Warrior Classes
[]The Warrior Classes are meant only for the Warrior Preference []
Class Level
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JP Needed
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Ability
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01
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N/A
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N/A
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02
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1000
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Slash
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03
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2000
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Guard
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04
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3000
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Knights Wil
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05
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4000
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Zelst
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MUST BE Warrior Prefrence
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!Slash: The character drives up a charged strike that allows him/her to double their PO for one attack once a battle.
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*Guard: The character stands on defense and takes only half damage from attacks (only physical striking) roll a 1d20 and achieve a 10 or higher to acquire Guard.
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!Knights Wil: The character becomes stubborn before he or she falls roll a 1d20 and achieve a 15 or higher, after the character falls in battle they stand back up acquiring 50% of their HP
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!Zelst: The character raises his or her defense and gains 10% to all attributes during battle (PO and HP) roll a 1d20 and achieve a 15 or higher to achieve this roll
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Class Level
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JP Needed
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Ability
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01
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N/A
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N/A
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02
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1000
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Fighters Choice
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03
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2000
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Striker
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04
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3000
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Magik Guard
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05
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4000
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Magik Counter
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MUST BE Warrior Preference
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#Fighters Choice: The Striker unleashes a lethal dose of his/her armaments and unleashes a triple PO attack after charging for THREE rounds, upon unleashing the character must then wait one more round before he or she can do anything. This attack maybe used ONCE a battle because of its strength it takes.
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!Striker: The Striker permanently gains 10% to PO and HP status.
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#Magik Guard: The Striker learns a magik barrier like spell and cuts the Magik spells in half. Roll a 1d20 and achieve a 15 or higher to gain the barrier, also this maybe casted only on yourself and once a battle
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!Magik Counter: The Striker gains the ability to attack the caster of any magik spell. Roll a 1d20 and achieve a 15 or above, you must declare Magik Counter after the attack and then you are only able to attack the caster with your normal PO and loss any charge you have started for previous attacks.
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Class Level
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JP Needed
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Ability
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01
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N/A
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N/A
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02
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1000
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Hidden Strength
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03
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2000
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Shield
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04
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3000
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Defensive Call
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05
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4000
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Sonic Rising
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MUST BE Warrior Preference
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*Hidden Strength: Character rolls a 1d20 and achieves a 10 or above and gains 100 hp for the battle and doubled PO for ONE round only. Maybe used ONCE a battle
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*Shield: Character rolls a 1d20 and achieves a 15 or above and then may roll a 1d300 for a barrier on all allies until the barrier dies, maybe used ONCE a battle
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!Defensive Call: The character pulls strength from within him/herself and then adds 10% to all allies attributes (PO and HP) for remainder of Battle, Maybe used ONCE a battle
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#Sonic Raising: The only attack a defender has, his/her HP must be below 50% and then he/she may double their PO for one attack, and then goes back to Normal PO. Maybe used ONCE a battle.
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Class Level
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JP Needed
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Ability
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01
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N/A
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N/A
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02
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2000
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PO Raising
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03
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3000
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Elemental Save
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04
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5000
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Exploit Sage
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MUST BE Warrior Preference
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MUST MASTER Knight Class I Defender Class
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!PO Raising: Roll a 1d5 the number you achieve is the number you raise your PO by for one attack
1 = 10%
2 = 20%
3 = 30%
4 = 40%
5 = 50%
(this may be used once a battle)
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*Elemental Save: Roll a 1d10 the number you roll is the Element of Magik you are unaffected by for the battle.
1= Fire
2 = Water
3 = Lighting
4 = Air
5 = Earth
6 = Ice
7 = Star
8 = Spirit
9 = Dark
10 = Energy
( this doesn't take away poison or other status elements it also only last for that battle and you must then roll your initial to achieve it next battle roll a 1d20 and achieve a 10 or higher before you may roll for element)
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Exploit Sage: Roll a 1d20 and achieve a 10 or higher, after gaining the initial roll take the targets MA and multiply it by your Level then add that to your PO for your attack this may be used as many times as you wish during battle but initial must always be rolled.
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