So there's a thread in General RPG right now about Ivalice, where I posted (almost complete) stats for a level 10 Moogle Dragoon-Dancer.
I think I should post the stats for the characters from the Introductory Adventure.
Below are the first four. There's a total of 8, so that people can choose from amongst them. Here we have a red mage, a dragoon, a knight, and a moogle with a crossbow!
The quotes are chosen to help players get "into character." Because FFZ can be pretty character-focused, even pregens need a dose of personality. During the Adventure Path, these themes will be explored (to varying degrees depending upon your players' and your interest).
Tristam Karamov "We all have to be something...what am I supposed to be?"
Tristam
Level 1 Hume Freelancer
STR 12/Brawn +1
DEX 15/Agility +2
CON 05/Vitality -3
INT 16/Magick +3
WIS 09/Mind -1
CHA 06/Spirit -2
------------------------------
HP = 20/MP = 21
Weapon Attack +4 melee/+5 ranged; Weapon Power 1d8+1
Magick Attack +6 energy/+1 effect; Magick Power 1d8+3
Weapon Defense 13/Resist 0(-3)
Magick Defense 10/Abjure 1
------------------------------ Attack Option Off-Hand Spell: When you cast a spell, spend 5 extra mp: you can also make a basic weapon attack. Defense Option Chant: Sacrifice up to 1/2 of your remaining hp: you heal an ally for 2x the amount you sacrificed. Red Magick Cure (7 mp): Magick Power healing to an ally. This can be used as a Magick Energy attack against undead, dealing Holy damage.
------------------------------ Passive Abilities Skills: Athletics +6, Stealth +2, Endurance -3, Lore +3, Insight -1, Persuasion +3 Onion Rapier (Weapon): You gain +2 on Initiative checks. Onion Leather (Armor): You gain +2 Abjure Onion Cape (Accessory): You reduce all Delays by 1. Persuasion Training (Job Feature): You gain +5 on Persuasion checks. Robe Proficiency (Hume Feature): You can equip (and gain the ability of) any robe-type armor. Athletics Training (Hume Lv1): You gain +5 on Athletics checks.
Bellacqua Highwind "I know what will happen if I trust you. You'll break me. That's just what happens when you trust."
Ballacqua
Level 1 Hume Dragoon
STR 16/Brawn +3
DEX 15/Agility +2
CON 12/Vitality +1
INT 06/Magick -2
WIS 09/Mind -1
CHA 05/Spirit -3
------------------------------
HP = 32/MP = 15
Weapon Attack +6 melee/+5 ranged; Weapon Power 1d10+3
Magick Attack -1 energy/-2 effect; Magick Power 1d6-2
Weapon Defense 17/Resist 1
Magick Defense 10/Abjure 0(-1)
------------------------------ Attack Option Reach: When making an attack, Delay 5; you can attack into the Back Row without penalty. Defense Option Dragon Leap: Delay 5; you gain Flight until the start of your next turn. Dragon Arts Jump (7 mp): Delay 10; you gain Flight until the start of your next turn. At the start of your next turn, make a Melee Weapon Attack. It deals 2x damage.
------------------------------ Passive Abilities Skills: Athletics +8, Stealth +2, Endurance +1, Lore -2, Insight -1, Persuasion -3 Onion Spear(Weapon): You can ignore up to 2 points of Resist on your weapon attacks. Onion Scale (Armor): You gain +2 Weapon Defense Onion Helm(Accessory): You gain +2 Resist Athletics Training (Job Feature): You gain +5 on Athletics checks. Gauntlet Proficiency (Hume Feature): You can equip (and gain the ability of) any gauntlet-type accessory. Insight Training (Hume Lv1): You gain +5 on Insight checks.
"Lexi" Lexengaard "Never again will I let down those who depend on me. I will die first."
Lexi
Level 1 Clavat Breaker
STR 16/Brawn +3
DEX 12/Agility +1
CON 15/Vitality +2
INT 05/Magick -3
WIS 06/Mind -2
CHA 09/Spirit -1
------------------------------
HP = 35/MP = 19
Weapon Attack +6 melee/+4 ranged; Weapon Power 1d12+3
Magick Attack -2 energy/-0 effect; Magick Power 1d4-3
Weapon Defense 17/Resist 4
Magick Defense 09/Abjure 0(-2)
------------------------------ Attack Option Mental Break: You make a normal Weapon Attack, but you damage MP instead of HP. Defense Option Provoke: One enemy is at -2 to hit any target other than you. Once they hit you, this effect ends. Rend Attack Break (7 mp): Make a normal weapon attack. On a hit, you deal 1/2 damage, and apply the other half as a penalty to the enemy's next Weapon Attack or Magick Attack roll.
------------------------------ Passive Abilities Skills: Athletics +3, Stealth +1, Endurance +7, Lore -3, Insight -2, Persuasion -1 Onion Axe (Weapon): On a critical hit, you deal 3x damage (instead of 2x). Onion Plate(Armor): You gain +2 Resist Onion Shield (Accessory): You gain +2 Weapon Defense Endurance Training (Job Feature): You gain +5 on Endurance checks. Shield Focus (Clavat Feature): You gain an additional +1 Weapon Defense from your shield. Resolute (Clavat LV1): When you take the Full Defense action, your Resist doubles.
Serefino Kron "Don't you dare talk down to me. Respect me. If I'm not respected, how can I respect myself?"
Serefino
Level 1 Moogle Engineer
STR 09/Brawn -1
DEX 16/Agility +3
CON 15/Vitality +2
INT 12/Magick +1
WIS 05/Mind -3
CHA 06/Spirit -2
------------------------------
HP = 35/MP = 21
Weapon Attack +0 melee/+7 ranged; Weapon Power 1d10+3
Magick Attack +2 energy/-1 effect; Magick Power 1d6+1
Weapon Defense 16/Resist 2
Magick Defense 10/Abjure 0(-3)
------------------------------ Attack Option Warp Armor: You make a normal Weapon Attack, and deal 1/2 damage. This attack ignores Resist. Defense Option Warp Weapon: When an enemy hits you, you can Delay 5 as a reaction. The attack deals 1/2 damage. Tools Autocrossbow (7 mp): Make a Ranged Weapon Attack against all enemies; deal 1/2 Weapon Power damage.
------------------------------ Passive Abilities Skills: Athletics -1, Stealth +3, Endurance +2, Lore +6, Insight -3, Persuasion -2 Onion Bow(Weapon): Attacks with this weapon are Ranged. Use your Agility to modify Weapon Power instead of your Strength. Onion Mail (Armor): You gain +5 hp Onion Lens (Accessory): You gain +2 Ranged Weapon Attack Lore Training (Job Feature): You gain +5 on Lore checks. Spear Proficiency (Moogle Feature): You can equip (and gain the ability of) any Spear-type weapon. Tenacity (Moogle LV1): When you take the Full Defense action, you heal 2x VIT hp.
For comparison's sake, here's the moogle from the thread:
KuLunuk
KuLunuk Level 10 Moogle Dragoon-Dancer
STR 18/Brawn +4
DEX 14/Agility +2
CON 11/Vitality +0
INT 07/Magick -2
WIS 06/Mind -2
CHA 17/Spirit +3
-------------------
HP = 76/MP = 72
Weapon Attack +16 melee/+14 ranged; Weapon Power 1d10+13
Magick Attack +8 Energy/+13 Effect; Magick Power 1d6+7
Weapon Defense 24/Resist 0(0)
Magick Defense 18/Abjure 0(-2)
-------------------
Attack Option: Reach (Hits back row without penalty)
Defense Option: Dragon Leap (Gain Flight for one round) Dragon Arts Jump (7 mp): Delay 10; Flight until your next turn, then Melee Weapon Attack for x2 damage Dragon Breath (11 mp): Energy Magick Attack deals Ice, Fire, or Bolt damage to all enemies; 1/2 Power Reis's Wind (15 mp): Party heals 1/2 Magick Power hp. White Draw (19 mp): Party (except you) heals 1/2 Magick Power mp. Lance (23 mp): Magick Energy Attack to enemy's hp and mp. You heal the amount of damage dealt. Dances Mincing Minuet (7 mp): Magick Effect Attack deals nonelemental damage to all enemies each round until you stop sustaining; 1/2 power, Sustain 5 Dirty Dancing (11 mp): Magick Effect Attack deals damage and inflicts Umbra on all enemies (save ends); 1/2 power, Sustain 5 Sleepy Shuffle (15 mp): Magick Effect Attack deals damage and inflicts Sleep on all enemies (save ends); 1/2 power, Sustain 5 Passive Abilities ...in development...
And, heck, why not give you a monster, too?
Bomb This baleful burning sphere seems to be very calm, as if waiting for something...
Bomb
Level 1 Explosive
STR 11/Brawn +0
DEX 12/Agility +1
CON 09/Vitality -1
INT 10/Magick +0
WIS 07/Mind -2
CHA 14/Spirit +2
------------------------------
HP = 24/MP = 29
Weapon Attack +3 melee/+4 ranged; Weapon Power 1d8
Magick Attack +3 energy/+5 effect; Magick Power 1d8
Weapon Defense 12/Resist 0(-1)
Magick Defense 09/Abjure 0(-2)
------------------------------ Attack Option Exploder (BLUE 1): Sacrifice self; Deal fire damage equal to 2x your remaining hp to one enemy. Defense Option Grow: Delay 5; gain +VIT hp and +2 Magick Power. Explosive Fire (7 mp): Energy Magick Attack deals fire damage to one target.
------------------------------ Gambit
Uses Fire at range, or normal attacks in melee. After 5 rounds, use Exploder.