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<blockquote data-quote="Bruno Carvalho" data-source="post: 6920097" data-attributes="member: 6856512"><p>To those not following the <a href="https://www.reddit.com/r/FFRPG/" target="_blank">game's subreddit</a>: there is a new Secondary Job in the oven, to be released with the upcoming FFT Worldbook. So, in a Unearthed Arcana, here you got its first version (DISCLAIMER: This Job is not yet playtested. Use at your own risk):</p><p>New Secondary Job: <strong>Squire</strong></p><p>While many believe that a squire is just a knight in training, some Squires never leave this status. Forgoing formal training, they never progress beyond the basic training of another Job, relying on their innate talents and intuition to progress. Be a Squire if you want to control the battlefield using offensive actions instead of reacting. Abilities marked with # requires the Map combat rules.</p><p><em>Basic Skill</em>: Core Ability earned at level 1. Choose another Secondary Job. You earn that job’s first level Core Ability. Regardless of the chosen Job, the Specialties for Basic Skill are:</p><p><em>Throw Stone</em>: Requires Earth and Air 2. You gain the Ranged Quick physical action !Throw Stone. You gather a rock and throw at your opponent, making an Air vs Air, dif 40 attack. If you hit, you deal Crush-elemental damage equal to the level-appropriate Throwing Weapon’s damage. </p><p><em>Equip Axe</em>: Requires character level 1. You may equip Heavy Weapons.</p><p><em>Artful Dodger</em>: Requires Earth and Air level 5. Reduce your !Dodge action’s difficulty to 40.</p><p><em>Dash#: </em>Requires Earth 3. You gain the Melee Quick physical action !Dash. You bodyslam at your target, attacking with your weapon. Do a weapon attack, inflicting normal damage, and pushing your target one square backwards. If you manage to achieve a critical hit, the target is also gains the Immobilize status until after his next action.</p><p><em>Move-Up#: </em>Requires Air 3. Increase your Move by 1.</p><p></p><p><em>Accumulate:</em> Core Ability earned at level 19. You gain the Slow(4) Physical action !Focus. Using it, you accumulate strength for your next blows. You gain the Strengthen (Physical) status until the end of the next round. Specialties:</p><p><em>Mana Well:</em> Requires Water level 10. Your !Focus action can be used to give the Strengthen (Magic) status effect instead of Strengthen(Physical).</p><p><em>Counter Tackle:</em> Requires Air 8. Whenever an enemy tries to use the !Escape action against you, increase his difficulty by 20.</p><p><em>Magical Traps#: </em>Requires Fire and Earth 11. You may create magical traps. When using a magical ability or Spell, you may target a square in range and any phase up to the end of the next round. At the start of the chosen phase, the Ability or Spell detonates, inflicting its effects, and using the chosen square as the origin point of the Area of Effect, if applicable. Whenever a character moves into the chosen square before the chosen phase, you may detonate the trap early.</p><p></p><p><em>Overwhelm Defenses</em>: Core Ability earned at level 35. Once per phase, when you miss an attack, you may increase the difficulty by 20, to a maximum of 99, to re-roll it.</p><p><em>Awareness:</em> Requires Fire level 16. You gain the Ranged magical action !Awareness. Do an Fire vs Air, dif 0, attack against all enemies. Your acute senses detect traces of enemy presence. All enemies hit lose the Vanish status effect.</p><p><em>Faith and Bravery:</em> Requires Earth and Water level 13. Whenever you’re under the effects a Weaken status effect, gain a Strenghten status effect. Weaken(Armor) gives you Strengthen (Physical). Weaken (Mental) gives you Strengthen (Magical). Weaken (Physical) gives you Strengthen (Armor). Weaken (Magical) gives you Strengthen (Mental).</p><p><em>Ordered Retreat:</em> Requires Air and Water level 13. When you succeed with the !Escape action, all allies can benefit from a successful !Escape action this phase. </p><p></p><p><em>Tailwind:</em> Core Ability earned at level 50. You gain the Ranged Quick action !Yell. Use it on an ally. The target gains one extra initiative die with the value equal to the current phase. </p><p><em>Mighty Dodge:</em> Requires Air and Earth level 16. You may use the !Attack action as a free action after you succeed with the !Dodge action.</p><p><em>JP Up:</em> Requires Earth, Air, Fire and Water level 12. Choose an action of any other Secondary Job. You gain that action. This ability can not grant reactions.</p></blockquote><p></p>
[QUOTE="Bruno Carvalho, post: 6920097, member: 6856512"] To those not following the [URL="https://www.reddit.com/r/FFRPG/"]game's subreddit[/URL]: there is a new Secondary Job in the oven, to be released with the upcoming FFT Worldbook. So, in a Unearthed Arcana, here you got its first version (DISCLAIMER: This Job is not yet playtested. Use at your own risk): New Secondary Job: [b]Squire[/b] While many believe that a squire is just a knight in training, some Squires never leave this status. Forgoing formal training, they never progress beyond the basic training of another Job, relying on their innate talents and intuition to progress. Be a Squire if you want to control the battlefield using offensive actions instead of reacting. Abilities marked with # requires the Map combat rules. [i]Basic Skill[/i]: Core Ability earned at level 1. Choose another Secondary Job. You earn that job’s first level Core Ability. Regardless of the chosen Job, the Specialties for Basic Skill are: [I]Throw Stone[/I]: Requires Earth and Air 2. You gain the Ranged Quick physical action !Throw Stone. You gather a rock and throw at your opponent, making an Air vs Air, dif 40 attack. If you hit, you deal Crush-elemental damage equal to the level-appropriate Throwing Weapon’s damage. [I]Equip Axe[/I]: Requires character level 1. You may equip Heavy Weapons. [I]Artful Dodger[/I]: Requires Earth and Air level 5. Reduce your !Dodge action’s difficulty to 40. [I]Dash#: [/I]Requires Earth 3. You gain the Melee Quick physical action !Dash. You bodyslam at your target, attacking with your weapon. Do a weapon attack, inflicting normal damage, and pushing your target one square backwards. If you manage to achieve a critical hit, the target is also gains the Immobilize status until after his next action. [I]Move-Up#: [/I]Requires Air 3. Increase your Move by 1. [I]Accumulate:[/I] Core Ability earned at level 19. You gain the Slow(4) Physical action !Focus. Using it, you accumulate strength for your next blows. You gain the Strengthen (Physical) status until the end of the next round. Specialties: [I]Mana Well:[/I] Requires Water level 10. Your !Focus action can be used to give the Strengthen (Magic) status effect instead of Strengthen(Physical). [I]Counter Tackle:[/I] Requires Air 8. Whenever an enemy tries to use the !Escape action against you, increase his difficulty by 20. [I]Magical Traps#: [/I]Requires Fire and Earth 11. You may create magical traps. When using a magical ability or Spell, you may target a square in range and any phase up to the end of the next round. At the start of the chosen phase, the Ability or Spell detonates, inflicting its effects, and using the chosen square as the origin point of the Area of Effect, if applicable. Whenever a character moves into the chosen square before the chosen phase, you may detonate the trap early. [I]Overwhelm Defenses[/I]: Core Ability earned at level 35. Once per phase, when you miss an attack, you may increase the difficulty by 20, to a maximum of 99, to re-roll it. [I]Awareness:[/I] Requires Fire level 16. You gain the Ranged magical action !Awareness. Do an Fire vs Air, dif 0, attack against all enemies. Your acute senses detect traces of enemy presence. All enemies hit lose the Vanish status effect. [I]Faith and Bravery:[/I] Requires Earth and Water level 13. Whenever you’re under the effects a Weaken status effect, gain a Strenghten status effect. Weaken(Armor) gives you Strengthen (Physical). Weaken (Mental) gives you Strengthen (Magical). Weaken (Physical) gives you Strengthen (Armor). Weaken (Magical) gives you Strengthen (Mental). [I]Ordered Retreat:[/I] Requires Air and Water level 13. When you succeed with the !Escape action, all allies can benefit from a successful !Escape action this phase. [I]Tailwind:[/I] Core Ability earned at level 50. You gain the Ranged Quick action !Yell. Use it on an ally. The target gains one extra initiative die with the value equal to the current phase. [I]Mighty Dodge:[/I] Requires Air and Earth level 16. You may use the !Attack action as a free action after you succeed with the !Dodge action. [I]JP Up:[/I] Requires Earth, Air, Fire and Water level 12. Choose an action of any other Secondary Job. You gain that action. This ability can not grant reactions. [/QUOTE]
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