Settings - Ivalice?

Just make a power for it. Or some fighter paragon path.

I don't play 4e... or have a desire to do so until they take my specific needs into account. Until I can play my Moogle Dragon Knight with Dance and Jump as power sources... no dice.

That was sarcasm, all around.

Slainte,

-Loonook.
 

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Until I can play my Moogle Dragon Knight with Dance and Jump as power sources... no dice.

...it makes me glow a little bit to know that you could do this with FFZ, all sarcasm aside. :) Moogle tribe, Dragoon job, Dancer subjob...yeah, he'd be pretty handy at weakening and damaging the enemy forces, and he'd be able to get out of dodge with the Jump when things got a little bit hairy. A little bit Paper Tiger, but moogles in FFZ are pretty defensive, so it helps mitigate that.

In fact, let's see here...
[sblock=FFZ Character]
KuLunuk
Level 10 Moogle Dragoon-Dancer
273195-final_fantasy_tactics_a2_moogle_knight_large.png

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...
[/sblock]

He'd look different as a dancer-dragoon, or as a dragoon-geomancer to get the "dances" Mog did in different terrains, but I don't mind him as he is. He'd level the minor enemies with his dances, and against the boss he'd unleash the jump attacks, and he's a half-decent healer (with an mp healing ability, no less!). Definitely tenacious, despite his low defenses. Flight helps get him away from most of that.
 

...it makes me glow a little bit to know that you could do this with FFZ, all sarcasm aside. :) Moogle tribe, Dragoon job, Dancer subjob...yeah, he'd be pretty handy at weakening and damaging the enemy forces, and he'd be able to get out of dodge with the Jump when things got a little bit hairy. A little bit Paper Tiger, but moogles in FFZ are pretty defensive, so it helps mitigate that.

In fact, let's see here...
[sblock=FFZ Character]
KuLunuk
Level 10 Moogle Dragoon-Dancer
273195-final_fantasy_tactics_a2_moogle_knight_large.png

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...
[/sblock]

He'd look different as a dancer-dragoon, or as a dragoon-geomancer to get the "dances" Mog did in different terrains, but I don't mind him as he is. He'd level the minor enemies with his dances, and against the boss he'd unleash the jump attacks, and he's a half-decent healer (with an mp healing ability, no less!). Definitely tenacious, despite his low defenses. Flight helps get him away from most of that.

...
...

I'm actually kinda impressed by that.

Good job sir... you get some rep. for that :-P

Slainte,

-Loonook.
 

KM, where is your FFZ material located now? All the PDFs I have of it are from a while ago, and I'm eager to see the rest of the rules you've put out since then (I'm assuming they're out from that awesome character build you posted).
 

Under inspiration from this thread, I just posted four characters and a monster to my ENBlog (link's in the sig).

It's come a long way, and I'm very close to releasing the first Adventure Path, which serves to introduce the game. As the Path goes forward, it will introduce more tribes and classes and take the game from level 1-15 (the highest FFZ level) in a year.

Take a look, let me know what you think. :)
 

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