Final Fantasy: Roaring Behemoth
Absalom Selah Grey
Rune Knight LVL 1 @ 0/500 EXP
STR 10 / 22MAX Rating (3*STR+10): 40
VIT 7 / 20MAX Rating (3*VIT+10): 31
AGI 8 / 20MAX Rating (3*AGI+10): 34
SPD 7 / 20MAX Rating (3*SPD+10): 31
MAG 4 / 18MAX Rating (3*MAG+10): 22
SPR 4 / 20MAX Rating (3*SPR+10): 22
Rune Knight Accuracy Bonus: 30
Accuracy with Brawl: Skill Points + Bonus + AGI*2 + LVL (50+30+16+1=107)
Accuracy with Greatswords: Skill Points + Bonus + AGI + LVL (50+30+16+1=107)
Accuracy with Swords: Skill Points + Bonus + AGI + LVL (50+30+16+1=107)
Evasion (AGI+SPD): 15
Magic Evasion (MAG+SPR): 8
Armor: 10 + 20% = 12
Magic Armor: 5 + 0% = 5
Unarmed: 1d6+1*STR (1d6+10)
Weapon: Short Sword (2*STR+d10)
Shield: Buckler (Evasion + 4 / Magic Evasion +1)
Head: Soldier Helm (Armor 3 / Magic Armor 1 / Evasion 0 / Magic Evasion 0) +10 Accuracy
Body: Leather Plate (Armor 5 / Magic Armor 3 / Evasion 0 / Magic Evasion 0)
Arm: Leather Gauntlet (Armor 2 / Magic Armor 1 / Evasion 0 / Magic Evasion 0)
Skill Aptitude: Weapons
Language Common Tongue, 50
Language Ancient, 50
Lore (History, 20)
Lore (Folklore, 20)
Lore (Magic, 50) (Black, 20) (Time, 20)
Smooth Talk, 25
“Runic” Level 1
Type: Fast Action
The Rune Knight’s signature ability allows him to absorb magic by capturing it within weapons or armor inscribed with spell-binding runes, his weapon and breaking it down into raw mana for his own use.
Runic affects all Red, Black, White, Time, and Blue Spells, except those with Target: All; monster Abilities with an MP cost may also be affected. Once used, Runic absorbs the first eligible Spell or Ability used in the immediate vicinity, regardless of its source; that Spell or Ability has no effect and the Rune Knight gains MP equal to its original casting cost. If Runic has absorbed nothing by the time the Rune Knight’s next turn comes up, its effects are lost; he must decide whether to use Runic again or take another Action.
“Intuitive Magic” Level 1
Type: Magic Ability
The Rune Knight can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.
Keywords: Barrier, Destruction, Elemental Manipulation
“Fury Brand” Level 8
Type: Magic Ability (20 MP)
A trident of violent red energy thrusts up from under the target,
emitting a single intense pulse as it disappears again.
Fury Brand inflicts 100%, Armor Physical damage on the targeted combatant, striking automatically. In addition, it has a flat Chance of Success of 30% of inflicting the Status Condition Berserk.
“Stardust Ray” Level 15
Type: Magic Ability (27 MP)
Glowing arrows of light form around the Rune Knight, trailing glitter as brilliant as the night sky as they begin whistling into the thick of the enemy.
Stardust Ray inflicts 75%, Armor Physical damage on all active combatants in the targeted Group, striking automatically. It also has a flat Chance of Success of 30% of inflicting the Status Condition Spirit Break; roll separately for each eligible combatant.
“ShellBurst Stab” Level 22
Type: Magic Ability (35 MP)
The Rune Knight extends his weapon, shaping raw mana into a cruel glowing scimitar blade that callously cuts through the target before fading out.
Shellburst Stab inflicts (Target’s Current MP) Physical damage on the targeted combatant, striking automatically. Regardless of how many MP the target currently possesses, Shellburst Stab may never inflict more than 999 damage.
“Blastar Punch” Level 29
Type: Magic Ability (56 MP)
A glowing white axeblade descends from the heavens, crashing down onto the Rune Knight’s foes with brain-shattering force.
Blastar Punch inflicts 100%, Armor Physical damage on all eligible combatants in the targeted Group, striking automatically. In addition, it has a flat Chance of Success of 30% of inflicting the Status Condition Magic Break.
“Return Magic” Level 36
As the Rune Knight gains experience, he learns to do more than simply break down magic to its constituent parts – with practice, he can copy and return sorcerous attacks in a split-second, giving enemy spellcasters a taste of their own medicine.
When triggered, Return Magic has a Chance of Success of ((Level / 2) + (Spirit x 2)) of allowing the Rune Knight to immediately cast the exact same Spell, targeting the original caster. Alternately, he may choose to gain a number of MP equal to the Spell’s original casting cost. Neither option prevents the Rune Knight from suffering the effects of the affected Spell – these are calculated as normal. If the Rune Knight elects to return the Spell, the original caster will always be the only one affected by it, even if said Spell was Target: Group. Return Magic is subject to the same restrictions as Runic: it cannot be used to counter Spells with Target: All, Summon Magic, or Spellblade Magic. The Rune Knight must also be able to cast Spells in order to be able to use Return Magic; Status Conditions such as Silence will seal this Ability until they are canceled.
Trigger: Arcane, Elemental, or Status spell or monster ability susceptible to Runic.
“Viper Bite” Level 43
Type: Magic Ability (70 MP)
Sickly green daggers warp into being around the Rune Knight’s enemy, clamping down like the fangs of some great, spectral serpent.
Viper Bite inflicts 125%, Armor Physical damage on the target, striking automatically. In addition, it has a flat Chance of Success of 30% of inflicting the Status Condition Venom.
“Hellcry Punch” Level 50
Type: Magic Ability (95 MP)
The Rune Knight unleashes his accumulated power and summons a monolithic greatsword from the depths of the earth, piercing his foe with an ice-blue edge of pure magic.
Hellcry Punch inflicts 150%, Armor Physical damage on the targeted combatant, striking
automatically. In addition, it has a flat Chance of Success of 30% of inflicting the
Status Conditions Power Break and Silence. Roll separately for each Status Condition.
“Icewolf Bite” Level 57
Type: Magic Ability (110 MP)
Summoned by the Rune Knight’s power, a phantom longsword tears through the ground, ornately carved blade coruscating blue and red in turn before vanishing.
Icewolf Bite inflicts 150%, Armor Physical damage on all eligible combatants in the targeted Group, striking automatically. In addition, it inflicts 200%, Armor Physical damage to the combatants’ Magic Points. MP damage inflicted by Icewolf Bite may ignore the Damage Cap.
“Quadra Magic” Level 64
Type: Support Ability
Further refinement of Return Magic’s principles permits veteran Rune Knights to turn a single hostile spell into a blistering volley of sorcery.
Quadra Magic may be used whenever Return Magic triggers, and allows the Rune Knight to immediately cast the exact same Spell four times, each time targeting a randomly determined combatant in the original caster’s Group. To do so, the Rune Knight must have enough MP to cast the relevant Spell three times; otherwise, Return Magic’s default effects are used instead. As with Return Magic, Quadra Magic does not prevent the Rune Knight from suffering the effects of the affected Spell – these are calculated as normal.
Effect: The character is attuned to the ebb and tide of Life Magic, and benefits significantly from healing effects. Items, Spells and other effects that increase a character’s HP restore an additional 25% of their usual Hit Points when used on a character with Goddess’s Mark.
Restrictions: Goddess’s Mark does not affect Drain effects or MP recovery.