04-20-2016, 11:57 PM
(This post was last modified: 04-21-2016, 06:01 PM by Magus Black.
Edit Reason: somehow missed shared offense/defense. And HERESY!
)
This is my first attempt at a Final Fantasy archetype so pardon me if I have underestimated certain abilities. Also help with wording, grammar (my greatest weakness), and overall balance would be appreciative.
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Earthbound (Dark Knight/Holy Knight Archetype)
Its often though that all of those touched in divine power are ignorant of the world they inhabit; heads too far in the clouds (or in dark places) to pay heed of mortal affairs. Alas this is often more the case than many may realize, yet not all such beings are quite as distant to the world. There are those that lead lives of epic struggle of Good and Evil with more earthly grace and wisdom, and are perhaps more dangerous because of it.
These more levelheaded Knights are known as Earthbound, and while they are less mystical than their fellows, they make up for the lose of divine power with greater worldly know-how.
[As noted above this Archetype can be taken by both Dark Knights and Holy Knights in that, while they possess thematically different abilities, the levels they gain them at are exactly the same. So instead of make two archetypes of only minor differences I have fused them together here. Obviously they would need to be printed separately for the guide but for know, con~venience!]
Worldly Knowledge: With less empowerment form divine sources Earthbound must make their own way through the world by their own merit and ability. At 1st level and every Class level thereafter you gain 2 extra Skill Points that can only be spent on Wisdom- or Intelligence- Based skills and all Intelligence-based skill are now considered Class Skills for you.
This ability replaces Harm Touch or Lay of Hands (as appropriate).
From the Earth: Often overlooked are those whose talents lack the flash and flare of the more supernatural bent, yet these skill-sets have nonetheless gave rise to the foundation of legends and empires, something an Earthbound understands better than most.
At 3rd level and every 3 levels thereafter you may gain a Fighter Talent or Thief Talent, treating your effective level in both classes for the purpose of Talents as your Earthbound Class Level -2.
This ability replaces Defile or Blessing (as appropriate).
Boring Yet Practical: While the flash and flare may inspire or terrify the common man, the stronger foes will nary be impressed; at times like these it pays to have a solid foundation. An Earthbound at levels 3, 9, 12 and 15 may select any Combat feat that they meet the prerequisite for.
This ability replaces Shared Offense or Shared Defense (as appropriate).
Silence and the Fury: Just as the Knights of Darkness and Light stand opposed to one another so two are those that are fueled by Passion and Serenity. Those of Passion work themselves into a unstoppable fury becoming whirlwinds of action and energy. Those of Serenity center themselves into an unmovable pillar that weathers all storms with cool efficiency. The Unstoppable Force and the Unmovable Object, few battle are as epic as such.
At 9th level an Earthbound may select either the ability to Rage or to enter the Defensive Stance like a Beastmaster or Knight equal to half your Class level (rounded up). Once chosen it cannot be latter changed.
At 11th level and every two level thereafter you may replace an Aura ability instead with a Rage Power or Knight Talent (whichever was chosen) in its place. This is an optional choice.
This ability replaces Last Resort or Holy Shield (as appropriate) and MAY replace any and or all Auras.
===
Earthbound (Dark Knight/Holy Knight Archetype)
Its often though that all of those touched in divine power are ignorant of the world they inhabit; heads too far in the clouds (or in dark places) to pay heed of mortal affairs. Alas this is often more the case than many may realize, yet not all such beings are quite as distant to the world. There are those that lead lives of epic struggle of Good and Evil with more earthly grace and wisdom, and are perhaps more dangerous because of it.
These more levelheaded Knights are known as Earthbound, and while they are less mystical than their fellows, they make up for the lose of divine power with greater worldly know-how.
[As noted above this Archetype can be taken by both Dark Knights and Holy Knights in that, while they possess thematically different abilities, the levels they gain them at are exactly the same. So instead of make two archetypes of only minor differences I have fused them together here. Obviously they would need to be printed separately for the guide but for know, con~venience!]
Worldly Knowledge: With less empowerment form divine sources Earthbound must make their own way through the world by their own merit and ability. At 1st level and every Class level thereafter you gain 2 extra Skill Points that can only be spent on Wisdom- or Intelligence- Based skills and all Intelligence-based skill are now considered Class Skills for you.
This ability replaces Harm Touch or Lay of Hands (as appropriate).
From the Earth: Often overlooked are those whose talents lack the flash and flare of the more supernatural bent, yet these skill-sets have nonetheless gave rise to the foundation of legends and empires, something an Earthbound understands better than most.
At 3rd level and every 3 levels thereafter you may gain a Fighter Talent or Thief Talent, treating your effective level in both classes for the purpose of Talents as your Earthbound Class Level -2.
This ability replaces Defile or Blessing (as appropriate).
Boring Yet Practical: While the flash and flare may inspire or terrify the common man, the stronger foes will nary be impressed; at times like these it pays to have a solid foundation. An Earthbound at levels 3, 9, 12 and 15 may select any Combat feat that they meet the prerequisite for.
This ability replaces Shared Offense or Shared Defense (as appropriate).
Silence and the Fury: Just as the Knights of Darkness and Light stand opposed to one another so two are those that are fueled by Passion and Serenity. Those of Passion work themselves into a unstoppable fury becoming whirlwinds of action and energy. Those of Serenity center themselves into an unmovable pillar that weathers all storms with cool efficiency. The Unstoppable Force and the Unmovable Object, few battle are as epic as such.
At 9th level an Earthbound may select either the ability to Rage or to enter the Defensive Stance like a Beastmaster or Knight equal to half your Class level (rounded up). Once chosen it cannot be latter changed.
At 11th level and every two level thereafter you may replace an Aura ability instead with a Rage Power or Knight Talent (whichever was chosen) in its place. This is an optional choice.
This ability replaces Last Resort or Holy Shield (as appropriate) and MAY replace any and or all Auras.