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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4602777" data-attributes="member: 81333"><p><strong>Squire</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p> <strong>Squire (FFT)</strong></p><p>“<em>So, they need us cadets.”</em></p><p> </p><p>The starting class for many front-line fighters, referred to as Knights in training. They are respectable fighters, but weak compared to other fighting classes.</p><p></p><p>BECOMING A SQUIRE</p><p>Because Squires are Knights in training, only those of noble birth are accepting into the academies. However it is possible to either prove your worth or be trained outside the academies.</p><p></p><p>Class Skills</p><p>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</p><p></p><p>Skills Points at Each Level: 6 + int</p><p></p><p>Hit Dice: d8</p><p></p><p>Level: BAB: Fort: Ref: Will: Abilities</p><p>1 - 0 - 2 - 2 - 0 - Defend</p><p>2 - 1 - 3 - 3 - 0 - Dash</p><p>3 - 2 - 3 - 3 - 1 - Throw Stone</p><p>4 - 3 - 4 - 4 - 1 - -</p><p>5 - 3 - 4 - 4 - 1 - Heal</p><p>6 - 4 - 5 - 5 - 2 - -</p><p> 7 - 5 - 5 - 5 - 2 - Equip Axe</p><p>8 - 6 - 6 - 6 - 2 - -</p><p>9 - 6 - 6 - 6 - 3 - Counter Tackle</p><p>10 - 7 - 7 - 7 - 3 - -</p><p>11 - 8 - 7 - 7 - 3 - Monster Skill</p><p>12 - 9 - 8 - 8 - 4 - -</p><p>13 - 9 - 8 - 8 - 4 - Gained JP UP</p><p>14 - 10 - 9 - 9 - 4 - -</p><p>15 - 11 - 9 - 9 - 5 - Move +1</p><p>16 - 12 - 10 - 10 - 5 - -</p><p>17 - 12 - 10 - 10 - 5 - -</p><p>18 - 13 - 11 - 11 - 6 - Accumulate, Advanced Heal</p><p>19 - 14 - 11 - 11 - 6 - Axe Focus</p><p>20 - 15 - 12 - 12 - 6 - Advanced Monster Skill</p><p></p><p>Weapon Proficiencies: Simple, Battleaxe and Flail, Light Armor and Sheild (except tower sheild)</p><p></p><p>CLASS ABILITIES</p><p><strong>Defend</strong>: Total Defense +2 shield bonus (stacks)</p><p> <strong>Dash</strong>: Standard action to Unarmed Attack with no Attack of Opportunity and free bull rush (maximum 5 ft, do not move with target)</p><p> <strong>Throw Stone</strong>: Proficiency with improvised thrown weapons (no -4 penalty)</p><p> <strong>Heal</strong>: Use heal check in place of or in addition to save for Blindness/Deafness, Silence</p><p> <strong>Equip Axe</strong>: 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</p><p> <strong>Counter Tackle</strong>: If melee attack hits while you are adding Dex to AC, use Attack of Opportunity action to "Dash"</p><p> <strong>Monster Skill</strong>: As a standard action, select one friendly monster/animal within close range with <3 Int. This creature gains +3 tricks of your choice while within 25 ft + 5 level / 2 levels for 1 rd/level. In addition, that creatures handle animal DC is lowered by 5 for squire only</p><p> <strong>Gained JP UP</strong>: Gain feats every 2 levels instead of every 3</p><p> <strong>Move +1</strong>: +10 ft base movement (as monk)</p><p> <strong>Accumulate</strong>: May spend standard action to gain +5 damage on all melee attack for (level / 2 rds) damage increase stacks with itself</p><p> <strong>Advanced Monster Skill</strong>: Creatures trained by the squire gain +3 bonus tricks</p><p> <strong>Axe Focus</strong>: Gain +1 to hit and +2 damage that stacks with feats such as weapon focus and weapon specialization (Axe)</p><p> <strong>Advanced Heal</strong>: Heal can now cure Paralyzed condition (DC 25 or DC of spell or poison) and 1 point of Ability Damage, 1 / day (DC 15 + 2 / current ability damage for that stat)</p><p></p><p>PLAYING A SQUIRE</p><p>Squires have very few sophisticated abilities, but some of its abilities augment character growth. Monster Skill is useful if you use monsters or animals in your party. Counter Tackle is a decent counter and can push enemies away.</p><p> Combat: Squires use axes and their unique abilities to fill holes in a party and increase monster and animal usefulness.</p><p>Advancement: Most Squires advance into the Knight class, although some choose other martial classes as well such as Archer or even Monk. With their many skills, some Squires enter more rogue-like classes with a high Fort save and different weapon options.</p></blockquote><p></p>
[QUOTE="killtr, post: 4602777, member: 81333"] [b]Squire[/b] 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. [B]Squire (FFT)[/B] “[I]So, they need us cadets.”[/I] The starting class for many front-line fighters, referred to as Knights in training. They are respectable fighters, but weak compared to other fighting classes. BECOMING A SQUIRE Because Squires are Knights in training, only those of noble birth are accepting into the academies. However it is possible to either prove your worth or be trained outside the academies. 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: d8 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, Advanced Heal 19 - 14 - 11 - 11 - 6 - Axe Focus 20 - 15 - 12 - 12 - 6 - Advanced Monster Skill Weapon Proficiencies: Simple, Battleaxe and Flail, Light Armor and Sheild (except tower sheild) CLASS ABILITIES [B]Defend[/B]: Total Defense +2 shield bonus (stacks) [B]Dash[/B]: Standard action to Unarmed Attack with no Attack of Opportunity and free bull rush (maximum 5 ft, do not move with target) [B]Throw Stone[/B]: Proficiency with improvised thrown weapons (no -4 penalty) [B]Heal[/B]: Use heal check in place of or in addition to save for Blindness/Deafness, Silence [B]Equip Axe[/B]: 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 [B]Counter Tackle[/B]: If melee attack hits while you are adding Dex to AC, use Attack of Opportunity action to "Dash" [B]Monster Skill[/B]: As a standard action, select one friendly monster/animal within close range with <3 Int. This creature gains +3 tricks of your choice while within 25 ft + 5 level / 2 levels for 1 rd/level. In addition, that creatures handle animal DC is lowered by 5 for squire only [B]Gained JP UP[/B]: Gain feats every 2 levels instead of every 3 [B]Move +1[/B]: +10 ft base movement (as monk) [B]Accumulate[/B]: May spend standard action to gain +5 damage on all melee attack for (level / 2 rds) damage increase stacks with itself [B]Advanced Monster Skill[/B]: Creatures trained by the squire gain +3 bonus tricks [B]Axe Focus[/B]: Gain +1 to hit and +2 damage that stacks with feats such as weapon focus and weapon specialization (Axe) [B]Advanced Heal[/B]: Heal can now cure Paralyzed condition (DC 25 or DC of spell or poison) and 1 point of Ability Damage, 1 / day (DC 15 + 2 / current ability damage for that stat) PLAYING A SQUIRE Squires have very few sophisticated abilities, but some of its abilities augment character growth. Monster Skill is useful if you use monsters or animals in your party. Counter Tackle is a decent counter and can push enemies away. Combat: Squires use axes and their unique abilities to fill holes in a party and increase monster and animal usefulness. Advancement: Most Squires advance into the Knight class, although some choose other martial classes as well such as Archer or even Monk. With their many skills, some Squires enter more rogue-like classes with a high Fort save and different weapon options. [/QUOTE]
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Final Fantasy Tactics Conversion (Wizard) #1
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