, Ice Inflicts Ignite on 3 targets. Applies Bind to 1 target.
Alexander Light Returns 1 target to the state they were in at the beginning of battle.
Summoner Egi Table (Continued)
Egi Name Element Type Enkindle Effect -
Lakshmi Light, Unaspected Replenishes 3 allies to half HP if below half.
Susano-O Thunder, Wind, Water Deals 2 damage automatically to 3 enemies. Levin/Lightning deals +1 more for 3 turns.
Tsukiyomi Light, Dark Casts Stoneskin on 2 allies. Casts Confusion on 1 enemy.
Byakko Thunder, Wind, Fire Deals Thunder, Wind, and Fire damage to 3 enemies.
Susaku Fire, Wind Ignite 3 targets, pulling them in melee range.
Seiryu Water, Wind, Earth Water, Wind, and Earth damage increased by +1 for 3 turns
Genbu Water, Wind Deals Water Damage. Ignores HC
Titania Fire, Water, Levin Picks the enemy w/ the highest HP, dealing +1 damage for every ally KO'd
Innocence Light, Levin Deals 4+ damage to all enemies, deals 2+ damage to allies

Red Mage -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Dualcast [Passive] Every other turn, you may attack twice.
Moulinnet / Repose Stance At the start of the battle, determine your stance. [Moulinnet]: +50 to STR rolls. [Repose]: +50 to MP rolls.
Corps-a-Corps / Displacement You are brought and held within melee range of your chosen target. On your next turn, you are free to do whatever action you choose OTHER than disengage that target in any way. On your final turn, you must return to your original position.
Fleche This attack uses both your MP and DEX bonuses. 6 turns
ULTIMATE: Scorch Deal an extremely powerful attack dealing +4 damage to a single target. This ability cannot miss. OPL

• • • • • • • • •

On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania.

It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor.

These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.

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Blue Mage -- (BOUND CLASS)

Ability Name Ability Description Cooldown
Ability Points [Passive] The bluemage starts out each combat with a unique resource pool of 10 action points and regenerates a passive 1 per turn up to this cap. These points may be spent on spells and abilities assimilated from monsters.
Learn Attempt to Learn an ability from a targeted Enemy. This has an extremely limited amount of success. 7 turns
Execute The bluemage executers an ability learned from a monster. (See Chart)
Meditate The bluemage focuses a turn, doubling their passive regeneration of action points for as long as they meditate.
Overcharge Burn your own energy to unleash a devastating boss-tier attack dealing 4 damage to all enemies. You cannot act or move for 2 turns afterwards. OPL

• • • • • • • • •

Twisting the aether around them to mimic foes of their past, there are few more powerful and more versatile than the Blue Mage. With their ability to learn the powerful spells of enemy forces they encounter and bring them into the battlefield in a clutch moment, there are many situations where the Blue Mage shines!

Blue Mage Spells
Ability Name Spell Effect Action Point Cost
Slap Make a basic attack at +1 damage. 1
Bomb Toss Deal AoE damage up to three targets, knocking them back. DM discretion 2
Mighty Guard Become Untargetable, Immune to status effects, and Immune to damage for 1 Turn 3
White Wind The bluemage heals up to three targets for 3 HP a piece. 2
Threefold Attack Perform three basic attacks upon a single target at -1 damage a piece. 3
Bad Breath Spew debilitating effects to up to three targets in a frontal cone. Ailments inflicted is based on roll. Each tier inflicts all previous tiers. (See Chart Below) 3
1000 Needles Inflict up to 10 points of damage, spread out between any number of foes within AoE range. Automatic Hit. 6

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Roll Effect
1-200 Poison
201-400 Blind
401-600 Paralyze
601-800 Silence
801-1000 Confusion

Dragoon -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Blood of the Dragon [Passive] Landing two successful attacks grants you the effect Blood of the Dragons, enhancing your jumping abilities. This effect ends when you miss an attack.
Jump / High Jump Leap into the air this turn, becoming untargetable. On your next turn, you land, dealing damage to a select target. Becomes High Jump under your Passive. 3 turns
Spineshatter Dive / Elusive Jump Leap a short distance, dealing +1 damage and stunning the target for 1 round. Becomes Elusive Jump under your Passive. 6 turns
Dragonfire Dive / Stardiver Jump, dealing +2 damage to an enemy and all surrounding enemies, and inflicting burn for two rounds. Becomes Stardiver under your Passive. 6 turns
ULTIMATE: Geirskogul/ Nastrond Give all targets -100 to their DEF for 1 turn. Becomes Nastrond under your Passive.

Blood of the Dragon


  • High Jump: Take to the skies, becoming untargetable. On your next turn, you land, dealing damage to two select targets.
  • Elusive Jump: (Reaction) Leap out of the way of an incoming attack, negating its damage.
  • Stardiver: Fly into the firmament, crashing down on your enemies akin to a blazing star. This attack deals +3 damage to an enemy and all surrounding enemies, and inflicts burn for three rounds.
  • Nastrond: Deals +3 damage to all enemies within melee range.

• • • • • • • • •

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

Monk -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Greased Lightning [Passive] Every successful attack grants a stack of Greased Lightning, up to a total of four stacks. At two stacks, gain +1 to damage. At four stacks, gain an additional attack at -1 damage per turn. All stacks of Greased Lightning will fade if the Monk misses two attacks consecutively.
Spiritual Fist Attune to an element to gain a buff (Below). They all share a cooldown of 1 Turn after the effect ends. Cannot stack, not spreadable/shareable. 1 turn
Six-Sided Star Attack that is guaranteed to hit for at least 1 damage. 3 turns
Shoulder Tackle Charges enemy for damage & grants self Haste for the next turn. 5 turns
ULTIMATE: Tornado Kick Expend all stacks of Greased Lightning to inflict a single target attack that automatically hits for 5 damage. Can only be used when at full stacks of Greased Lightning OPL
Spiritual Fist Chart
Fist Name Effect
Fire +1 Damage for 2 turn
Wind +100 Attack for 2 turns
Earth -1 to incoming damage for 2 Turns.

• • • • • • • • •

The city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.

_

Ninja -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Ninjutsu Combo your signs together for a new ability. You can cast up to two handsigns when you first use Ninjutsu, and one additional handsign for next turn. If you perform any action other than handsigns or get damaged, you lose focus and Ninjutsu goes on cooldown immediately. (See Chart) 3 turns
Shukuchi Instantly teleport behind an enemy, then immediately roll an attack. 4 turns
Substitution (Reaction) Substitute yourself with a dummy for this attack, negating all damage. 6 turns
Kassatsu Allows the casting of any two sign activated Ninjutsu, adding +1 to damage, or an additional round to the status effect inflicted. This ability negates Ninjutsu’s cooldown, having the cooldown begin after this ability is cast. 6 turns
ULTIMATE: Assassinate Attack that ignores enemies HC. If the Ninja is under the effects of the Vanish Ninjutsu, this attack deals +3 damage on top of the attack roll. The Ninja must be hidden from the enemy for this to apply. OPL
Class Name
Sign Ability Effect
Kie Vanish Roll an evasion check against enemies, hiding yourself from those who don’t best your roll.
Ten -> Chi Raiton Lightning based attack dealing +1 damage.
Jin -> Ten Katon Fire based attack dealing +1 damage to enemy and all surrounding enemies.
Ten -> Jin Hyoton Inflicts Slow on targeted enemy for two turns.
Aku -> Kie Doku Inflicts Poison on targeted enemy for three turns.
Jin -> Kie -> Ten Huton Grants Haste to self for one turn.
Ten -> Kie -> Jin Kami's Flow Attack focused on the casters position, dealing +1 damage and forcefully pushing away enemies within melee range
Ten -> Chi -> Aku Hell's Edge Conjured blade dealing +2 damage to an enemy, and +1 to all enemies within melee range of the initial target.
Aku -> Kie -> Jin -> Ten Almighty Gain +2 damage to all attacks for three turns, then become winded for two turns.

• • • • • • • • • • • •

Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes.

Samurai -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Sen [Passive] Samurai gains 1 Sen per round they deal damage (either directly or indirectly) to either an enemy or ally. This caps at +5 Sen.
Hagakure Strike twice in 1 turn. Costs 2 Sen. 3 turns
Setsugekka/Goken The Samurai chooses between a single target attack that deals +1 damage per accumulated Sen, or a multi-target attack with no roll penalty, dealing +1 damage per two accumulated Sen. All Sen is consumed upon using this ability. 4 turns
Ageha Shear Enemy Defense to 0 for a single turn. All allies can take advantage of this shear. OPL
ULTIMATE: Guren Hit all your enemies at once, dealing +1 damage for every Sen stack you hold. This consumes your stacks. OPL

• • • • • • • • •

Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi.

In the distant past, the realm's great lords vied for supremacy over its sea-girt confines in a long and bloody conflict. And taking to battle in their lieges' names were noble swordsmen whose art was forged in the crucible of war: the samurai.

Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace.

But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.

_

Bard -- (Specialty Bonus +5 DEX Stat)

Ability Name Ability Description Cooldown
Song [Passive] You have access to several songs. [See Chart]
Performance Begin playing an instrument of your choice, adding +100 to all allies rolls. You cannot act while performing, nor can you properly defend yourself, reducing your hitclass to 0 for so long as Performance is active. Takes one turn to stop performing.
Troubadour Grants additional effects to Song for two turns, the effects depending on what song is currently being sung. 6 turns
Crescendo Before combat begins, roll a random. Send this number to the DM and ensure they know this is your Crescendo roll. Once a combat, you may switch out your allies roll with your Crescendo roll. After using your Crescendo, you can not use this ability again that combat. Once per Combat
ULTIMATE: Encore Immediately force a target to repeat an action it just took. This can be an ability, attack, movement or heal and allows someone to bypass their cooldown to double that ability. This does not bypass "Once Per" cooldowns however. Once per Leve

• • • • • • • • •

The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.

Song Effect Troubadour Effect
Mage’s Ballad Grants +50 to all magic rolls. Grants +1 to all magic damage
Army’s Paeon Grants +50 to all physical rolls. Grants +1 to all physical damage.
The Wanderer’s Minuet Grants 1 stack of “Requiem” per turn this song is sung. Immediately grants two stacks of “Requiem”
Foe Requiem All allies take +1 to healing, and all enemies take +1 to damage. This effect lasts for as many turns as there were stacks of “Requiem” the Bard accumulated before singing. Effect must disappear before Foe Requiem can be sung again. Extends duration by two turns.

Dancer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Dance Partner [Passive] Designate a single ally as your dance partner, giving them a constant bonus to hit based on a dice roll. Upon switching a dancer partner, you must roll again. [See chart]
Two to Tango The dancer and their partner may immediately make a single target attack against the same target at +1 damage. 3 turns
Curing Waltz The dancer heals both their partner and themselves with a cure roll at +1. 3 turns
Sword Dance Spend a turn to perform. You gain a +200 boost to your next attack roll. 3 turns
ULTIMATE: Technical Finish Give both yourself and your dance partner haste, and a +3 bonus to damage to both for their next successful attack. Once per Leve

• • • • • • • • •

From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance.


Dance Partner

Roll Bonus
1-400 +50
401-800 +100
801-950 +150
951-1000 +200

Mammeteer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Activate [Passive] Call forth your mammet. While active, each type provides it's passive effect, and attacks with their master each turn.
Restoration Restore one of your Mammets to full HP 5 turns
Commander's Voice Order your mammet to use its Command or Grace ability. [See Chart] 2 turns
Look Out Master! [Reaction] Your mammet takes all the damage and effects of one action against you. 5 turns
ULTIMATE: Mammet Chorus Trigger your current Mammet's Decree ability. OPL
Mammet Chart
Mammet Command Grace Decree
King [Tank] Casts Provoke on one target. Use the Blink action Immune to damage for 2 turns
Bishop [Support] Cast the Cure spell w/your attack stat Cast regen on one ally. Heal & apply Regen to the target for 2 rounds.
Queen [Damage] Strikes for +2 Damage AoE damage w/o penalty Your & Mammet's attacks hit one other foe within range for 2 rounds. GM discretion.

• • • • • • • • •

A goldsmith tinkers carefully with the intricate pieces of a mammet, hardened by battle, eager to fight once again. As the Mammeteer, you and your automaton fight side by side in unity, dealing blows to your foes, and supporting one another along the way. Don't underestimate the power of these small robotic beings--for the strength of cooperation shines through better than one might expect.

_

Geomancer -- (Specialty Bonus +5 MP stat)

Ability Name Ability Description Cooldown
Gaia [Passive] Geomancer makes a roll, and transforms the ground within the battlefield (see chart). All attacks matching the domain’s element hit for +1.
Gaia's Fury Attacks a target, if it hits, it deals damage and adds a dot of the domain’s element for 3 turns. 3 turns
Gaia's Protection [Reaction] Geomancer summons an elemental wall in front of their allies, absorbing 2 damage for all allies affected by an AOE attack. 4 turns
Planewalker Geomancer is able to teleport themselves, an ally, or an enemy to any empty space within the domain created by Gaia. Teleporting an enemy requires an attack roll. 4 turns
ULTIMATE: Calamity All enemies within the domain take 4 damage of that element type, and sets Gaia’s Call to a 2 turn cooldown OPL

• • • • • • • • •

Similar to its cousin, the Astrologian, the Geomancer channels the aether from its surroundings in order to aid their allies, and harm their foes...though in a slightly different and more physical sense. Instead of drawing from the heavens, as the Astrologians, the Geomancer focuses on the "Heavens Within The Earth"--the very essence of the planet itself. The Geomancer can transform the battlefield at will, giving bonuses to elements of its allies and enemies alike.


Geomancer Gaia Ability:
Terrain Effect
0-200 Volcanic Inferno
201-400 Icy Tundra
401-500 Levin Plains
501-600 Windy Meadows
601-700 Arid Desert
701-800 Swampy Deluge
801-900 Sunny Beach
901-949 Dark Cavern
950 + Blessing of the Earth

Sage -- (Specialty Bonus +5 MP stat)

Ability Name Ability Description Cooldown
Advanced Arcana [Passive] Change between an attack stance, giving +1 damage to your basic attacks, or a shielding stance, making your healing grant a +1 shield. Every time you make a heal to an ally, your next shield gains +1, to a maximum of 3.
Attack Matrix [SwA] Grant an ally +X to their attack, taking the same penalty to your next attack or heal made up to a maximum of 4. 4 turns
Defense Matrix [RA] Shield your ally for the value of half your last heal roll made. 3 turns
Hard Focus [SwA] Grant yourself an additional StA for the next 2 turns, at the cost of your RA for the next 4 turns. 4 turns
ULTIMATE: Arcane Manifesto Pick 5 targets, dealing damage equal to half the amount you took last turn, or healing allies for the same amount, granting a shield of 3 HP. OPC

• • • • • • • • •

The power to harm and to heal are held by many a mage, but few hold as much devastating power over it in so equal a hand as the Sage. With their ability to channel between the brutal power of Dark, Astral Aether, and the calming presence Light, Umbral Aether, the Sage is equipped to deal with nearly any situation.

Elementalist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Primordial [Passive] Being familiar with the elements, you gain +100 to your spells attack rolls.
Augment Enhances the elemental effects of your chosen ally by +2 whether attack or heal. 3 turns
Absorb (Reaction) You absorb one elemental attack. You are allowed to mitigate two points of damage and instead gain two health 4 turns
Mysterio This ability creates a protective shield around an ally of your choice. For two turns, that ally gains a +2 resistance to the element of your choice. 4 turns
ULTIMATE: Elemental Trance For 3 turns, you gain a special attunement to the elements. All of your elemental attacks deals +3 damage OPL

• • • • • • • • •

The six elemental facets of Aether--Fire, Wind, Ice, Earth, Water, and Levin. Each play a fundamental role in shaping the very realm we live in...and it is in these studies and practices that the Elementalist shines. By carefully channeling the aether surrounding them and their allies, studying their foes, and implementing their power accordingly, the Elementalist can shift the tides of battle, providing support and deadly force wherever they roam...

Necromancer -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Raise Dead [Passive] The Necromancer spends 2 HP to summon a creature with 2 HP to a max of 3. Creatures share half of the stat bonuses with caster, and convert half damage dealt to HP. Half of the stolen life can be given to caster, or used to enhance the undead to a max of 5 HP.
Death Mark Mark an enemy. The marked enemy will take +1 additional damage from undead attacks, and undead attacking their mark gain +50 to all attack rolls, for 2 rounds. 4 turns
Tenebrae Afflict a target with Tenebrae, it will take 1 damage the first time they directly attack one of the Necromancer’s undead, 2 damage the second, and 3 damage the third. Lasts 3 turns 6 turns
Sacrifice An undead will shield the caster with itself. If the damage exceeds the undead’s current HP, it will be destroyed, and the rest of the damage will be directed to the Necromancer. (Reaction) 4 turns
ULTIMATE: Reaper's Scythe Deal 10 raw damage to one target or spread multi-target. Can only be used with 3 5 HP undead, sacrificing them. Necro may use 2/3 of their HP to increase DMG to 15 OPL

• • • • • • • • •

It was the Thanalan nation of Bela'Diah that began the process of mummification for their dead, believing it to be a more humane way to honor the dead. Built as a land dedicated to protecting those who held magic in their blood, it did not take too long for less conservative mages to begin meddling in the art of animating those who had been buried alongside their rulers...a means of protecting them and the secrets they held, long after the time of their nation had passed. And so it was that Bela'Diah became lost to the sands of time...but the art of Necromancy lived on, breathing new life into those who had since passed on.

Green Mage / Saboteur -- (BOUND CLASS)

Ability Name Ability Description Cooldown
Inner Wisdom [PA] You start combat with 2 Wisdom points and can accumulate 2 by spending a SwA, up to a maximum of 6. You may spend points as a SwA to augment your basic attacks / heals in one of the ways below. You may augment a basic attack/heal multiple times. [See chart]
Green Word [PA] All of your buffs last twice as long on yourself. This cannot apply to spread abilities.
Incantation [StA] Spend 2 Inner Wisdom points to give yourself or an ally one of the following higher tier buffs, or roll an attack to give an enemy one of the following debuffs. This does not heal or deal damage. [See chart] 5 CD
Sabotage [StA] Shifting your magicks to an umbral alignment allows them to spread. Make an AoE basic attack or heal on up to three targets with no roll penalty (healing potency is still halved). This can be affected by Inner Wisdom. 4 CD
Valor [StA] Grant a single target Bravery/Faith/Libra and Inspiration. This ability cannot be Spread. 5 turns
ULTIMATE: Manafold Magicks [StA] Your magicks erupt in myriad ways as proof of your mastery over them. For every 2 Inner Wisdom points you spend, make an Incantation that automatically hits or a single target attack/heal with one augment from Inner Wisdom. 5 CD

A Unique Class:

Green Mage / Saboteur are one of the only classes with full access to status effects that are normally exclusive to only NPCs, like bosses and other enemies. It's best to use them wisely, as all status effects don't last the same time lengths!

Inner Wisdom:

Points Spent Effect
1 +100 to your attack/cast
2 +1 damage & attack also inflicts one negative effect/-100 attack for 3 turns (pick one) OR your heal grants one positive effect

Positive Status Effect Access:

Bravery, Faith, Haste, Shield, Reflect, Regen, Stoneskin, Vanish


Neutral Status Effect Access:

Spread, Hidden


Negative Status Effect Access:

Bind, Blind, Confusion, Curse, Disable, Freeze, Frenzy, Ignite, Bolt, Oil, Paralyze, Poison, Sap, Silence, Sleep, Slow


• • • • • • • • •

Many a student of magic would tell you that spells falling under Green Magic are minor incantations, helpful, harmful, but not altogether as powerful as something akin to the Black or White Mages. Those people would be wrong. It is the smallest seeming of things, the most overlooked spells, that can signal doom or victory, and it is the Green Mage that wields this power--Creation, and Destruction--in both hands.

Rune Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Enchant Rune [Passive] Enchant the runes on your weapon with an element. Depending on the element, you apply a debuff on your next attack. You may change your rune once a round for free, but only at the start of your turn, and only once per turn.
Greater Rune Place a rune on the ground. Allies within Melee range share the current rune you have emblazoned on your weapon for 3 turns. 5 turns
Barrier Rune [Reaction] Sacrifice your runes to throw up a barrier, deflecting one attack away from yourself, or one ally within Melee range. 4 turns
Explosive Rune Detonate the runes on your weapon, clearing the effect you have, and causing an AoE. Roll once and apply the check to all foes in range, spreading your current debuff to foes hit, and dealing damage equal to the number of turns you have maintained the same rune (In combat), putting that rune on cooldown for 3 turns. 6 turns
ULTIMATE: Climbhazzard This attack automatically hits, dealing the Rune Knight's missing HP in damage to a single target. OPL

• • • • • • • • •

Their aether running through the ancient markings of their weapons, the Rune Knight is able to subtly change the very essence of their power to the most finite detail--primarily, the element of said aether. With sword in hand, the Rune Knight is equal parts destructive force and supportive ally, granting protections to their party while shearing the enemy with element-based detriments.

Arithmetician -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Geometric Theory [Passive] Pick either even or odd at the start of the campaign. Arithmatician gains a +1 to their next heal or attack. This passive can only be toggled Once Per Leve. OPL
Multiple of 2 For the next 2 turns, attacks that are a Multiple of 2 deal +2 damage. 5 turns
Multiple of 5 For the next 2 turns, attacks that are a Multiple of 5 gain +2 damage. 5 turns
Recalculation [Reaction] Force either an ally or an enemy to reroll their attack. The target must then use their second roll. 5 turns
ULTIMATE: Prime For the next 3 turns, attack and healing spells that are Prime numbers deal x2 their rolled amount. CANNOT be stacked with Multiples. Once per episode. Once per Leve

• • • • • • • • •

With keen eye and sharp mind, the Arithmetician weaves their aether, bending the very laws of fate themselves...albeit for a short while. By twisting the aether through their surroundings, the Arithmetician can influence the abilities of all that cross their path, for good or for ill.

A chart of Prime Numbers

Machinist / Engineer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Custom Gadget [Passive] Activates one of the Machinist’s gadgets, only 1 effect may be active at once. See Gadgets below. These last until changed.
Blazing Assault An attack that applies Ignis in addition to its normal damage. 4 turns
Heated Barrage A multi hit barrage of attacks. Make 3 attacks at no bonus to hit. Each hit deals 1 fire damage per hit regardless of how high you roll. Other buffs may be applied as normal to the attack and damage. Using this attack consumes your Ignis and Oil effects after the 3rd attack, dealing +1 damage for every stack consumed. 5 turns
Greaser An attack that also applies Oil in addition to its normal Damage. 3 turns
ULTIMATE: Bombing Run An attack that hits up to 5 targets in a 30m radius for 2 Fire damage +1 for each additional target. IE 1 foe would take 2 damage, 5 foes would take 6 damage. Auto Hit OPL

Custom Gadgets


  • Targeting Goggles:: +50 to Attack rolls
  • Reactive armor: +50 HC
  • Experimental compounds: +1 To healing received.
  • Gel packs: -1 damage received.

• • • • • • • • •

Focused on shots from a distance and afflicting harmful status effects on their enemies, the Machinist comes fully loaded with gizmos created by their own bare hands. Woe betide the foe that elects to ignore the Machinist--for enough shots placed on their target can end with them erupting into painful flames...for the rest of their very short life.

Chemist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Mix [Passive] Take a turn either inside or outside of combat to mix together either a haphazard poison (negative status effect) or beneficial medicine (positive status effect). The effect is decided via /random roll. Only 3 potions can be stored at one time.
Elixir Shorten the cooldown of abilities of one ally by 2. 5 turns
Vitality Potion Healing potion that gains +2 to healing, as well as granting regen for two turns 5 turns
Synthesize Synthesize two mixed items into one. Choose the effect of one of them to double in duration or damage, sacrificing the other. 3 turns
ULTIMATE: Grand Hyper Mega Elixir All allies gain +1 to both damage and healing, and are inflicted with a random status effect (chosen at random from the list, including negative and neutral). Once per Leveset

• • • • • • • • •

A carefully placed drop of a volatile poison can mean the difference between life and death...a power the Chemist knows all too well. With their knowledge of plants, animal parts, and chemicals, the Chemist can easily turn the tide of battle, becoming a boon to their allies and a sore spot for their opponents.

Roll Negative Effect Positive Effect
0-200 Bind Bravery
201-400 Blind Faith
401-500 Confusion Stoneskin
501-600 Disable Vanish
601-700 Paralyze Reflect
701-800 Poison +2 HP Shield
801-900 Silence Regen
901-949 Slow Inspired
950 + Haste (All Allies)

Transfigurist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Form Shift [Passive] Gain T6 in a single stat. Everything else set to 0.
Raze Use your form's Raze ability. 4 turns
Restore Use your form's Restore ability. 4 turns
Reactive Shift [Reaction] Shift your form as a reaction. 3 turns
ULTIMATE: Overdrive Take on a second form for 2 rounds. Combining their bonuses, and using both of their Raze or Restore abilities. Once per Leve
Raze & Restore Chart
Form Raze Restore
Attacker [MP/STR/DEX] Make an attack that hits foes for +2 damage. Clear one debuff on yourself.
Defender [DEF/EVA] Provokes a target. Applies Regen to a target.

Transformation Forms:

The Transfigurist shifts their body, or parts of their body, into a new form in order to gain significantly large stat buffs. However, this warping of aether and matter is an enormous strain on the user, and so while you'll see a large increase in one stat, its others suffer greatly as a result. It's up to you to determine what to use, and where!

Transfigurists can also decide WHAT they can shift into (within reason, please.)


• • • • • • • • •

Transfigurists are the truly adaptable sort, able to channel aether through their bodies in order to take on physical characteristics, shifting their forms in order to better take control of a situation. However, moving such an enormous amount of power leaves other parts of their bodies vulnerable...Thus do Transfigurists go into battle with as much care as they do courage.

Raptor -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Counter [Passive] Once every 5 turns, as a reaction, you may counter when attacked for half the damage you took.
Trepidation [Reaction] Take damage intended for an Ally. 4 turns
Battle Cry Remove 100 HC for 2 Turns. Boost Yours and One Allies next attack roll by +200. 4 turns
Unscarred Become Immune and Invulnerable for 1 Turn. Trepidation bypasses this, but at -1 Damage. 6 turns
ULTIMATE: Power Crush Choose from either: Remove one special abilities that the enemy has used before for 3 turns OR Removes the enemies hit tier bonus for 3 turns. Once per Leve

• • • • • • • • •

A strategist to rival that of the Scholar, the Raptor is a master of striking their enemies where it truly hurts, while parrying and redirecting damage to precise targets in order to maximize their combat efficiency.

Gambler / Corsair -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Luck Pool [Passive] A luck point can be spent to increase or decrease a roll by 100. A gambler can spend these as a reaction effect, once per turn, and can spend any number of them at one time. These points only regenerate 1 at a time, when the gambler rolls under 300 naturally on any check. Gamblers begin every event with 5 points, and generated luck is capped at 5 points.
Take A Chance Roll /random against Fate itself. (see chart) 3 turns
Scapegoat [Reaction] Shift the blame (and damage you take this turn) onto a party member for this turn. 4 turns
Lady Luck's Kiss Pick 1 ally. You both share positive status effects for 3 turns. 3 turns
ULTIMATE: Lucky Strike [Reaction] Roll against an enemy's attack. You may choose to swap your roll with your opponent. This attack deals damage directly, ignoring HC. Once per Leve
Roll Name Effect
0-100 That's Not Good… Applies Haste to all enemies.
101-200 Mysidian Rabbit Conjured Familiar that runs amok. Every other turn, the Rabbit attacks whoever is taking an action.
201-300 3 Card Monte The gambler picks 2 allies. They may each make one attack roll immediately.
301-400 Prismatic Flash Everyone takes -150 to their rolls, because everyone happens to enjoy shiny lights.
401-500 Chocobo Stampede If even, all enemies take 4 damage. If odd, all allies take 4 damage.
501-600 Joker's Death User is immediately KO'd
601-700 Loaded Dice A timer is set based off the last number of this roll, ticking down per roll performed. When the timer is up, the roll that set the timer to zero will automatically be a critical failure.
701-800 Joker's Doom Enemy with the highest health will take the users total HP as damage, in exchange for the user taking half of this damage rounded up.
801-900 Royal Flush User has the choice of KO'ing a single, non-boss target, or dealing 5 damage to all enemies, in exchange for applying a 1 turn Doom effect to self, and one random party member (DM's choice)
901-949 Lucky Break! Applies Regen to everyone on the field (including enemies).
950 + Jackpot! Applies Haste to all allies & deals 3 damage to all opponents on the field.

Beastmaster -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Call of the Wild [Passive] Summon a beast for 3 turns. These beasts attack directly after their summoner's turn. You can only have 1 beast out at a time 5 turns
Nature's Bounty Provide a Regen of 1 HP for 3 turns for 1 target. 4 turns
Vilekin's Venom Auto hit (no roll requried) to inflict posion for 3 turns. 6 turns
Untamed Spirit Call upon your beast's power for a special effect, can only be used on the 3rd turn your beast is out. 3 turns
ULTIMATE: Wild Hunt (Reaction) Attune with your summoned pet, giving the Beast and Master +3 damage on their next attacks. Once per Leveset
Beast Type Untamed Spirit
Ranged Deal up to three damage automatically. You may split this damage across targets.
Tank Provides cover for a target of the Beastmaster's choice, raising their Hit Class by 50 for 3 turns
Melee Deal 1 damage to 1 target, also lowers their Hit Class by 100 until the Beastmaster's next turn

• • • • • • • • •

With their companion in tow, there is little that can stand in the way of a proper Beastmaster. Whether by way of fear or friendship, the Beastmaster and their summoned ally strike fear into the hearts of their enemies, channeling the wild power of nature through their souls, aiding their party through precise strikes and powerful support abilities.

Riftcaller -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Contract Summon [Passive] Summon forth a Voidsent/Sin Eater Minion for the next 3 turns. (See chart) You may only summon one type of servant at a time, and all summoned creatures vanish after their passive is completed.
Aethersup Through physical contact or through your summon, deal an attack. You gain half the damage dealt as HP. 5 turns
Pact Sacrifice X HP to gain +2 to attack for the next X turns.
Tainted Blood Sacrifice your HP to inflict a bleed onto an opponent. X amount sacrificed = X amount of turns the bleed lasts.
ULTIMATE: Nightmare Deals 4 damage to all enemies, in exchange for inflicting an unremovable fear from you and a chosen ally for two turns Once per Leve

Contract Summon


  • Attacker: Mimicks your Attacks for 2 turns.
  • Defender: Blocks attacks for 2 turns.
  • Support: Heals you for +1 for 5 turns.

• • • • • • • • •

In the depths of the Aetherial Sea lay the many shards of our realm, split into fourteen by the sundering long, long ago...long since have people with exceptional skill been able to slip their hands past the veil, to call upon creatures of other realms in order to do their bidding...provided the price is right, of course. Whether forced into servitude or a deal formed, be it from the shadow-ridden world of the 13th or the light-swamped realm of Norvrant, the Riftcaller is never truly alone on the field of battle...or anywhere else, for that matter.

Pets and Summoned Companions Stats: (Arcanist, Summoner, Mammeteer)

Summoned Companion Roles

Hit Class:


  • Melee: 400
  • Ranged: 400
  • Tank: 600

HP:


  • Melee: 12
  • Ranged: 8
  • Tank: 16

Additional Bonuses:

  • Melee: 50 to STR rolls
  • Ranged: 100 to DEX or MP rolls (not both)
  • Tank: -50 to Attacks

Notice:

A summoned companion -- Carbuncles, Egi, Turrets, Corpses, and Beastmaster Pets go DIRECTLY AFTER their summoner.

 

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