02-04-2013, 11:47 PM
(This post was last modified: 02-05-2013, 01:51 AM by Wolfen Fenrison.)
Ronso
Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Beastmaster: Add +1 to the beastmaster's total number of rage rounds per day.
Black Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
Blue Mage: Add +1/2 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. And add +1/2 bonus to Knowledge (Beast Lore) skill checks.
Chemist: Add +1/2 to the chemist's bomb damage.
Choccobo Knight: Add +1 hit point to the chocobo knight's chocobo mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
Dark Knight: Add +1/3 on critical hit confirmation rolls made while using smite good (maximum bonus of +5).
This does not stack with the Critical Focus feat.
Dragoon: Add +1/2 to the dragoon's attack and damage rolls with spears, lances, and polearms.
Fighter: Add a +2 bonus to stabilize when dying.
Gunner: Add a +1/3 bonus on attack rolls when using the pistol whip gunnery skill.
Holy Knight: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5).
This does not stack with the Critical Focus feat.
Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 uses of stunning fist
Red Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the red mage.
Summoner: Add +1 hit point to the summoner's avatar.
Thief: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5).
This does not stack with the Critical Focus feat.
White Mage: Select one cantrip, the white mage adds +1/2 to the number of uses per day of that cantrip.
Only humans and half-human (not sure what constitutes a half-human in final fantasy) have favored class options for all the classes. Most non-human races don't have a long racial tradition of inherent knack for certain classes.
Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Beastmaster: Add +1 to the beastmaster's total number of rage rounds per day.
Black Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
Blue Mage: Add +1/2 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. And add +1/2 bonus to Knowledge (Beast Lore) skill checks.
Chemist: Add +1/2 to the chemist's bomb damage.
Choccobo Knight: Add +1 hit point to the chocobo knight's chocobo mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
Dark Knight: Add +1/3 on critical hit confirmation rolls made while using smite good (maximum bonus of +5).
This does not stack with the Critical Focus feat.
Dragoon: Add +1/2 to the dragoon's attack and damage rolls with spears, lances, and polearms.
Fighter: Add a +2 bonus to stabilize when dying.
Gunner: Add a +1/3 bonus on attack rolls when using the pistol whip gunnery skill.
Holy Knight: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5).
This does not stack with the Critical Focus feat.
Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 uses of stunning fist
Red Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the red mage.
Summoner: Add +1 hit point to the summoner's avatar.
Thief: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5).
This does not stack with the Critical Focus feat.
White Mage: Select one cantrip, the white mage adds +1/2 to the number of uses per day of that cantrip.
Only humans and half-human (not sure what constitutes a half-human in final fantasy) have favored class options for all the classes. Most non-human races don't have a long racial tradition of inherent knack for certain classes.