Fighter

FIGHTER

Courage, strength, cunning, ferocity - a combatant with anything and everything the battle needs.
The Fighter is an efficient, straight-forward combatant and a master of hand-to-hand combat.
You'll know better than anyone in the world what it means to fight.

Your abilities will include…

Combat Skill - Workhorse abilities that increase your damage output.
Duelist - Technical abilities that let you grab or shed enemy attention.
Guardian - Support abilities for protecting your allies and yourself.
Flare - Powerful spells that can be instantly cast after striking an enemy.
Shelter - Straight-forward healing abilities coupled with damage benefits.

http://seedrpg.wdfiles.com/local--files/seed2%3Afighter/S2-FGT2.png

Assist Upgrades

Attack: Strike with an x1.3 power multiplier.
Defend: Apply a 3/5 defense factor to the attack.

Combat Skill

Power Attack

Type: Action
Technique
Target: Single
[W]D MP: 50

Strike for weapon damage with an x1.25 power multiplier.
CoS: 80

Threaten

Type: Action
Support, Condition
Target: Double
40D

Challenges an enemy (3). Whenever that enemy damages someone other than you, your next Power Attack gains a +20% damage bonus and a -10D delay decrease.
CoS: 100

Break In

Type: Action
Technique
Target: Single
[W]D MP: 50

Strike for weapon damage. Your next hit against the same target does +30% damage. If you strike into a defense modifier, your next hit inflicts +60% damage, instead.
CoS: 80

Lancehead

Type: Action
Technique
Target: Single
CT10 [W]D

Charge in and strike the target for weapon damage. Each hit the target suffers while you charge Lancehead grants this attack a +10% damage bonus.
CoS: 80

Trump Card

Type: Action
Technique
Target: Single
[W]D

Strike the enemy with jaw-dropping force for weapon damage with an x2 power multiplier. If you hit, you're fatigued and take on a condition (5): Your Technique CoSes are reduced by -30. Trump Card can't be used while you're fatigued.
CoS: 100

Battering Ram

Type: Action
Technique
Target: Single
[W]D MP: 50

Battering Ram inflicts weapon damage with an x2 power multiplier. If you miss with Battering Ram, your next hit with any action inflicts +30% damage.
CoS: 40

Finishing Blow

Type: Action
Technique
Target: Single
[W]-10D MP: 60

Striking with speed and precision, Finishing Blow inflicts weapon damage with an x0.9 power multiplier. Against targets in SoS, this attack instead has a x2 power multiplier. Inflict an additional +10% damage for every 10 CoS over 100 CoS this attack has after all adjustments.
CoS: 100

Bravery

Type: Quick
Before Acting

You summon up your courage and strength, gaining an enhancement (3): You inflict +20% damage.

Full Power

Type: Quick
When Appropriate

Activate Full Power after striking an enemy. That attack inflicts +40% damage to that enemy.

Counterstrike

Type: Quick
When Appropriate

Activate Counterstrike after being struck by an enemy. The triggering enemy takes 12 x ATK physical damage.

Duelist

Harrier

Type: Action
Technique
Target: Single
[W]D

Strike the target. If the target of Harrier fails to target you before your next action, your next Harrier does +20% damage. This bonus stacks (even if you miss!) until the target of Harrier targets you, you take a different action, or you change targets. Harrier's bonus damage caps at 100%, but if you're at the bonus cap, your next none-Harrier technique will inflict +50% bonus damage before ending the effect.
CoS: 80

Blazing Strike

Type: Action
Technique
Target: Single
[W]D

With a sudden, flashing attack, you strike for x1.5 weapon damage. The struck target inflicts +50% damage to you with their next action.
CoS: 80

Bright Red Stare

Type: Action
Support, Stance
Target: Self
70D

Your glare seems to flash bright red as you gather focus. You enter a stance: Your next action does +200% damage. For each hit you take before that action, reduce this bonus by -20%.
CoS: 100

Bloody Stream

Type: Action
Technique
Target: Single
[W]+5D

Lash out, striking a target in a fluid motion for weapon damage. Until your next action, you prepare to dodge, reducing incoming spell and technique CoSes by 10. For each member of your party in SoS, Bloody Stream inflicts +30% damage. If you're in SoS, double the CoS reduction granted by this ability.
CoS: 80

Jump

Type: Action
Technique
Target: Single
CT10 [W]+10D

You leap into the air while charging Jump, and can't be targeted - then land on an enemy as it resolves, inflicting weapon damage with an x1.3 power multiplier.
CoS: 80

Giantslaying

Type: Action
Technique
Target: Single
[W]D MP: 60

You leap onto the target, moving into position to deliver a killer blow. You leave the ranks of your party, evading multi-targeting abilities that target them. If you suffer damage before your next action, you're knocked off them, and Giantslaying fails. If not, at the beginning of your next action you strike the target for weapon damage with an x2 power multiplier. On a failure, you strike with an x0.8 power multiplier, instead.
CoS: 100, 80

Blowback

Type: Action
Technique, Delay
Target: Single
[W]+5D MP: 60

Blowback can only be used against enemies that have damaged you since your last action, or since the beginning of the battle if you have not yet acted. You strike out with a hammering blow, inflicting weapon damage with an x1.4 power multiplier and delaying the struck target by +10D.
CoS: 80

Six Ways Strike

Type: Action
Technique
Target: Special
[W]+10D

You flash across the battlefield, punishing your attackers. Six Ways Strike strikes all targets who have damaged you since your last use of Six Ways Strike for weapon damage. For each successive turn you use Six Ways Strike, you inflict +20% damage with it.
CoS: 80

Guardian

Challenge

Type: Action
Support, Condition
Target: Single
40D MP: 50

You lock the enemy into a challenge, forcing it to attack you with its actions (4). Reduce the duration to (2) against ranked enemies, but reduce Challenge's delay by 10 as well.
CoS: 100

Entrench

Type: Action
Support, Stance
Target: Self
50D

You guard your allies, applying a 4/5 defense factor to all incoming damage against them (but not you) until your next turn. Each time an ally is struck, reduce the factor by 1/5, down to a minimum of 1/5.
CoS: 100

Taunt

Type: Action
Support, Stance, Condition
Target: Single
30D MP: 40

You taunt the enemy, forcing it to attack you with its next action (1). You enter a stance until your next action that grants you a 4/5th defense factor.
CoS: 100

Provoke

Type: Action
Technique, Condition
Target: Single
[W]D MP: 40

You strike the enemy for weapon damage, forcing it to attack you with its next action (1).
CoS: 80

Guard Strike

Type: Action
Technique, Stance
Target: Single
[W]D MP: 40

You strike for weapon damage and guard: One ally of your choice, or you, gains a 4/5 defense factor until your next turn.
CoS: 80

Protector

Type: Action
Support, Stance
Target: Self
30D MP: 40

Refresh either your guard assist, or parry. You guard, gaining a 4/5 defense factor until your next turn.
CoS: 100

Deflect

Type: Reaction
Support
Trigger: An ally is struck by an attack.
MP: 40

You deflect some of the attack for your ally, granting them a 4/5 defense factor against the attack.
CoS: 100

Rub Dirt In It

Type: Quick
Before Acting

Remove a single condition from yourself. Honestly, you hardly noticed it in the first place.

Pep Up

Type: Quick
When Appropriate

Use when an ally uses any Support ability, or an ability with the Recovery keyword on you; you recover an addition 8 x WIL HP.

Parry

Type: Quick
When Appropriate

When when an enemy strikes you for damage, Your defense factor is increased by one step until your next turn,

Valiant Spirit

Type: Passive

Anytime an ally is struck for damage, gain STM MP. If you're in the front row, instead gain 2 x STM MP.

Flare

USING FLARE: Flare abilities are special spells a Fighter can cast immediately after striking an enemy with a single-target technique on their turn. Just pay the MP and inflict a follow-up hit! Of course, only one Flare ability can follow up any action. If for some reason you fall under a condition that applies a CT to your Spells but not your Techniques, the CT for your Flare abilities is paid after confirming the hit, such that your action goes: Start Turn -> Use Technique (confirmed hit!) -> Pay the CT -> Perform Flare -> Pay the technique's delay and end your turn as normal.

Flare

Type: Flare
Spell
Target: Same
MP: 80

Magical energy explodes for 10xMAG+d12 magical force damage.
CoS: 100

Powerflare

Type: Flare
Spell
Target: Same
MP: 120

A surge of energy strikes the target for 15xMAG+2d12 magical force damage. You may only cast Powerflare if the triggering hit's result check was 10 or lower.
CoS: 100

Overflare

Type: Flare
Spell
Target: Same
MP: 145

A terrible force explodes from the target for 18xMAG+3d12 magical force damage. You may only cast Overflare if the triggering hit had a final modifier of 150% or higher.
CoS: 100

Crescent

Type: Flare
Spell
Target: Other
MP: 100

A crescent wave strikes a target standing in the row behind the one you struck for 18xMAG+d12 magical force damage.
CoS: 100

Aftermath

Type: Flare
Spell, Special
Target: Special
MP: 200

All the wounds you've inflicted flare, burning with fresh energy - Aftermath inflicts 15xMAG+d12 magical force damage to all enemies you've dealt physical damage to in this battle.

Syncro Flare

Type: Reaction
Spell
Trigger: An ally you used a Support ability on with your last action, strikes an enemy for damage.
MP: 80

A surge of energy strikes the same target for 10xMAG+1d12 magical force damage. If the original attack hit multiple targets, choose one.
CoS: 100

Panache

Type: Support

When you defeat an enemy with a Flare skill, you recover 12xWIL MP.

Stop Time

Type: Support

When you defeat an enemy with a Flare skill, make a result check: you have a CoS of 40 to instantly reduce your delay to 0.

Shelter

Heal

Type: Action
Support, Recovery
Target: Single
CT15 35D MP: 60

Restores 18 x WIL + d12 HP to the target.
CoS: 100

Energize

Type: Action
Support, Recovery
Target: Single
CT15 35D MP: 60

Restores 15 x WIL + d12 HP to the target, and until their next turn they take -20% damage. Additionally on their next turn, they gain a +20% bonus to damage.
CoS: 100

Resuscitate

Type: Action
Support, Life
Target: Single
CT15 35D MP: 90

Restores the target from 0 HP with 18 x WIL + d12 HP.
CoS: 100

Patch Up

Type: Action
Support, Cleanse
Target: Single
CT5 35D MP: 45

Removes a single condition from the target.
CoS: 100

Battle Surge

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 60

Grants a target an Enhancement (4). While under the enhancement, target deals +20% damage.
CoS: 100

Adrenaline Rush

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 60

Grant the target an Enhancement (4). While under the enhancement, the target takes -20% damage.
CoS: 100

Shelter For All

Type: Quick
Before Acting

Double the MP cost of your next Shelter ability, and change its target from Single to Group.

Invincibility

Type: Quick
Before Acting

Your next Recovery, Life or Enhancement ability renders the target invulnerable to damage (1).

Freebie

Type: Quick
Before Acting

Your next Shelter ability has no MP cost.

Vigilance

Type: Passive

When you use a Shelter ability on a single ally, and they're damaged again before your next action, you inflict +30% damage with your next action. If that ally reaches 0 HP before your next action, refund the MP from the Shelter ability and gain a +50% damage bonus instead.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License