02-04-2013, 09:36 PM
(This post was last modified: 02-04-2013, 11:33 PM by Wolfen Fenrison.)
Humes
Archer: Add +1/3 to the archer's damage rolls with bows and crossbows.
Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Bard: Add one song from the bard song list to the bard's songbook. This song must be at least one level below the highest song level he can perform.
Black Mage: Add one spell known from the Black Mage spell list. This spell must be at least one level below the highest spell level the Black Mage can cast.
Blue Mage: Add one spell known from the Blue Mage spell list. This spell must be at least one level below the highest spell level the Blue Mage can cast.
Chemist: Add +1/3 to the chemist's damage rolls with thrown weapons.
Chocobo Knight: Add +1 hit point or +1 skill rank to the chocobo knight's chocobo mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
Dark Knight: Add +1 to the dark knight's holy element resistance (maximum +10).
Dragoon: Add +1/3 to the dragoon's damage rolls with spears, lances, and polearms.
Engineer: Add +1 hit point or +1 to one saving throw to the engineer's automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunner: Add +1/3 to the gunner's damage rolls with firearms and gunblades.
Holy Knight: Add +1 to the holy knight's shadow element resistance (maximum +10).
Knight: Add +1 to the knight's elemental resistance to one kind of element (maximum +10).
Monk: Add +1/4 to the monk's uses of stunning fist.
Necromancer: Add +1 hit point or +1 skill rank to the necromancer's bone commander. If the necromancer ever replaces his bone commander, the new commander gains these bonus hit points or skill ranks.
Red Mage: Add one spell known from the Red Mage spell list. This spell must be at least one level below the highest spell level the Red Mage can cast.
Summoner: Add +1 hit point or +1 skill rank to the summoner's avatar.
Thief: The hume gains +1/6 of a new thief talent.
White Mage: Add one spell known from the White Mage spell list. This spell must be at least one level below the highest spell level the White Mage can cast.
Archer: Add +1/3 to the archer's damage rolls with bows and crossbows.
Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Bard: Add one song from the bard song list to the bard's songbook. This song must be at least one level below the highest song level he can perform.
Black Mage: Add one spell known from the Black Mage spell list. This spell must be at least one level below the highest spell level the Black Mage can cast.
Blue Mage: Add one spell known from the Blue Mage spell list. This spell must be at least one level below the highest spell level the Blue Mage can cast.
Chemist: Add +1/3 to the chemist's damage rolls with thrown weapons.
Chocobo Knight: Add +1 hit point or +1 skill rank to the chocobo knight's chocobo mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
Dark Knight: Add +1 to the dark knight's holy element resistance (maximum +10).
Dragoon: Add +1/3 to the dragoon's damage rolls with spears, lances, and polearms.
Engineer: Add +1 hit point or +1 to one saving throw to the engineer's automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunner: Add +1/3 to the gunner's damage rolls with firearms and gunblades.
Holy Knight: Add +1 to the holy knight's shadow element resistance (maximum +10).
Knight: Add +1 to the knight's elemental resistance to one kind of element (maximum +10).
Monk: Add +1/4 to the monk's uses of stunning fist.
Necromancer: Add +1 hit point or +1 skill rank to the necromancer's bone commander. If the necromancer ever replaces his bone commander, the new commander gains these bonus hit points or skill ranks.
Red Mage: Add one spell known from the Red Mage spell list. This spell must be at least one level below the highest spell level the Red Mage can cast.
Summoner: Add +1 hit point or +1 skill rank to the summoner's avatar.
Thief: The hume gains +1/6 of a new thief talent.
White Mage: Add one spell known from the White Mage spell list. This spell must be at least one level below the highest spell level the White Mage can cast.