Weapon Master

WEAPON MASTER

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Weapon Master character.
- 3 Passive Abilities, with a choice of how one functions.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Weapon Master's Endurance - The Weapon Master gains +20 Maximum HP. Additionally, when not engaged in battle, the Weapon Master may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Armed to the Teeth: Weapon Masters make use of a lot of weapons - far more than any other class. Luckily, they're rather adapt at carrying them all. Whenever a Weapon Master has a weapon equipped, only count half of its Weight when factoring in initiative rolls and Drive Gauge penalties. Additionally, when first creating a Weapon Master, all weapons are purchased at half cost (they cost their normal amount after gen though, so make sure you start with what you need!).

[P] Elemental Stances: Weapon Masters function a little bit different from other classes. Rather than having a list of abilities available for use each round, they perform basic attacks, which are powered up by various elemental stances based on each weapon. When first creating a weapon master, assign every single type of weapon to one of the four stances: Fire, Earth, Wind or Water. Weapons may be assigned in any way that pleases the Weapon Master, so long as every element has at least one weapon assigned to it. From now on, any time the Weapon Master performs a basic attack while wielding as specific weapon, that are considered to be in that stance. If, during the course of adventuring, the Weapon Master happens upon a new type of weapon not on the equipment list, assign a stance to it the first time they perform a Full Rest while having access to it. (If desired, you can assign a elemental stance to your Unarmed Attack as well.)

Each stance has a Mastery level. Any time you perform an attack with a weapon, you can spend 4MP and activate a number of Mastery effects for that stance, up to your Mastery level with said stance.

You start at L0 with your Mastery level for each elemental stance at 1, and 2 Mastery abilities (marked with [W] for each stance, chosen from the lists below. As you level up, you will select additional Mastery abilities. Certain Mastery abilities cannot be selected until you reach a certain level.

Fire

[W] Strike - +3 Damage
[W] Bash - +1 Damage die
[W] Repeat - Attack another target afterwards with a different weapon. This attack has 40CoS, and cannot benefit from Mastery, and doesn't generate additional momentum.
[W] Break - Inflicts Short K-Shatter I
[W] Crack - Inflicts Short E-Shatter I
[W] Draw - Inflicts Short Taunt I
(Level 3) [W] Flash Cut - An enemy you didn't hit: True Strike for 5 fire damage.

Earth

[W] Block - You gain a Bubble (10)
[W] Protect - You gain a Barrier (5)
[W] Step In - Cleanse an ally of short statuses
[W] I'll Be Your Shield - You can redirect an attack from a single attack from an ally onto yourself once per activation of this Mastery.
[W] Deflect - Inflicts Short Challenge the target.
[W] Take You All On - Inflicts Short Challenge I on two different targets you did not attack.
(Level 3) [W] Flash Cut - An enemy you didn't hit: True Strike for 5 earth damage.

Air

[W] Shift - Before or after attacking, Dash or Retreat.
[W] Swift - Quicken 2 the Weapon Master.
[W] Drag - Slow 1 the target.
[W] Rattle - Inflicts Short Shock.
[W] Save - Even after missing: Reduce the result check by 20.
[W] Untouchable - Until your next turn, until you spend LP, enemy attacks that roll 20 or less miss you and you ignore all Scratch damage.
(Level 3) [W] Flash Cut - An enemy you didn't hit: True Strike for 5 air damage.

Water

[W] Boost - Select an ally. Their next Overdrive deals +3 damage.
[W] Acclamation - Add +5 to an existing Momentum.
[W] Recover - True Heal an ally for +5HP.
[W] Lead - Grant Short Lucky to an ally.
[W] Baton Pass - Restores +4 MP to an ally.
[W] Stumble - You gain +2 Mastery next round.
(Level 3) [W] Flash Cut - An enemy you didn't hit: True Strike for 5 water damage.

Overdrive Abilities

[OD][T] Wild and Free: 80CoS. Deals weapon damage with +1 damage die to a single target. For the remainder of the battle, you have +1 Mastery Level with the stance that the weapon used with this attack belongs to. Scratch 6 on a miss. Generates Momentum based on the weapon used.

[OD][T] Open Arsenal: 80CoS. Deals weapon damage to a single target. You may repeat this attack, as long as you use a new weapon and attack a new target with each repeated attack. Generates a single Momentum from one of the weapons used.

Dazed Abilities

[D] Meditation: Select a single stance. The next action your make with it after Daze ends gains +2 Mastery Levels. Can't stack bonus onto the same stance. Generates Momentum equal to the stance.

[D] Will To Live: The next time you would have HP restored and Daze removed, increase its potency by +10. Can stack. M-Recovery.

[D] Refocus: End short statuses on a single target. If the target has none, grant them Short Lucky instead. M-Recovery.

[D][T] Throw Weapon: 4MP. 80CoS. Throw your weapon at a single target, ignoring row restriction and dealing weapon damage to them with 1 Mastery Level. You cannot use this weapon again for the remainder of the battle. Generates Momentum equal to the weapons. (You can use this ability with Firearms even if they have no ammo)

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Temper: You have +1 Mastery Levels with your action this round, and don't need to pay an MP cost to activate Mastery this round.

[Q] Quick Draw: After performing your Action this turn, you can perform an additional Basic Attack against an enemy you didn't attack with your first, using a different weapon as well. This second attack cannot benefit from Mastery.

Level 2 (Combo Effect)

At level 2, your stances gain the ability to perform combos. Each stance can combo with an elemental and a non-elemental momentum. For each stance, select Rush, Launch, Pin, or Recovery. Then, pick one effect.

Fire

C-Fire: Inflict Fire damage and generate Fire momentum instead of weapon momentum. Mastery +1 with this strike.
One of:
C-Chosen: +4 damage.
C-Chosen: A target you didn't hit: True Strike for 6 physical.
C-Chosen: Statuses inflicted are II.

Earth

C-Earth: Inflict Earth damage and generate Earth momentum instead of weapon momentum. Mastery +1 with this strike.
One of:
C-Chosen: Self: True Heal +10 HP.
C-Chosen: Self: Cleanse all statuses
C-Chosen: Statuses inflicted are II.

Air

C-Air: Inflict Air damage and generate Air momentum instead of weapon momentum. Mastery +1 with this strike.
One of:
C-Chosen: Self: +2 Drive.
C-Chosen: Self: +5 MP.
C-Chosen: Statuses inflicted are II.

Water

C-Water: Inflict Water damage and generate Water momentum instead of weapon momentum. Mastery +1 with this strike.
One of:
C-Chosen: Another ally: Bubble (10).
C-Chosen: Another ally: Short Liberation II.
C-Chosen: Statuses granted are II.

The Weapon Master may only activate one combo in each stance each battle, in the same fashion that active abilities may only combo once per battle.

Level 3 (Mastery Effects)

At Level 3, choose and learn an additional Mastery ability for each stance.

Each stance now has three mastery abilities.

Level 4 (Passive, Skill)

At level 4, you earn a new skill point, and you gain Stance Specialties. Assign a passive ability from the list below to each of your stances. You can't learn a given specialty more than once for different stances.

[P] War Herald: Whenever an enemy is dazed, your next attack in this stance inflicts Long Toxin I.
[P] Superior Skill: You inflict +3 damage to enemies carrying weapons with this stance.
[P] Giant-Killer: You have Critical 30 against enemies physically larger than you in this stance.
[P] Hopedasher: You inflict +5 damage to enemies with full Drive in this stance.
[P] Guarded Soul: Reduce incoming damage of this stance's element by 5, when you're in this stance.
[P] Treasure-Keeper: When you activate weapon magic in this stance, +1 Mastery.
[P] Big Debut: +1 Mastery while attacking in this stance on your first action.
[P] Mind and Matter: While striking in this stance, generate Momentum+1 of its element. (As opposed to your normal momentum generation.)

Level 5 (Stance Upgrade)

At level 5, you choose to either upgrade a stance, or gain the Void Stance.

If you choose to upgrade a stance, pick one. It now cost 5MP to activate mastery effects rather than 4MP, but it's Mastery Level is now 2 instead of 1.

If you choose to acquire the Void Stance, reassign any number of weapon's elemental stance to it. Anytime you perform a basic attack while in Void Stance, you regain +5MP.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Harmony: You may activate Mastery effects from any stance this round, regardless of weapon selected.

[Q] Strike the Heart: Your action this round deals +7 damage.

Level 7 (Passive)

At level 7, you gain the following Passive ability:

[P] Stance Shifting: When the Weapon Master performs an attack from a stance that they were not in last turn, they gain a bonus effect. When this passive is learned, determine which bonuses are gained by moving from stance to stance. Bonuses are chosen from the same list as weapon mastery effects, but can be ANY possible effect and not just the ones that the Weapon Master as learned. The bonus is selected from the stance in use, but are assigned based on the stance the Weapon Master was in last round, and the same bonus cannot be picked twice.

For example when moving from [Last Round's Stance] to -> using the Fire stance this round, you could have these potential effects:
Earth -> Fire: Inflicts Short Taunt. (Bonus Draw)
Air -> Fire: Inflicts Short K-Shatter. (Bonus Break)
Water -> Fire: +1 damage die (Bonus Bash)

Level 8 (Mastery Effects, Skill)

At level 8, you earn a new skill point, and each stance gains a new mastery effect option.

Each stance should now have 4 possible mastery effects.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD] Wandering Duelist: 100CoS. Select a single enemy. For the rest of the battle, you deal +5 damage to them. When the enemy is Dazed, select a new enemy to benefit from this effect. Repeat as necessary. M-Pin.

[OD] Battle Trance: 100CoS. The Weapon Master recovers +10MP, and gains Long Liberation. M-Recovery.

Level 10 (Passive)

At level 10, you gain the following Passive:

[P] Master of Arms: The first time you use each stance per battle, you have +1 Mastery Level with it.

Level 11 (Ability)

At level 11, you learn an ability:

[S] Harness Energy: 5MP. 100CoS. Select a single weapon you have equipped. You can no longer use it for the rest of the battle. In exchange, you gains Long Elemental Saber, with the element matching the stance of the selected weapon. Momentum generates matches the element.

Level 12 (Stance Upgrade, Skill)

At level 12, you earn a new skill point, and you choose to either upgrade a stance, or gain the Void Stance.

If you choose to upgrade a stance, pick one. It now cost 5MP to activate mastery effects rather than 4MP, but it's Mastery Level is now 2 instead of 1.

If you choose to acquire the Void Stance, reassign any number of weapon's elemental stance to it. Anytime you perform a basic attack while in Void Stance, you regain +5MP.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] Formless Form: When you benefit from Stance Shifting, apply the stance shift bonus from your last action to this action as well - allowing you to benefit from it for multiple actions! When you enter a stance you've already used since you've begun chaining, end the chain. Gain no stance bonuses from previous turns this turn.

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