Alternate Fencer
Inspired by the FF VII remake, this alternate Fencer focuses on using !Dodge to protect itself and counterattack. It uses many tools avaiable to the normal Fencer alongside its !Dodge focus to outmanuever and outlast its enemies. The abilities listed here replace some of the Fencer Abilities, but the Alternate Fencer may gain any Fencer abilities not listed here as normal.
Level 1 - Replaces Block Projectiles Core ability
Unpredictable Steps: Core Ability acquired at level 1. You may equip Medium Armor. In addition, your !Dodge reaction's Defensive Stat is the enemy's lowest stat, instead of Earth.
Level 19 - Replaces Magical Reflexes Specialty
Honed Reflexes: Requires Fire level 8. You may use !Dodge to avoid magical attacks (but not Spells).
Level 35 - Replaces Total Defense Core ability
Deadly Dodge: Core Ability acquired at level 35. Once per round, after you sucessfully !Dodge an attack, your next attack or Spell this round does 150% damage.
Level 50 - Replaces Water Dancer Specialty
Earth Dancer: Requires Earth level 18. Whenever you sucessfully !Dodge an attack, gain one initiative dice with value equal to 10.
Made by Bruno Carvalho, inspired by arkouchie
Onion Kid
This secondary job is inspired by the Freelancer and aims to represent its versatility in the secondary Job pool.
Onion Spirit: Core Ability Acquired at level 1. Gain one Ability Point (AP). You gain one extra AP at levels 9, 17, 25, 33, 41, 49 and 57. Your Core Abilties acquired with AP may not increase your ARM and MARM more than once. For purpose of this Job, treat all level 1 Core Abilities and Specialties as being Tier 1; all level 19 Core Abilities and Specialties as being Tier 2; all level 35 Core Abilities and Specialties as being Tier 3; and all level 50 Core Abilities and Specialties as being Tier 4;
Weaponmaster: Core Ability. You may acquire this ability at any time by expending one AP. Choose one armor type and up to 2 weapon groups, or 3 weapon groups. You gain proficiency with all chosen equipment types. This ability cannot choose Instruments or Twin Weapons. This ability may be chosen several times, spending one AP each time.
Novice Skill: Ability. You may acquire this ability at any time you level up by expending one AP. AP expenditures are permanent. Select any Core Ability or Specialty from any other Secondary Job. You gain it if you meet all level requirements plus are over level 1 for Tier 1 abilities; over level 18 for Tier 2 Abilities; over level 34 for tier 3 abilities; and over level 49 for tier 4 abilities. This ability cannot grant more than two abilities/specialties from the same Secondary Job. This ability also cannot grant more than two abilities from the same Tier, nor a specialty from a core ability which you alread have a specialty. You may, instead, choose this ability to gain proficiency with Instruments.
Unbound: Ability. You may acquire this ability at any time you level up by expending two AP. AP expenditures are permanent. Select any Core Ability or Specialty from any other Secondary Job. You gain it if you meet all level requirements plus are over level 1 for Tier 1 abilities; over level 18 for Tier 2 Abilities; over level 34 for tier 3 abilities; and over level 49 for tier 4 abilities.
Made by Bruno Carvalho, heavily inspired by Pururin
Beastmaster
Inspired by FF V and FF Tactics, these special Druid Specialties focus on !Tame and using the power of the enemies the party fights. Should you wish to use these rules, add them to normal Druid specialties.
Level 1 - Nature's Path Specialty
Primal Instinct: Requires Water level 4. Whenever you acquire a new Main Job Core ability, you may permanently negate all its effects and gain no actions from it. If you do so, choose any Druid ability you possess (including the one you just acquired). You may pick one extra Specialty from that Core ability, if you meet its requirements. In addition, once per round, you may cast one Blue Spell, perform !Tame or !Geomancy as a interrupt.
Level 1 - Awakened Specialty
Essence Link: Requires Air and Water level 5. Whenever your release a captured soul, you may use your own Stats as Offensive stats (both to hit and to deal damage) instead of the captured enemy's. Also, you may release the soul as a reaction to perform any reaction the enemy could do.
Level 10 - Nature's Blessing Specialty
Soul Traps: Requires Fire level 8. If you're a Summoner, whenever an enemy sucessfully performs the !Flee action, you may use !Tame as a free action on it as if had dropped to 0 HP. If you're a Blue Mage, whenever you reduce an enemy to 0 HP or an enemy sucessfully performs the !Flee action, you may discard a initiative dice to devour the enemy soul and learn one its Blue Spells, if any (choose randomly if the enemy possess more than one), or heal 10% of your max MP (if there aren't any Blue Spells you could learn from that enemy). If you're a Geomancer, each time an enemy is reduced to 0 HP, your next !Geomancy or !Geotrance action is a Quick action.
Level 20 - Natural Domain Specialty
Companion: Requires Water level 11. Whenever you sucessfully !Tame an enemy, instead of capturing its soul, you my choose to permanently have it as a companion. Companions have no HP, no MP, can't be targeted and generate no initiative. You may use the companion's actions and reactions as if they were your own, using your own initiative dice, MP, and other resources. Use the companion's Stats to hit and deal damage, but Essence Link can allow you to use your own Stats. You may, as a free action, dismiss the companion at any time, but can't have more than one companion at a time. Companions do not count against your captured souls' limit.
Level 30 - Natural Mastery Specialty
Soul Loyalty: Requires Air level 12 and Water level 7. All non-Spell actions that deal damage performed by your companion and released souls may achieve critical hits, dealing triple damage. Whenever your released soul's action roll is an even number on the d100, you may opt to retain the soul to use again later.
Made by Bruno Carvalho, inspired by Hallan





