KNIGHT
"I commend your courage, but I shall show you no mercy."
Clank, clank, clank. Maybe a bit stodgy, but always deserving respect, the Knight is an emblem of idealistic chivalry and noble strength. No matter to what cause their service is pressed - the protection of a pilgrim on a long and fiend-ridden road, a quest to defeat fiends and restore light to the world, or a desperate attempt to bring reason to their power-mad liege - their power and leadership brings a moment's pause to all those that find themselves against the shining Knight.
A physical attacking job that favors heavy weapons, the Knight learns a series of talents designed to solve the specific problems monsters present - where other jobs might aim for weaknesses, the Knight's strategy is to rip the strengths of enemies to shreds with "Break" abilities. These talents are paired with a suite of abilities well suited to the front-liner swordsman, serving to protect them, bolster their melee strikes, and shield the party.
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Equipment
Sword, Greatsword, Hammer&Axe, Heavy Armor, Shields
Bare
Strength: Medium, Accuracy 2
Blocking: Yes (Evasion)
Defenses: Heavy
Style: Physical
Bonus: Pick one set.
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Arts of War
Advance
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Knight momentarily focuses all his effort on the next attack, dealing larger damage in exchange for defense. Advance deals weapon damage with a x1.25 Power multiplier. Until the Knight's next turn, all damage they receive is granted a +25% situational modifier.
CoS: 80
Armor Break
Ability Slot Cost: 3
Type: Action
Technique, Status: Seal, Deprotect
Target: Single
45D F18
Inflicts Deprotect (4) upon the target. In addition, the Armor monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 65
Magic Break
Ability Slot Cost: 3
Type: Action
Technique, Status: Seal, Defaith
Target: Single
45D F18
Inflicts Defaith (4) upon the target. In addition, the Enhance Element monster properties are Sealed until this status effect is cured or otherwise removed.
CoS: 65
Magic Sword
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental
Target: Single
[W]D F[W] MP: 60
The Knight makes an attack which deals normal weapon damage. If the target has been stuck by an attack which deals elemental damage since the Knight's last turn, Magic Sword gains the element of the element that the target was last struck by.
CoS: 80
Adjustment: +20 MP per tier above 1.
Mental Break
Ability Slot Cost: 3
Type: Action
Technique, Status: Seal, Deshell
Target: Single
45D F18
Inflicts Deshell (4) upon the target. In addition, the Magic Armor monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 65
MP Break
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]+7D F[W]
MP Break deals normal weapon damage to the targets MP score.
CoS: 90
Power Break
Ability Slot Cost: 3
Type: Action
Technique, Status: Seal, Debrave
Target: Single
45D F18
Inflicts Debrave (4) upon the target. In addition, the Piercing monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 65
Speed Break
Ability Slot Cost: 3
Type: Action
Technique, Status: Seal, Slow
Target: Single
45D F18
Inflicts Slow (4) upon the target. In addition, the Accuracy monster properties are Sealed until this status effect is cured or otherwise removed.
CoS: 65
Wish
Ability Slot Cost: 3
Type: Action
Technique, Recovery
Target: Single
40D F15
When Wish is used, reduce the Knight's HP by 20% of their Max HP. The target has their health restored by twice this amount. Wish cannot target the Knight.
CoS: 100
Supports
Adrenaline
Passive Slot Cost: 3
Type: Support
Being on the verge of death gets the Knight's blood pumping and forces them to exert more effort that they're normally capable of in order to get out of the bind. While in SOS, all physical damage inflicted by the Knight receives a +25% situational modifier.
Last Stand
Passive Slot Cost: 4
Type: Support
While in SOS, any damage dealt to the Knight receives a -25% situational damage modifier.
Reaction
Block
Passive Slot Cost: 4
Type: Reaction
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Target: Self
Trigger: The Knight is targeted by an attack that deals physical damage.
The Knight gains a Defense Factor against the triggering attack. The defense factor gains increases any defense factor the Knight might already have; if the Knight has none, they gain a 4/5th defense factor. Otherwise, the potency increased from 4/5 to 3/5, 3/5 to 2/5, 2/5 to 1/5th. If the Knight already has a 1/5th defense factor when Block activates, they instead take no damage from the attack (though it still counts has having been hit, rather than having missed).
Block can only be activated if the Knight is equipped with a shield in equipment or remodeling, or has yes for blocking.
CoS: 75
Feint
Passive Slot Cost: 4
Type: Reaction
Technique, Weapon
Target: Single
Trigger: The Knight misses with all hits against at least one enemy when using any active ability
The Knight followed up the missed attack with a feint attack, which deals weapon damage with a x1.25 Power multiplier. If the Knight misses multiple targets with a single ability, chose one target to use Feint against before rolling to hit.
CoS: 50