User:Toothless100/Sandbox/Job Classes

Knight
Knights are strong physical attackers, capable of dealing and taking a lot of damage.

Stat Bonuses
They get HP +15 and STR +5

Weapon Proficiency
They start off as a Novice in swords, knives and polearms.

Unique Abilities
Ignore Pain - The character gains 100 health, even if this would take them past max. At the end of three turns, 100 health is taken away. The character can die or become unconscious as a result of this.

Brace - The first attack hitting the player while this ability is active does 20% less damage after armour.

Precise Strike - The character gains a +1 modifier for the next melee attack.

Thief
Thieves are fast and agile, with a sphere of influence among criminals.

Stat Bonuses
They get AGI and STE +2

Weapons Proficiency
They start off as a Novice in knives, gun butts and hand-to-hand combat.

Unique Abilities
Steal - The character may attempt to steal an object from another player, monster or NPC. A die must be rolled to determine success.

Evade - All ranged weapons count as being 1 in 6 or worse to hit the character for this turn. Marksmanship can affect this probability as normal.

Into the Shadows - The character gains +3 stealth for two turns.

Monk
Monks specialise in hand-to-hand combat.

Stat Bonuses
They get STR +25, and can hit twice per turn. Using a weapon negates this bonus. They also gain HP +10 and AGI +1

Weapon Proficiency
They start off as an Apprentice in hand-to-hand combat.

Unique Abilities
Focus - The monk focuses power for a turn, and then on the next turn deals x2.5DMG. The attack can still miss.

Meditation - Restore 35HP.

Fist Flurry - The monk can attack four times this time. They must have Master proficiency in hand-to-hand combat to use this skill.

White Mage
White Mages specialise in healing magic.

Stat Bonuses
They get INF +1

Weapon Proficiency
They start off as a Novice in maces and flails.

Unique Abilities
White Magic - The white mage can use one Healing Magic they have learned. This ability can be used on any turn.

Black Mage
Black Mages specialise in offensive magic.

Stat Bonuses
They get MKS +1

Weapon Proficiency
They start off as a Novice in knives.

Unique Abilities
Black Magic - The black mage can use one Offensive Magic they have learned. This ability can be used on any turn.

Green Mage
Green Mages specialise in supportive and debuffing magic.

Stat Bonuses
They get STE and MKS +1

Weapon Proficiency
They start off as a Novice in knives and maces and flails.

Unique Abilities
Green Magic - The green mage can use Support or Debuff Magic they have learned. This ability can be used on any turn.

Summoner
Summoners specialise in the art of summoning.

Stat Bonuses
They get INF +2

Weapons Proficiency
They start off as a Novice in maces and flails.

Unique Abilities
Summon - The summoner can call on any Eidolon they have defeated to aid them in combat.

Restore - Restores 200HP to an eidolon. This ability cycles independantly to Summon.

Ninja
Ninjas excel in stealth, agility and weapon-wielding.

Stat Bonuses
They get AGI +3, STE +2 and MKS +2

Weapons Proficiency
They start off as a Novice in gun butts, knives, mace and flails, and hand-to-hand combat. They can dual-wield medium weapons.

Unique Abilities
Frenzy - The character can attack double the normal amount this turn.

Image - Increase AGI by 2 for two turns.

Throw - The ninja can throw a Shuriken or Fuma Shuriken.

Dragoon
Dragoons are legendary spear-wielding warriors that can deal and take a lot of damage.

Stat Bonuses
They get HP +15 and MKS +2

Weapons Proficiency
They start off as a Novice in spears, polearms and knives.

Unique Abilities
Jump - Jump into the air and impale the opponent. Deals double damage with spears, and half damage with guns.

Lance - Throw spear to hit from range.

Ranger
Rangers excel in stealth and marksmanship.

Stat Bonuses
They get STE +3, MKS +2 and AGI +1

Weapons Proficiency
They start off as a Novice in bows and knives.

Unique Abilities
Aim - If the ranger is using a bow, its accuracy is increased to 1 in 2 for this turn. (The ranger can attack in the same turn)

See But Don't Be Seen - If moving towards a lone enemy, the ranger cannot be detected until they inflict or take damage.

Samurai
Samurai are powerful warriors who are skilled with blades.

Stat Bonuses
They get STE +1, and always have a melee combat modifier of +1

Weapons Proficiency
They start off as a Novice in swords and knives.

Unique Abilities
Mineuchi - Attack with the flat side of a sword, doing (blt.) instead of (sla.) damage and Stunning.

Shirahadori - Any melee attacks directed at the samurai this turn that are modified to a 2 or 3 become critical failures.

Iai Strike - If the samurai scores a critical hit this turn, it instantly kills the target.

Mystic Knight
Knights that can imbue their blades with elemental powers.

Stat Bonuses
They get HP +15 and STR +5

Weapons Proficiency
They start off as a Novice in swords, knives and polearms.

Unique Abilities
Spellblade - Can change melee damage to (sla.), (blt.), (h.), (elec.) or (bio.). Only applies to swords and knives.

Desperation Shield - Gain 50% resistance to conventional, heat, electric and exotic damage when HP is below 10% of its maximum.

Berserker
Powerful warriors that sacrifice stealth for strength.

Stat Bonuses
AGI, STE, CRA and PSI are reduced to 0, INF and TEC are reduced to 1. All points lost are added to STR.

Weapons Proficiency
They start off as a Novice in axes.

Unique Abilities
Wild Swing - Hit all foes in melee.

Mighty Swing - Deal +20DMG after armour.