The first post will contain finalized Classes, and the second post will contain WIP Classes.
Note: I will not line-edit Class descriptions. If you want something changed, post the revised edition, and I will replace the currently-indexed edition with it.
First Post:
Sandy:
Great reputation among the Hinckwells:

These crafty singers tamper the flow of the battle with their songs.
• Additional Health: +11
• Additional Ether: +4 (+1 per level for classes without base ether)
• Weapons: Minstrels wield various resonating instruments in battle. They can also use scrolls.
• Job Traits: Diplomacy (see Knight), Flee (see Rogue), Battle Songs – Instead of fighting, the minstrel can sing enchanted songs that boost the party’s performance (see List of Battle Songs for reference)
• Battle Style: Musical – Minstrels fight with the power of music.
1. SHIELD: Sound of Music – The minstrel gets inspired by the moment and sings a random Battle Song without depleting ether (see List of Battle Songs).
2. CACOPHONY: The minstrel plays an impressionistic tune that damages all enemies with strength equal to their weapon power added to their level and stuns them for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect to all enemies)
3. DISCHORD: The minstrel plays a wrong note, damaging the target with strength equal to their weapon power added to their level and stuns it for the next round. (e.g. WP 15 + Level 30 = 45 damage + stunned-effect)
4. CHEER UP: The minstrel raises spirits, regaining 5 ether.
5. DAMAGE: The minstrel is struck by the opponent’s attack.
6. SPECIAL DAMAGE: The minstrel is struck by the opponent’s special skill.
List of Battle Songs:
Instead of fighting, minstrels can choose one song to sing for a varying cost of ether. Sealed-effect prevents singing. Minstrels can learn new songs during their travels. (Kudos to Xarrzan for inspiration on these!)
Nanny's Lullaby – Makes all enemies fall asleep for as long as the song is sung. Costs 1 ether per round.
Ballad of Bravery – Doubles the attack power of the rest of the party for as long as the song is sung. Costs 3 ether per round.
Rapid March – Allows two turns per round for the rest of the party for as long as the song is sung. Costs 3 ether per round.
Lucky Chant – Improves the battle results of the rest of the party for as long as the song is sung (the die is rolled twice per turn, and the better result is used). Costs 3 ether per round.
Love Serenade – Restores 10 health per round to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Esoteric Melody – Restores 5 ether per round to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Hard Rock Anthem – Gives 10 SP to the rest of the party for as long as the song is sung. Costs 5 ether per round.
Angelic Aria – Causes light-elemental damage equal to the minstrel’s level to all enemies per round for as long as the song is sung. Costs 10 ether per round.
Dirge of the Phoenix – Revives all knocked out allies with 1 health for as long as the song is sung. Costs 10 ether per round.
Great reputation among the Shadeaux:

These cavaliers are accompanied by a dragon that grows with them.
• Additional Health: +15
• Weapons: Dragoons can only wield polearms like halberds, lances and spears, but they can also use shields.
• Job Traits: Diplomacy (see Knight), Pet Dragon – The dragoon has a pet dragon that can fly to scout, carry messages or retrieve items for them; Dragon Tamer – The dragoon can communicate with dragons to gain information and prevent them from attacking.
• Battle Style: Draconian – Dragoons are aided by their pet dragon in battles.
1. SHIELD: Dragon’s Wrath – The dragoon unleashes their pet dragon on the target. The effect depends on the maturity of the dragon (see Pet Dragon).
2. HIGH ASSAULT: The dragoon jumps into the air and hovers there aided by their dragon until the next round, avoiding all damage. On the next round the dragoon lands on the target with strength equal to five times their weapon power added to their level. (e.g. WP 15 x 5 + Level 30 = 105 damage)
3. HIT: The dragoon attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage)
4. DRAGON AID: The dragoon misses their attack, but the pet dragon hits the target instead with strength equal to its level. If the dragon’s elemental property has manifested, the attack is elemental.
5. DEFENDED DAMAGE: The dragoon is struck by the opponent’s attack. The power of the dragoon’s shield decreases the effect of the attack. (e.g. 30 damage – SP 15 = 15 damage)
6. SPECIAL DAMAGE: The dragoon is struck by the opponent’s special skill.
Pet Dragon:
All new dragoons are given a dragon egg that soon hatches, revealing their personal pet dragon. The dragon gets attached to the dragoon, who in turn gives it a name. The dragon’s level is equal to its master, and it grows along with the dragoon. At certain intervals, it gets new abilities.
Level 30: The dragon is but a hatchling, only able to fly short distances and carry light loads. It is roughly the size of a cat. Dragon’s Wrath: Petit Breath – The dragon’s breath damages up to two enemies with strength equal to two times their level (e.g. Level 30 x 2 = 60 damage to up to two enemies)
Level 40: The dragon is a youngling, and begins to showcase an elemental property. It can now fly further and faster, and can carry heavy items. It is roughly the size of a wolf. Dragon’s Wrath: Elemental Breath – The dragon’s elemental breath damages up to three enemies with strength equal to three times their level (e.g. Level 40 x 3 = 120 elemental damage to up to three enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath.
Level 50: The dragon has reached adulthood, and can now carry the dragoon on its back for long distances. It is roughly the size of a horse. Dragon’s Wrath: Unison Assault – The dragoon rider damages the target with strength equal to their weapon power added to their level, while the dragon’s elemental breath damages up to four enemies with strength equal to four times their level (e.g. WP 15 + Level 50 (Dragoon) = 65 damage to one enemy; Level 50 x 4 (Dragon) = 200 elemental damage to up to four enemies) If the hero becomes a dragoon for the first time at this stage, there is a 1/2 chance that the dragon disobeys orders and does not perform Dragon's Wrath.
Level 90: The dragon is now an elder, having reached its maximum size equal to a mammoth. It can carry an entire party on its back for as long as necessary. Dragon’s Wrath: Celestial Force – The elder dragon swoops up the entire party on its back, and together they damage all enemies with their combined power. Each party member damages one enemy with strength equal to their weapon power added to their level, and the elder dragon’s elemental breath damages all enemies with strength equal to five times their level (e.g. WP 15 + Level 90 (Party Member A) = 105 damage to first enemy; WP 15 + Level 80 (Party Member B) = 95 damage to second enemy; WP 15 + Level 70 (Party Member C) = 85 damage to third enemy; Level 90 x 5 (Dragon) = 450 elemental damage to all enemies) If the hero becomes a dragoon for the first time at this stage, there is a 3/4 chance that the dragon disobeys orders and does not perform Dragon's Wrath.
Great reputation among the Ziegfrieds:

Necromancer – These corrupt mages hold reign over death.
• Additional Health: +5
• Additional Ether: +5 (+1 per level for classes without base ether)
• Weapons: Necromancers use various imposing and magical weapons in battle, such as broomsticks, greatswords, maces, scythes, staves, wands and whips. They can also use gems and scrolls.
• Job Traits: Healing (see Cleric); Spellcasting (see Mage); Spiritism – The necromancer can communicate with the spirits of the deceased to gain information.
• Battle Style: Death-defying – Necromancers can raise an army of undead corpses.
1. SHIELD: Raise The Undead – The necromancer summons the corpses of all fallen enemies to join their side in battle. The undead keep the level of the original enemy, but they can only attack with darkness-elemental attacks with strength equal to their level once per round as commanded by the necromancer. Each undead attack costs 1 ether to the necromancer. The undead cannot be damaged and once raised they will follow the necromancer from battle to battle, but if the necromancer is knocked out or inflicted with an effect that prevents taking action, all the undead will disappear. The undead will automatically disappear at the end of each quest.
2. AMPLIFIED HIT/AMPLIFIED SPELL/AMPLIFIED HEAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power multiplied by the amount of undead raised and added to their level. Instead of attacking or casting a spell, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their amplified attack. (e.g. WP 15 x 3 undead raised + Level 30 = 75 (elemental) damage or restore 75 health)
3. HIT/SPELL/HEAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 15 + Level 30 = 45 (elemental) damage or restore 45 health)
4. MEDITATE/HEAL LESS: The necromancer meditates to regain 1 ether. Instead of meditating, the necromancer can spend 1 ether to restore health to themselves or one of their allies equal to their level.
5. DAMAGE/NO HEALING: The necromancer is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL DAMAGE/NO HEALING: The necromancer is struck by the opponent’s special skill. Optionally, any attempt of healing fails.
Great reputation among the Bonapartes:

Cannoneer – These bombardiers can shower enemies with explosives.
• Additional Health: +10
• Weapons: Cannoneers can only wield hand cannons but they also benefit from a hefty supply of bombs.
• Job Traits: Intimidation (see Berserker/Black Knight); Track Down (see Hunter/Assassin); Blast Through – The cannoneer can break through any obstacle at the cost of one bomb.
• Battle Style: Bombarding – Cannoneers can load their weapons with bombs to cause elemental damage to all enemies.
1. SHIELD: Barrage – The cannoneer picks three bombs randomly from their stock and fires them at the opponents, causing elemental damage to all enemies equal to their weapon power added to their level with each hit. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies per hit) The bombs are consumed. If the cannoneer has less than three bombs in stock, they will cause normal damage to the targeted enemy with the remaining hits.
2. CRITICAL HIT/GREAT BOMBARD: The cannoneer attacks with strength equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 = 60 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 + Bomb = 60 elemental damage to all enemies) The bomb is consumed.
3. HIT/BOMBARD: The cannoneer attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage) Optionally, the cannoneer can load their cannon with a bomb, causing elemental damage to all enemies equal to their weapon power added to their level. (e.g. WP 15 + Level 30 + Bomb = 45 elemental damage to all enemies) The bomb is consumed.
4. CRAFT BOMB: The cannoneer creates a random bomb from the left-over powder in their hand-cannon. The bomb is added to their inventory.
5. DAMAGE: The cannoneer is struck by the opponent’s attack.
6. SPECIAL DAMAGE: The cannoneer is struck by the opponent’s special skill.
Great reputation among the Guild of Invision:

Alchemist – These scientists can use and create items at whim.
• Additional Health: +10
• Weapons: Alchemists can wield various cutting and crushing weapons in battle, including axes, clubs, daggers, hammers, maces and scythes.
• Job Traits: Flee (see Rogue); Instant Items – The alchemist can use one item per turn while still being able to attack as well; Perquisite – The alchemist gets a 50% discount (rounded up) from Portia’s Potion Shack at the Marketplace.
• Battle Style: Experimental – Alchemists concoct special items for battle.
1. SHIELD: Mixture – The alchemist mixes random ingredients together and creates surprising new items (See the List of Mixtures for reference).
2. CRITICAL HIT: The alchemist attacks the target with strength equal to two times their weapon power added to their level. (e.g. WP 15 x 2 + Level 30 = 60 damage)
3. HIT: The alchemist attacks the target with strength equal to their weapon power added to their level. (e.g. WP 15 + Level 30 = 45 damage)
4. CHRYSOPOEIA: The alchemist turns scrap metal into gold, earning gold equal to their own level.
5. DAMAGE: The alchemist is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL GUARD: The alchemist is struck by the opponent’s special skill, but has a 50/50 chance to be protected from any negative effects caused by it.
List of Mixtures:
The outcome of the alchemist’s mixture is determined by rolling a die twice. The created item is added to the alchemist’s inventory. With the lucky-effect, the die is rolled four times, and the highest two results determine the mixture.
1+1: Explosion (instant effect) – knocks out the alchemist.
1+2: Diluted Arc Potion – Restores 15 to all allies.
1+3: Diluted Arc Tonic – Restores 10 ether to all allies.
1+4: Purging Water – Removes all positive effects from all enemies.
1+5: Bad Breath – Causes the poisoned-effect to all enemies.
1+6: Last Resort – Revives all knocked out allies with 1 health.
2+2: Arc Potion – Restores 30 health to all allies.
2+3: Arc Elixir – Restores 60 health and 15 ether to all allies and removes negative effects.
2+4: Bravado Brew – Causes the encouraged-effect to all allies.
2+5: Fog Bomb – Causes 15 damage and the blinded-effect to all enemies
2+6: Hyper Arc Potion – Restores full health to all allies.
3+3: Arc Tonic – Restores 20 ether to all allies.
3+4: Cloud of Celerity – Causes the hastened effect to all allies.
3+5: Mystic Bomb – Causes 15 damage and the sealed-effect to all enemies.
3+6: Hyper Arc Tonic – Restores full ether to all allies.
4+4: Purifying Water – Removes all negative effects from all allies.
4+5: Fortune Flush – Causes the lucky-effect to all allies.
4+6: Smile of the Gods – Causes the blessed-effect to all allies.
5+5: Wyvern’s Breath – Causes the badly poisoned–effect to all enemies.
5+6: Cluster Bomb – Causes 30 damage to all enemies.
6+6: Doomsday Bomb – Causes 99 damage to all enemies.
Great reputation among the Ji Pei:

Chi Monk – These martial artists use only their body and mind to fight and recover.
• Additional Health: +12
• Additional Ether: +3 (+1 per level for classes without base ether)
• Weapons: Chi monks do not wield any weapons, but they can use gems and scrolls.
• Job Traits: Natural Respite (see Barbarian); Healing (see Cleric); Iron Fist – The chi monk can break through any obstacle at the cost of 1 ether.
• Battle Style: Martial – Chi Monks attack with their bare fists and feet.
1. SHIELD: Chakra – The chi monk focuses inner energy to recover full health and ether and remove all negative effects. The chi monk is then bestowed by the blessed-effect, recovering 3 health at the end of each round. On subsequent rolls of Chakra, the chi monk receives one additional positive effect in the following order: hastened, lucky, encouraged.
2. CRITICAL MARTIAL HIT/HEAL MORE: The chi monk attacks the target with strength equal to three times their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. Level 30 x 3 = 90 (elemental) damage or restore 90 health)
3. MARTIAL HIT/HEAL: The chi monk attacks the target with strength equal to two times their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. Level 30 x 2 = 60 (elemental) damage or restore 60 health)
4. MARTIAL COUNTER/HEAL LESS: The chi monk is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level. They can spend 1 ether to imbue the attack with an element available to them. Instead of attacking, the chi monk can spend 1 ether to restore health to themselves or one of their allies equal to the power of their level. (e.g. Level 30 = 30 (elemental) damage or restore 30 health)
5. DAMAGE/NO HEALING: The chi monk is struck by the opponent’s attack. Optionally, any attempt of healing fails.
6. SPECIAL GUARD/NO HEALING: The chi monk is struck by the opponent’s special skill, , but has a 50/50 chance to be protected from any negative effects caused by it. Optionally, any attempt of healing fails.
Great reputation among the Wolfgang:

Beast Warrior – These savage fighters are connected to their bestial side.
• Additional Health: +15
• Weapons: Beast Warriors utilize both ravaging and ranged weapons, including axes, bows, clubs, crossbows, greatswords, longswords, throwing weapons and whips.
• Job Traits: Natural Respite (see Barbarian); Track Down (see Hunter/Assassin); Animalism – The beast warrior can freely assume their beast form outside of battle, allowing them to pass as the animal and talk to other animals as well.
• Battle Style: Animalistic – Beast Warriors can transform into raving beasts.
1. SHIELD: Beast Form – The beast warrior transforms into their familiar beast’s form, fighting in that style until either “SHIELD” or “REVERT” is rolled, the battle ends or they are knocked out (See Beast Form).
2. EXTRA CRITICAL HIT: The beast warrior attacks with strength equal to three times their weapon power added with their level. (e.g. WP 15 x 3 + Level 30 = 75 damage)
3. HIT: The beast warrior attacks the target with strength equal to their weapon power added with their level. (e.g. WP 15 + Level 30 = 45 damage)
4. AIM: The beast warrior steals gold equal to the target’s level.
5. DAMAGE: The beast warrior is struck by the opponent’s attack.
6. SPECIAL DODGE: The beast warrior has a 50/50 chance to dodge the opponent’s special skill so that it hits the next ally in turn instead, unless the skill hits everybody.
Beast Form:
When initiated into the job class, the Beast Warriors are given the ability to transform into a raving beast in the heat of the battle. The beast can be whatever suits their personality the best, even a bird or a reptile. Beasts cannot wield weapons so they do not benefit from the equipped weapon’s effects.
1. SHIELD: Beast Unleashed – The beast charges ferociously at the target with all of its might. A die roll determines how many times the beast strikes with strength equal to three times their level. (e.g. Level 30 x 3 = 90 damage per hit (1-6 hits)) The beast then reverts back to its humanoid form.
2. MASSACRE: The beast attacks all enemies with strength equal to two times their level. (e.g. Level 30 x 2 = 60 damage to all enemies)
3. BITE: The beast chews the target with strength equal to their level and regains an equal amount of health. (e.g. Level 30 = 30 damage and restore 30 health to self)
4. COUNTER: The beast is struck by the opponent’s attack but attacks right back at the enemy with strength equal to their level.
5. DAMAGE: The beast is struck by the opponent’s attack.
6. REVERT: The beast reverts back to its humanoid form.
Edited by LEGOman273, 15 June 2012 - 04:48 PM.






















