The Squire was a surprising difficult class to convert. Many of their abilities either don't convert (Gained JP UP), or are far less useful (Monster Skill). I have added 3 abilities at level 20 to play up the Squires strengths and as a reason to finish the class. With high Fort/Ref saves, high skills, decent HP and BAB, the squire has few strong points and few weaknesses.
I would greatly appreciate feedback with this class as it was very difficult. I would like to keep all the abilities in FFT in some form.
Well, Gained JP UP would be equivalent in D&D to bonus feats, skill points, or an XP bonus.....so it might result in, for example, a bonus feat every so often at upper levels (Like 13th, 16th, and 19th-level, since they start benefitting from it at 13th, so that's when they'd start 'training harder' for the rest of their squirehood or whatever). Or it might be removal of the XP penalty for multiclassing, allowing them to multiclass freely without XP penalties, perhaps.
Monster Skill could encompass Animal Companions, Wild Empathy, or both. Maybe gained at different levelrs, and if they got an Animal Companion, they'd probably be treated as only a Druid of half their Squire level for purposes of Animal Companion benefits. Wild Empathy should definitely be there to some extent, either equal to a Druid's or at half their Squire level, though both abilities should probably be gained around the middle levels in the class.
Squire (FFT)
Class Skills
The Squire’s class skills are Appraise, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, Use Rope
Skills Points at Each Level: 6 + int
Hit Dice: d6
I really think Squires should get a d8 Hit Die. They may not be as good as the major warrior-types, but they're still tougher than Chemists, Wizards, and such, and still have much more combat training than those folks.
Level: BAB: Fort: Ref: Will: Abilities
1 - 0 - 2 - 2 - 0 - Defend
2 - 1 - 3 - 3 - 0 - Dash
3 - 2 - 3 - 3 - 1 - Throw Stone
4 - 3 - 4 - 4 - 1 - -
5 - 3 - 4 - 4 - 1 - Heal
6 - 4 - 5 - 5 - 2 - -
7 - 5 - 5 - 5 - 2 - Equip Axe
8 - 6 - 6 - 6 - 2 - -
9 - 6 - 6 - 6 - 3 - Counter Tackle
10 - 7 - 7 - 7 - 3 - -
11 - 8 - 7 - 7 - 3 - Monster Skill
12 - 9 - 8 - 8 - 4 - -
13 - 9 - 8 - 8 - 4 - Gained JP UP
14 - 10 - 9 - 9 - 4 - -
15 - 11 - 9 - 9 - 5 - Move +1
16 - 12 - 10 - 10 - 5 - -
17 - 12 - 10 - 10 - 5 - -
18 - 13 - 11 - 11 - 6 - Accumulate
19 - 14 - 11 - 11 - 6 - -
20 - 15 - 12 - 12 - 6 - Advanced Monster Skill, Axe Focus, Advanced Heal
One or two abilities should be moved down from 20th-level, shifted down to 17th and 19th-level. Probably Advanced Monster Skill at 19th and Advanced Heal at 17th.
CLASS ABILITIES
Defend: Total Defense +2 shield bonus (stacks)
Dash: Standard action to Unarmed Attack with no Attack of Opportunity and free bull rush
Throw Stone: Improvised weapons count as +1 size for damage code
Heal: Use heal check in place of or in addition to save for Blindness/Deafness, Silence, and Poison
Equip Axe: Use axe as weapon when normally couldn't (need one hand free, as monk weapon, etc). This doesn't counter a druid's vow against metal
Counter Tackle: If melee attack hits while you are adding Dex to AC, use Attack of Opportunity action to "Dash"
Monster Skill: Nearby friendly monster/animal with <3 Int gains +3 tricks of your choice while within 5 ft/level (1 hr/level), only one creature at a time, also DC get that monster to use tricks -5 for squire only
Gained JP UP: Bonus Feat you qualify for
Move +1: +10 ft base movement (as monk)
Accumulate: May spend standard action to gain +5 damage on all melee attack for (level / 2 rds) damage increase stacks with itself
Advanced Monster Skill: Creatures trained by the squire gain +3 bonus tricks
Axe Focus: Gain +1 to hit and +2 damage that stacks with feats such as weapon focus and weapon specialization (Axe)
Advanced Heal: Heal can now cure Ability Damage (DC 15 + 2 /pt) and Paralyzed condition (DC 25 or DC of spell or poison)
Dash should probably specify something about only being able to bull rush an opponent back 5 feet with it, and it should probably specify that you don't need to enter the opponent's space to make that bull rush.
Throw Stone should probably reduce the attack penalty for improvised weapons by 2 points, or maybe even eliminate the attack penalty for improvised weapons, otherwise it won't be any use (their mediocre attack bonus will already hinder attempts to hit stuff with improvised weapons, they don't want the normal -4 penalty to hit with an improvised weapon).
Does Heal work for an ally? And if so, is it like the Heal skill's normal use against poison, or is it more like a free action?
Equip Axe should probably make them proficient in all axes, or at least a specific set of them (like handaxe, throwing axe, greataxe, halberd, glaive, guisarme, and orc double-axe).
Monster Skill's duration needs to be clarified; is use of Monster Skill a standard action or something? Does it last as long as the animal is within range, or is it that the Squire must target an animal within range to begin with but then the effect lingers for the number of hours listed?
For Advanced Heal, how much ability damage is healed with each use? Is the DC based on how much ability damage has been taken in total, or how much has been taken to the score you're trying to heal, or is it based on how much ability damage you're attempting to heal with that individual use of the skill?
Just trying to help ya clarify things and whatnot.