Post by Arazlam Durai on Sept 27, 2015 9:38:43 GMT -8
SQUIRE
Primary Weapon Types: Rudimentary knowledge of Knives, Swords, OR Hammers (You may only pick one)
Armor Class: Medium
The squire class is considered a starting point for rookies who wish to find a path in their future. Characters who start out as squires within Prayers of Heresy get to replace this class later on with their Master and Supplemental class skills, however they get to keep the skills learned from being a squire whereas those who start out with their Master and Supplemental classes in the game already do not get to have these skills added to their arsenal.
Birthright and rank determine where most squires study, and the squire class is the most useful to those who eventually want to become any kind of knight or military type individual. Those of noble birth are welcomed at Gariland Military Academy, while those of varying backgrounds can often find tutelage within the region of Limberry. Those hoping to eventually train in the way of the samurai would take heed to go there anyway.
When a character has achieved a character level as a squire they will “graduate” from their current status and move on to their Master class rank and skills. The administration will make the profile adjustments accordingly.
MAIN SKILLS
- Accumulate: A self-psyching technique that boosts the character's hit rate by and additional 5% towards making the next attack.
- Dash: A tackling body slam into the enemy, knocking the target down along with yourself in the process.
- Throw Stone: Causing a tiny amount of damage by throwing a rock at a target. This can be utilized as a taunt skill.
- Heal: Provides basic first aid treatment on small wounds with bandages and antiseptics. Serious wounds can be crudely bandaged up but will not sustain an individual for very long. This skill does not restore energy, but may attempt to help wounds from getting worse.
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OTHER SKILLS
- Counter Tackle: When someone physically strikes the character, they may immediately counterattack with an increased 5% hit rate. May only be used three times in a battle.
- Equip Axe: Permits the character to have rudimentary knowledge of using an axe.
- Monster Skill: Allows the character to convince a low-level friendly monster to help aid them utilizing a proper animal call. May only be used once per day.
- Defend: Runs to the aid of an ally and takes the strike in their stead. As a result, this reduces the damage taken by half, but the latter half of this effect may only be used once per battle.
- Gained JP Up: Gives the character one extra skill that they may cash in at any time towards either their Master or Supplemental class. Once used this skill goes away.
- Move +1: Permits them to sprint forward to increase the power of a physical strike by a quarter of an amount more. May be used three times in a battle.