Post by Frederic Bourgault-Christie on Nov 9, 2007 5:05:53 GMT -5
Here, in response to some questions about each Job Gem class and what they provide when the Job Gem grants the Class as well as with growth. (To be clear: To Master a Job does not mean that one knows every nook and cranny of the profession, only that one has learned enough of the basics to incorporate that style into their repertoire fully. And the Job grants typically the equivalent of a level 1 or low level version of the class, ).
Opal Job Gem:
1. Dragoon:
Roles:
*Weapon damage
*Tanking (as long as one eschews Jump - or, perhaps, even with Jump being used)
*Support abilities
*Anti-dragon
*Some magic
The Dragoon this Job Gem features is the basic human Dragoon from the Final Fantasy series. Though it's possible to learn some of the Bangaa Dragoon skills upon Mastery, the basic class only teaches the skill set found in FF2J, FF4, FF5, FF Tactics, the FFRPG, and some of Freya's non-unique skills from FF9. The core of the class is doing massive damage with spears and the legendary Jump command. It is possible, but difficult, to make a Dragoon tank: They either have to avoid using Jump, since few opponents will continually target a foe running around constantly instead of standing still, or somehow make sure that attacks continue to rain on the Dragoon even when moving. (Cover would be excellent for this role). However, as a backup job for any squishier class, the Dragoon is excellent. It provides both melee defense and offense, additional spiritual abilities over time (many of which are low cost and round out skill sets quite nicely), and allows one to traverse the battlefield both vertically and horizontally or even retreat! A final element of the class is its ability to actually harm dragons and, to a lesser extent, powerful foes. (And yes, Dragoons can also learn to work with dragons, especially wyverns).
Mastery requires the core FF5 skills plus a selection from other abilities. The Job Gem initially provides Jump, the ability to wield spears and heavy armor at an expert level, and a basic lance and Dragoon armor.
Abilities:
Jump
Horizontal Jump
Travelling Jump (jump that can carry the Dragoon places, still can opt to attack when she lands)
Dragon Lance (HP/MP drain attack)
Dragon Spirit (Reaction ability, minor chance to cast Reraise when struck)
Equip Spear
Mount Wyvern
Ignore Height
Cherry Blossom
Reis' Wind
Luna (Berserk All)
Dragon's Crest
Dragon Breath (reduces max HP, strikes all)
Wyrmkiller (passive, massive boost to damage versus dragons)
Wyrmslay (active, ability to do enhanced damage plus chance of instant death to dragons, can only be used a few times in a fight easily)
Wyrmbane (make a dragon leave the battle)
Wyrmtame (tame non-sentient dragons or allow opportunity for conciliation among sentient ones)
Fire Breath
Ice Breath
Bolt Breath
Dragoon's Skewer (passive, allows lance to strike multiple foes in a row)
2. Cyber-Knight:
Roles:
*Anti-technology
*Protection
*Psionics
*Horsemanship
*Melee combat
*Mobility
*Modern combat skills
The legendary Cyber-Knight of Rifts Earth. The core of the class is, obviously, their vaunted Psi-Swords. The fact that they can at will as if breathing create a deadly weapon on par with a gun or true blade is alone enough reason to take the class: A Cyber-Knight can practically never be disarmed and is always prepared, even at night, without her adventuring equipment, etc. Psi-Sword damage and improvements are part of the level ups. Basic psychic abilities also come with the class, usually utility ones. The Living Cyber-Armor is a wonderful addition when gained, allowing anyone with the class to possess not only surreptitious weaponry but also hidden armor. Zen Combat effectively disarms high tech opponents. And the class also includes basic modern combat, exploration and soldiery skills.
The class possesses no special skill at tanking, but with the ability to wear heavy knight armor, the additional Cyber-Armor, the Psi-Shield and other utilities to make incoming blows glance or be deflected, and the heroic reputation of the Knight that often makes evildoers choose to go after the Knight first, they can certainly adequately perform the task. Unfortunately, aside from healing psionics and first aid, the Cyber-Knights have little healing.
Mastery is achieved upon learning all stages of Zen Combat, Paired Psi-Swords, Living Cyber-Armor and basic skills. The Job Gem initially provides the initial psionics selection, basic attribute bonuses and level 1 O.C.C. skills, knight armor of choice, a conventional steed, Cyber-Knight Psi-Sword (at Apprentice level damage), and the Cyber-Armor. Levels of damage for the Psi-Sword are: Apprentice, Squire, Knight, Cavalier, Champion, Slayer, Master, Hermit, Dream Knight.
Abilities:
Apprentice Psi-Sword
Squire Psi-Sword
Knight Psi-Sword
Cavalier Psi-Sword
Champion Psi-Sword
Slayer Psi-Sword
Master Psi-Sword
Hermit Psi-Sword
Dream Knight Psi-Sword (secret prerequisite!)
Psi-Shield
Paired Weapons
Paired Psi-Swords
Color Manipulation
Shape Manipulation
White Psi-Sword (prerequisite: Color Manipulation, Shape Manipulation, Psi-Sword)
Cloud Sensors
Cloud Targeting Computers
Living Cyber-Armor
Enhanced Cyber-Armor (prerequisite: Living Cyber-Armor, raises area that the Cyber-Armor covers)
Full-Body Cyber-Armor (prerequisites: Living Cyber-Armor, Enhanced Cyber-Armor; Cyber-Armor covers the entire body)
Cyber-Knight Horsemanship
Cyber-Knight Jousting
Zen Combat (as martial art)
Automatic Dodge Versus Tech
Enhanced Automatic Dodge Versus Tech
Combat Acrobatics
See the Invisible
Sixth Sense
Sense Magic
Sense Evil
Summon Inner Strength
Empathy
3. Doctor:
Roles:
*Healing, primarily out of combat but including some in-combat skills too
*Anatomy
*Medical knowledge
*Intelligence and charisma modifiers
The Doctor class seems superficially less glamorous than some of the other classes, but don't underestimate it. A variety of physical ailments are not easily cured by magic, especially without a proper diagnosis. Further, magic and other supernatural healing is often inefficient, prevented by silence, raises troubling questions, too unsubtle, etc. Doctor skills also boost damage due to knowledge of anatomy, and Doctors heal better even with other forms of healing. And the glamour of the Doctor is not to be underestimated: The ability to open a practice, speak from positions of authority, be attractive and charismatic due to the nobility of the profession, and the study skills learned are all useful. The class also allows the character to learn other-worldly scientific developments in the field of medicine.
Mastery of the Doctor class requires learning all the basic elements plus mastering a specialty. The beginning class includes a doctor's coat, credentials that will pass basic inspection, a full general practitioner's toolkit, and knowledge equivalent to graduation from a world-famous university.
4. Paladin:
Roles:
*Tanking
*Protection of others
*Healing
*DPS
*Heavy armor and weapons
The Paladin in this Job Gem covers the basic skills from Dungeons and Dragons, Diablo II and World of Warcraft. It can also be taken into other directions if desired.
For personal survivability, few classes beat the Paladin. Various abilities to wear heavy armor, utilize shields and heavy weapons for blocking, heal and protect oneself, and do so while generally retaining a good pool of energy means that the class can last stubbornly long. Paladins also are able to, with their damaging abilities, deliver smiting and holy damage which is generally more difficult to resist than other forms of damage. Their abilities allow them to deal reliable damage even to those that might otherwise be nearly invulnerable: The supernatural, for example. With auras, healing, and the ability to defend others, they also are fantastic support characters.
Mastery of the Job requires at least the ability to summon a Warhorse and substantial ability in at least three of their primary trees (Offensive Auras, Defensive Auras, Seals/Judgments, Smiting, Healing, or Core Discipline). The Job begins with a smattering of abilities based on the direction the character is taking the class, a paladin weapon and basic armor set of choice, and a non-magical warhorse or steed.
5. Spirit Warrior:
Roles:
*Tanking (especially with Earth and/or Plant)
*DPS (especially with Fire and/or Animal)
*Healing if Water is chosen
*Stealth if Air is chosen
Spirit Warriors are unique among shamanic classes in that they owe fealty to no one element, animal or plant, or even any group of them. Rather, Spirit Warriors are given a portfolio of powers from spirits in general. Even their power has limits, though, and the spirits force the Warriors to choose three Realms to specialize in. Water primarily acquires healing and utility functions. Air provides flight, invisibility and danger sense, making them effective at stealth and infiltration as well as countering such tactics. Fire primarily provides damage. Earth gives sensing but mostly supernatural P.S. and P.E., making those who choose this Job easily among the top three strongest of the Opal choices. (Rune Warriors similarly grant front-loaded benefits.) Plant gives many of the attributes of plants, including an incredibly potent toxin that can be spread by touch, longevity, supernatural endurance (which does partially stack with the Earth Warriors') and the ability to draw power from the sun. Animal gives claws, heightened senses and hunter instincts.
If the Job is fully Mastered, the character can take the Job again to master the other three Realms. Doing so will occur at 50% growth, however, as the Spirits are loathe to give so much power to any one champion.
Mastery of the Job requires mastering all elements of the Realms one has chosen as well as further developing them, acquiring at least one minor and one major fetish through heroism and doing two tasks of some importance for the spirits. The job begins with the basic powers granted by the Realms, Super Regeneration sufficient to restore organs and limbs, OCC skills, a Major Fetish, a Minor Fetish AND a Legendary Weapon Fetish! The fact that the Job grants such a potent set of equipment at first is another reason it is such a powerful initial class.
6. Cloudweaver:
Roles:
*Healing
*Support
*Architecture and design
*Feeding and supplying
Cloudweavers are one of the two primary arts of the Lyn-Srial. Whereas the Sky Knights battle directly, the Cloudweavers aid their people away from the battlefield. They maintain the cloud cities of the Tryth-Sal.
Mastery of the Job requires learning all Clouds of Peace, Defense, Creation, Travel and either Survival or Mind. The Job begins with all Clouds of Defense, Travel and Creation, which is a potent set of powers.
7.Psi-Slinger:
Roles:
*Damage
*Quickdraw and speed
*Energy blasts and defense
Psi-Slingers are famous in the New West for potent damage capacity. Their most obvious and well-known skill is the power to turn regular revolvers into killing weapons capable of blowing down a tank!
Psi-Slingers are capable of pumping out consistent damage. Incoming energy blasts are made negligible by their defense. They are actually master psychic energy manipulators, though most of their skill is put into energy and kinetic psychic schools.
Mastery of the Job requires mastering all O.C.C. elements and a variety of psychic powers. The Job begins with Energy Expulsion, Psychic Weapons, Psychic Weapon Link, Energy Conversion, Sixth Sense, Mind Block, Mind Bolt, Psi-Sword, Telekinesis, Sense E-Clip Capacity, Sense Battery Capacity, Quick-Draw Merit, Sharpshooting Specialty Merit, Paired Weapons: Revolvers and Pistols Merit, Psi-Slinger Horror Factor and bonuses to HP, pull punch, disarm, save vs. possession and save vs. Horror Factor. The Job also arms the character with two revolvers, energy pistols or conventional pistols of choice and minor M.D.C. armor.
8. Hexblade:
Roles:
*Curses and debuffs
*Weapon combat
*Minor spellcasting
*Resisting spells and curses
The Hexblades are normally (though obviously not generally the case with the Fate's Guardians) non-good martial and magical warriors. Generally, they combine creative use of their spells, especially their advanced and potent combat-oriented curses, with physical ability. Interestingly, a vital attribute to them is Charisma, which makes the Job excellent for the more talkative characters who may not have as much ability to get out of a deadly situation.
Hexblades can wear light armor but cannot use shields, and can use most simple and martial weapons deftly and with grace. Most Hexblades tend to use finesse in their style more than strength, but there are clearly exceptions to this rule.
Mastery of the class requires at least learning Dire Hexblade's Curse. The class begins with Mystic Light Armor Proficiency (the ability to wear light armor and not have it interfere with their magic), Hexblade's Curse, a bonus Feat, Summon Familiar, 1st level D&D spells and Mettle (additional arcane resistance and the ability to turn a partial save against a spell into a full save), in addition to light armor and a martial or simple weapon of choice.
9. Monk:
Roles:
*Tanking
*Damage
*Stunning
*Infiltration (due to their ability to fight with no equipment and no encumbering armor and various abilities lending themselves to stealth and escape)
The Job Gem synthesizes the skills of the Monks of Faerun and the various Associated Worlds. This combination of two separate yet individually potent disciplines creates a very powerful occupation.
Monks are able to deal reliable damage and mitigate incoming damage without heavy, bulky and attention-attracting weaponry and armor, saving them money in repair and gear bills. Though they do suffer at long ranges, they are still viable within many combat ranges due to enhanced movement and jumping speeds and attacks like Air and Earth Render. Physical crushing blows can stun and disorient opponents, and Monks get a toolkit of abilities to perform skills for the party and themselves. And they can equip a small subset of Eastern-style weapons such as kamas, quarterstaves, sais, siangham and nunchaku, among others.
Monks are unfortunately heavily attribute reliant, the tradeoff of being mostly free from gear. However, Monks get excellent attribute growth in hit points, strength and dexterity, among other categories.
Mastery of the Job requires at least Counter, Bare Hands, BuildUp, Chakra (or Wholeness of Body - they are the same in FB terms), two special FF Monk attacks (such as Earth Render, Air Render, Secret Fist or Repeating Fist) and up to Quivering Palm in D&D skills. The Job begins with Counter, Bare Hands, Unarmored Bonus, a simple weapon of choice, Flurry of Blows, and Evasion. Someone with this Job equipped may not necessarily have to unequip their weapons or armor, depending on how much of masters they are with their equipment. However, like all other Job Gem Classes, if equipment is forfeited it is possible to "turn the Job off" so to speak and simply use one's innate skills.
Abilities:
Build Up (charge for a turn to deliver a devastating physical blow, partially ignores armor and surpasses thresholds with its higher base damage)
Counter
Hamedo (an improved Counter that interrupts incoming attacks)
Unarmored Bonus
Bare Hands
Chakra
Earth Render
Air Render
Secret Fist (introduces Countdown into the target)
Spin Fist
Wave Fist
Stigma Magic (status heal)
Revive
Exorcising Blow (blow that can finally destroy the undead)
Flurry of Blows
Ki Strike
Honored Ki Strike (damage as if the blows had been blessed with an honorable alignment)
Besieging Ki Strike (damage as if the blows were of an adamantine or similar-strength material)
Move-HP Up (gain slight amount of hit points from movement)
Fast Movement (movement increase as long as the Monk remains unarmored and relatively unencumbered)
Slow Fall (the ability to take reduced damage from falls and while falling passively rappel off of nearby surfaces to further reduce damage)
Purity of Body (immunity to normal diseases)
Improved Evasion / Break Fall (any 'roll with impact'-style attempt reduces damage to zero instead of 50%)
Diamond Body (immunity to conventional poisons)
Abundant Step (equivalent of dimension door)
Diamond Soul (spell resistance)
Faerun Quivering Palm (institute a vibration to a target that can be activated at will to cause lethal damage)
Timeless Body (body does not suffer the penalty from aging but will still die naturally)
Tongues of the Sun and Moon (equivalent of a Tongues spell)
Empty Body (ki equivalent of ethereal)
Perfect Self (treated as an outsider)
Crushing Blow
10. Tundra Ranger:
Roles:
*Police work
*Exploration
*Horsemanship and vehicle combat
The Tundra Rangers are the Rifts Earth inheritors of the Mountie tradition. The class may seem a bit basic on first blush, but it actually provides quite diverse skills. Training with both vehicle and steed is an integral part, and the Mounties exceed where even fly boy classes fail at providing consistent performance from their vehicles or steeds even in nightmarish conditions (especially in the cold, winter or snow). The class also develops cold resistance and survival in extreme situations. Mounties have a long history of heroism and glamour, and tapping into that heritage as a Tundra Ranger can be used to amplify one's charisma or force truth out of a suspect. The Tundra Rangers even in Rifts Earth also function as police units, combining the standard investigation, interrogation, legal procedures, and similar skills with rescue and special forces/commando-style skills.
If the player so chooses, they can decide to take Tundra Ranger Scout (a more wilderness-oriented) or Cavalry (a class specializing in riding animals, especially exotic ones, and to a lesser extent hoverbikes). Cavalry characters get a wider access to animals or vehicles of their choice.
Mastery of the Job requires at least mastering Mountie Horsemanship, the equivalent of 5th level, Mountie Cold Resistance, Mountie Glamour and Calgary Stomp (a powerful anti-demon attack). The class begins with level 1 O.C.C. bonuses and skills, Tundra Ranger armor and equipment, and a hover bike or horse.
11. Rune Warrior:
Roles:
*Self-buff
*DPS
*Tanking
Rune Warriors are derived from an ancient Nazca art of inscribing runes on their own body. At the heights of the art, the body becomes a living Pattern Armor that grants the character supernatural strength, endurance and speed. Rune Warriors are thus potent warriors at least initially, capable of smashing through tank-grade steel and metal!
Various patterns on the Rune Warrior's body can be activated relatively quickly for a reasonable duration. The standard are ones that boost strength, speed, skill with weapons, heal the self and allow the character to see the invisible.
The Rune Warrior is also granted a Pattern Staff. The Pattern Staff is an important item that acquires special powers as it develops. It can transfer its structural integrity to the warrior, or the warrior can transfer its health to it, giving both much more endurance than they have apart. The Pattern Staff fires powerful energy blasts and is a potent melee weapon, but woe be to she who lets her staff be destroyed.
Mastery of the Job requires Mastering all OCC skills and abilities, the Pattern Staff, as well as developing new symbols and learning some runic magic. The Job begins with all the basic symbols (Speed, Skill, Power, Pattern Sight and Healing), the Pattern Staff, Rune Warrior Supernatural P.S., Rune Warrior Supernatural P.E., Rune Warrior Speed, Pattern Armor and the standard OCC skills.
12. Ghost Hunter:
Roles:
*Damage
*Designing items
*Anti-supernatural
*Anti-ghost
*Anti-intangible
Ghost Hunters are Beyond the Supernatural warriors. They battle the supernatural enemy on the frontlines and are thus the most militaristic of the Lazlo Society types. They do through a combination of developed psychic abilities, martial arts and using the weapons, items and armor they design.
Ghost Hunters lack raw endurance like most of the Beyond the Supernatural classes, but their capacity to defend themselves with their equipment and powers and to destroy their opponents is potent.
Mastery of the Job requires Mastering all the basic Ghost Hunter designs, all Ghost Hunter powers and developing either new designs or new powers. The class begins with Ghost Armor, Ectoplasmic Shotgun, Devil Sword, Ghost Goggles, Intuitive Combat, Magnifying I.S.P., Spirit Fist, Design Ghost Hunter Items, Fire an Empty Gun and Closed to the Supernatural.
Opal Job Gem:
1. Dragoon:
Roles:
*Weapon damage
*Tanking (as long as one eschews Jump - or, perhaps, even with Jump being used)
*Support abilities
*Anti-dragon
*Some magic
The Dragoon this Job Gem features is the basic human Dragoon from the Final Fantasy series. Though it's possible to learn some of the Bangaa Dragoon skills upon Mastery, the basic class only teaches the skill set found in FF2J, FF4, FF5, FF Tactics, the FFRPG, and some of Freya's non-unique skills from FF9. The core of the class is doing massive damage with spears and the legendary Jump command. It is possible, but difficult, to make a Dragoon tank: They either have to avoid using Jump, since few opponents will continually target a foe running around constantly instead of standing still, or somehow make sure that attacks continue to rain on the Dragoon even when moving. (Cover would be excellent for this role). However, as a backup job for any squishier class, the Dragoon is excellent. It provides both melee defense and offense, additional spiritual abilities over time (many of which are low cost and round out skill sets quite nicely), and allows one to traverse the battlefield both vertically and horizontally or even retreat! A final element of the class is its ability to actually harm dragons and, to a lesser extent, powerful foes. (And yes, Dragoons can also learn to work with dragons, especially wyverns).
Mastery requires the core FF5 skills plus a selection from other abilities. The Job Gem initially provides Jump, the ability to wield spears and heavy armor at an expert level, and a basic lance and Dragoon armor.
Abilities:
Jump
Horizontal Jump
Travelling Jump (jump that can carry the Dragoon places, still can opt to attack when she lands)
Dragon Lance (HP/MP drain attack)
Dragon Spirit (Reaction ability, minor chance to cast Reraise when struck)
Equip Spear
Mount Wyvern
Ignore Height
Cherry Blossom
Reis' Wind
Luna (Berserk All)
Dragon's Crest
Dragon Breath (reduces max HP, strikes all)
Wyrmkiller (passive, massive boost to damage versus dragons)
Wyrmslay (active, ability to do enhanced damage plus chance of instant death to dragons, can only be used a few times in a fight easily)
Wyrmbane (make a dragon leave the battle)
Wyrmtame (tame non-sentient dragons or allow opportunity for conciliation among sentient ones)
Fire Breath
Ice Breath
Bolt Breath
Dragoon's Skewer (passive, allows lance to strike multiple foes in a row)
2. Cyber-Knight:
Roles:
*Anti-technology
*Protection
*Psionics
*Horsemanship
*Melee combat
*Mobility
*Modern combat skills
The legendary Cyber-Knight of Rifts Earth. The core of the class is, obviously, their vaunted Psi-Swords. The fact that they can at will as if breathing create a deadly weapon on par with a gun or true blade is alone enough reason to take the class: A Cyber-Knight can practically never be disarmed and is always prepared, even at night, without her adventuring equipment, etc. Psi-Sword damage and improvements are part of the level ups. Basic psychic abilities also come with the class, usually utility ones. The Living Cyber-Armor is a wonderful addition when gained, allowing anyone with the class to possess not only surreptitious weaponry but also hidden armor. Zen Combat effectively disarms high tech opponents. And the class also includes basic modern combat, exploration and soldiery skills.
The class possesses no special skill at tanking, but with the ability to wear heavy knight armor, the additional Cyber-Armor, the Psi-Shield and other utilities to make incoming blows glance or be deflected, and the heroic reputation of the Knight that often makes evildoers choose to go after the Knight first, they can certainly adequately perform the task. Unfortunately, aside from healing psionics and first aid, the Cyber-Knights have little healing.
Mastery is achieved upon learning all stages of Zen Combat, Paired Psi-Swords, Living Cyber-Armor and basic skills. The Job Gem initially provides the initial psionics selection, basic attribute bonuses and level 1 O.C.C. skills, knight armor of choice, a conventional steed, Cyber-Knight Psi-Sword (at Apprentice level damage), and the Cyber-Armor. Levels of damage for the Psi-Sword are: Apprentice, Squire, Knight, Cavalier, Champion, Slayer, Master, Hermit, Dream Knight.
Abilities:
Apprentice Psi-Sword
Squire Psi-Sword
Knight Psi-Sword
Cavalier Psi-Sword
Champion Psi-Sword
Slayer Psi-Sword
Master Psi-Sword
Hermit Psi-Sword
Dream Knight Psi-Sword (secret prerequisite!)
Psi-Shield
Paired Weapons
Paired Psi-Swords
Color Manipulation
Shape Manipulation
White Psi-Sword (prerequisite: Color Manipulation, Shape Manipulation, Psi-Sword)
Cloud Sensors
Cloud Targeting Computers
Living Cyber-Armor
Enhanced Cyber-Armor (prerequisite: Living Cyber-Armor, raises area that the Cyber-Armor covers)
Full-Body Cyber-Armor (prerequisites: Living Cyber-Armor, Enhanced Cyber-Armor; Cyber-Armor covers the entire body)
Cyber-Knight Horsemanship
Cyber-Knight Jousting
Zen Combat (as martial art)
Automatic Dodge Versus Tech
Enhanced Automatic Dodge Versus Tech
Combat Acrobatics
See the Invisible
Sixth Sense
Sense Magic
Sense Evil
Summon Inner Strength
Empathy
3. Doctor:
Roles:
*Healing, primarily out of combat but including some in-combat skills too
*Anatomy
*Medical knowledge
*Intelligence and charisma modifiers
The Doctor class seems superficially less glamorous than some of the other classes, but don't underestimate it. A variety of physical ailments are not easily cured by magic, especially without a proper diagnosis. Further, magic and other supernatural healing is often inefficient, prevented by silence, raises troubling questions, too unsubtle, etc. Doctor skills also boost damage due to knowledge of anatomy, and Doctors heal better even with other forms of healing. And the glamour of the Doctor is not to be underestimated: The ability to open a practice, speak from positions of authority, be attractive and charismatic due to the nobility of the profession, and the study skills learned are all useful. The class also allows the character to learn other-worldly scientific developments in the field of medicine.
Mastery of the Doctor class requires learning all the basic elements plus mastering a specialty. The beginning class includes a doctor's coat, credentials that will pass basic inspection, a full general practitioner's toolkit, and knowledge equivalent to graduation from a world-famous university.
4. Paladin:
Roles:
*Tanking
*Protection of others
*Healing
*DPS
*Heavy armor and weapons
The Paladin in this Job Gem covers the basic skills from Dungeons and Dragons, Diablo II and World of Warcraft. It can also be taken into other directions if desired.
For personal survivability, few classes beat the Paladin. Various abilities to wear heavy armor, utilize shields and heavy weapons for blocking, heal and protect oneself, and do so while generally retaining a good pool of energy means that the class can last stubbornly long. Paladins also are able to, with their damaging abilities, deliver smiting and holy damage which is generally more difficult to resist than other forms of damage. Their abilities allow them to deal reliable damage even to those that might otherwise be nearly invulnerable: The supernatural, for example. With auras, healing, and the ability to defend others, they also are fantastic support characters.
Mastery of the Job requires at least the ability to summon a Warhorse and substantial ability in at least three of their primary trees (Offensive Auras, Defensive Auras, Seals/Judgments, Smiting, Healing, or Core Discipline). The Job begins with a smattering of abilities based on the direction the character is taking the class, a paladin weapon and basic armor set of choice, and a non-magical warhorse or steed.
5. Spirit Warrior:
Roles:
*Tanking (especially with Earth and/or Plant)
*DPS (especially with Fire and/or Animal)
*Healing if Water is chosen
*Stealth if Air is chosen
Spirit Warriors are unique among shamanic classes in that they owe fealty to no one element, animal or plant, or even any group of them. Rather, Spirit Warriors are given a portfolio of powers from spirits in general. Even their power has limits, though, and the spirits force the Warriors to choose three Realms to specialize in. Water primarily acquires healing and utility functions. Air provides flight, invisibility and danger sense, making them effective at stealth and infiltration as well as countering such tactics. Fire primarily provides damage. Earth gives sensing but mostly supernatural P.S. and P.E., making those who choose this Job easily among the top three strongest of the Opal choices. (Rune Warriors similarly grant front-loaded benefits.) Plant gives many of the attributes of plants, including an incredibly potent toxin that can be spread by touch, longevity, supernatural endurance (which does partially stack with the Earth Warriors') and the ability to draw power from the sun. Animal gives claws, heightened senses and hunter instincts.
If the Job is fully Mastered, the character can take the Job again to master the other three Realms. Doing so will occur at 50% growth, however, as the Spirits are loathe to give so much power to any one champion.
Mastery of the Job requires mastering all elements of the Realms one has chosen as well as further developing them, acquiring at least one minor and one major fetish through heroism and doing two tasks of some importance for the spirits. The job begins with the basic powers granted by the Realms, Super Regeneration sufficient to restore organs and limbs, OCC skills, a Major Fetish, a Minor Fetish AND a Legendary Weapon Fetish! The fact that the Job grants such a potent set of equipment at first is another reason it is such a powerful initial class.
6. Cloudweaver:
Roles:
*Healing
*Support
*Architecture and design
*Feeding and supplying
Cloudweavers are one of the two primary arts of the Lyn-Srial. Whereas the Sky Knights battle directly, the Cloudweavers aid their people away from the battlefield. They maintain the cloud cities of the Tryth-Sal.
Mastery of the Job requires learning all Clouds of Peace, Defense, Creation, Travel and either Survival or Mind. The Job begins with all Clouds of Defense, Travel and Creation, which is a potent set of powers.
7.Psi-Slinger:
Roles:
*Damage
*Quickdraw and speed
*Energy blasts and defense
Psi-Slingers are famous in the New West for potent damage capacity. Their most obvious and well-known skill is the power to turn regular revolvers into killing weapons capable of blowing down a tank!
Psi-Slingers are capable of pumping out consistent damage. Incoming energy blasts are made negligible by their defense. They are actually master psychic energy manipulators, though most of their skill is put into energy and kinetic psychic schools.
Mastery of the Job requires mastering all O.C.C. elements and a variety of psychic powers. The Job begins with Energy Expulsion, Psychic Weapons, Psychic Weapon Link, Energy Conversion, Sixth Sense, Mind Block, Mind Bolt, Psi-Sword, Telekinesis, Sense E-Clip Capacity, Sense Battery Capacity, Quick-Draw Merit, Sharpshooting Specialty Merit, Paired Weapons: Revolvers and Pistols Merit, Psi-Slinger Horror Factor and bonuses to HP, pull punch, disarm, save vs. possession and save vs. Horror Factor. The Job also arms the character with two revolvers, energy pistols or conventional pistols of choice and minor M.D.C. armor.
8. Hexblade:
Roles:
*Curses and debuffs
*Weapon combat
*Minor spellcasting
*Resisting spells and curses
The Hexblades are normally (though obviously not generally the case with the Fate's Guardians) non-good martial and magical warriors. Generally, they combine creative use of their spells, especially their advanced and potent combat-oriented curses, with physical ability. Interestingly, a vital attribute to them is Charisma, which makes the Job excellent for the more talkative characters who may not have as much ability to get out of a deadly situation.
Hexblades can wear light armor but cannot use shields, and can use most simple and martial weapons deftly and with grace. Most Hexblades tend to use finesse in their style more than strength, but there are clearly exceptions to this rule.
Mastery of the class requires at least learning Dire Hexblade's Curse. The class begins with Mystic Light Armor Proficiency (the ability to wear light armor and not have it interfere with their magic), Hexblade's Curse, a bonus Feat, Summon Familiar, 1st level D&D spells and Mettle (additional arcane resistance and the ability to turn a partial save against a spell into a full save), in addition to light armor and a martial or simple weapon of choice.
9. Monk:
Roles:
*Tanking
*Damage
*Stunning
*Infiltration (due to their ability to fight with no equipment and no encumbering armor and various abilities lending themselves to stealth and escape)
The Job Gem synthesizes the skills of the Monks of Faerun and the various Associated Worlds. This combination of two separate yet individually potent disciplines creates a very powerful occupation.
Monks are able to deal reliable damage and mitigate incoming damage without heavy, bulky and attention-attracting weaponry and armor, saving them money in repair and gear bills. Though they do suffer at long ranges, they are still viable within many combat ranges due to enhanced movement and jumping speeds and attacks like Air and Earth Render. Physical crushing blows can stun and disorient opponents, and Monks get a toolkit of abilities to perform skills for the party and themselves. And they can equip a small subset of Eastern-style weapons such as kamas, quarterstaves, sais, siangham and nunchaku, among others.
Monks are unfortunately heavily attribute reliant, the tradeoff of being mostly free from gear. However, Monks get excellent attribute growth in hit points, strength and dexterity, among other categories.
Mastery of the Job requires at least Counter, Bare Hands, BuildUp, Chakra (or Wholeness of Body - they are the same in FB terms), two special FF Monk attacks (such as Earth Render, Air Render, Secret Fist or Repeating Fist) and up to Quivering Palm in D&D skills. The Job begins with Counter, Bare Hands, Unarmored Bonus, a simple weapon of choice, Flurry of Blows, and Evasion. Someone with this Job equipped may not necessarily have to unequip their weapons or armor, depending on how much of masters they are with their equipment. However, like all other Job Gem Classes, if equipment is forfeited it is possible to "turn the Job off" so to speak and simply use one's innate skills.
Abilities:
Build Up (charge for a turn to deliver a devastating physical blow, partially ignores armor and surpasses thresholds with its higher base damage)
Counter
Hamedo (an improved Counter that interrupts incoming attacks)
Unarmored Bonus
Bare Hands
Chakra
Earth Render
Air Render
Secret Fist (introduces Countdown into the target)
Spin Fist
Wave Fist
Stigma Magic (status heal)
Revive
Exorcising Blow (blow that can finally destroy the undead)
Flurry of Blows
Ki Strike
Honored Ki Strike (damage as if the blows had been blessed with an honorable alignment)
Besieging Ki Strike (damage as if the blows were of an adamantine or similar-strength material)
Move-HP Up (gain slight amount of hit points from movement)
Fast Movement (movement increase as long as the Monk remains unarmored and relatively unencumbered)
Slow Fall (the ability to take reduced damage from falls and while falling passively rappel off of nearby surfaces to further reduce damage)
Purity of Body (immunity to normal diseases)
Improved Evasion / Break Fall (any 'roll with impact'-style attempt reduces damage to zero instead of 50%)
Diamond Body (immunity to conventional poisons)
Abundant Step (equivalent of dimension door)
Diamond Soul (spell resistance)
Faerun Quivering Palm (institute a vibration to a target that can be activated at will to cause lethal damage)
Timeless Body (body does not suffer the penalty from aging but will still die naturally)
Tongues of the Sun and Moon (equivalent of a Tongues spell)
Empty Body (ki equivalent of ethereal)
Perfect Self (treated as an outsider)
Crushing Blow
10. Tundra Ranger:
Roles:
*Police work
*Exploration
*Horsemanship and vehicle combat
The Tundra Rangers are the Rifts Earth inheritors of the Mountie tradition. The class may seem a bit basic on first blush, but it actually provides quite diverse skills. Training with both vehicle and steed is an integral part, and the Mounties exceed where even fly boy classes fail at providing consistent performance from their vehicles or steeds even in nightmarish conditions (especially in the cold, winter or snow). The class also develops cold resistance and survival in extreme situations. Mounties have a long history of heroism and glamour, and tapping into that heritage as a Tundra Ranger can be used to amplify one's charisma or force truth out of a suspect. The Tundra Rangers even in Rifts Earth also function as police units, combining the standard investigation, interrogation, legal procedures, and similar skills with rescue and special forces/commando-style skills.
If the player so chooses, they can decide to take Tundra Ranger Scout (a more wilderness-oriented) or Cavalry (a class specializing in riding animals, especially exotic ones, and to a lesser extent hoverbikes). Cavalry characters get a wider access to animals or vehicles of their choice.
Mastery of the Job requires at least mastering Mountie Horsemanship, the equivalent of 5th level, Mountie Cold Resistance, Mountie Glamour and Calgary Stomp (a powerful anti-demon attack). The class begins with level 1 O.C.C. bonuses and skills, Tundra Ranger armor and equipment, and a hover bike or horse.
11. Rune Warrior:
Roles:
*Self-buff
*DPS
*Tanking
Rune Warriors are derived from an ancient Nazca art of inscribing runes on their own body. At the heights of the art, the body becomes a living Pattern Armor that grants the character supernatural strength, endurance and speed. Rune Warriors are thus potent warriors at least initially, capable of smashing through tank-grade steel and metal!
Various patterns on the Rune Warrior's body can be activated relatively quickly for a reasonable duration. The standard are ones that boost strength, speed, skill with weapons, heal the self and allow the character to see the invisible.
The Rune Warrior is also granted a Pattern Staff. The Pattern Staff is an important item that acquires special powers as it develops. It can transfer its structural integrity to the warrior, or the warrior can transfer its health to it, giving both much more endurance than they have apart. The Pattern Staff fires powerful energy blasts and is a potent melee weapon, but woe be to she who lets her staff be destroyed.
Mastery of the Job requires Mastering all OCC skills and abilities, the Pattern Staff, as well as developing new symbols and learning some runic magic. The Job begins with all the basic symbols (Speed, Skill, Power, Pattern Sight and Healing), the Pattern Staff, Rune Warrior Supernatural P.S., Rune Warrior Supernatural P.E., Rune Warrior Speed, Pattern Armor and the standard OCC skills.
12. Ghost Hunter:
Roles:
*Damage
*Designing items
*Anti-supernatural
*Anti-ghost
*Anti-intangible
Ghost Hunters are Beyond the Supernatural warriors. They battle the supernatural enemy on the frontlines and are thus the most militaristic of the Lazlo Society types. They do through a combination of developed psychic abilities, martial arts and using the weapons, items and armor they design.
Ghost Hunters lack raw endurance like most of the Beyond the Supernatural classes, but their capacity to defend themselves with their equipment and powers and to destroy their opponents is potent.
Mastery of the Job requires Mastering all the basic Ghost Hunter designs, all Ghost Hunter powers and developing either new designs or new powers. The class begins with Ghost Armor, Ectoplasmic Shotgun, Devil Sword, Ghost Goggles, Intuitive Combat, Magnifying I.S.P., Spirit Fist, Design Ghost Hunter Items, Fire an Empty Gun and Closed to the Supernatural.