Breaker
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"As long as I breathe, I attack." — Bernard Hinlaut


Overview

AKA: Fighter, Knight, Viking
Breakers are offensive-oriented warriors, wading into the thick of battle wielding tremendous axes, leveling their weapons and their potent power against those who oppose them, and who oppose their allies. More than just a potent attacking arm, however, the breaker is capable of handicapping enemies, reducing their capability to attack and defend. Breakers are front-line forces, but their abilities are largely supportive in nature: they help others do their jobs better. They are also exceptionally fast, especially at high levels, being able to disable enemies in multiple ways during their turns (or over and over again in the same way), dealing with foes through multiple attacks rather than single large effects. Even a simple Weapon Break, in the hands of a high level breaker, can be done three or four times at once, rendering the enemy all but incapable of hurting anyone with their weapons.

Base Statistics

These are the basic statistics for anybody with Soldier set as their main job.

HP 25 Weapon Power 1d12 Weapon Type Axes
MP 15 Spell Power 1d4 Armor Type Plate Armor
Job Bonus +5 HP, +1 Stamina Job Tree Monk/Berserker

Skills

Characters with Breaker as their main job can use the following skills.

Explore Vigor: Breakers do battle with the ocean, subdue the mountains, and stomp the rivers.
Social Mind: Breakers are often affable, intuitive companions.
Knowledge Mind: Breakers understand the world through instinct, above logic.

Rending

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Breakers gain Rendings as they gain levels. Rendings lower enemy statistics: Bodies and Minds. Breakers also have potent, defenses attacks in the form of Protection abilities.

1: Rend Mind: Magicide

Breakers can sever an enemy from the source of magic.

Magicide Tech 1 A Roll WEAPON POWER. This damage is applied to the enemy's MP rather than their HP.

2: Rend Body: Weapon Break

Breakers focus their blows on an enemy's weapon, lowering their attack power.

Weapon Break Tech 1 A Roll WEAPON POWER. Half of this is damage, and half is a penalty to the target's Weapon Power rolls. The penalty lasts until the target's next turn.

3: Rend Mind: Spell Break

Breakers can blast through an enemy's mental focus.

Spell Break Tech 1 A Roll WEAPON POWER. Half of this is damage, and half is a penalty to the target's Spell Power rolls. The penalty lasts until the target's next turn.

4: Protection: Disarm

Breakers can knock an enemy's weapon out of their hands.

Disarm Tech 1 A The enemy's Weapon Power becomes 0 until their next turn.

5: Rend Body: Armor Break

Breakers can shatter the very things used to protect.

Armor Break Tech 1 A Roll WEAPON POWER. Half of this is damage, and half is a penalty to the target's Stamina. The penalty lasts until the target's next turn.

6: Rend Mind: Will Break

Breakers destroy an enemy's ability to resist magic with a clean cut.

Will Break Tech 1 A Roll WEAPON POWER. Half of this is damage, and half is a penalty to the target's Willpower. The penalty lasts until the target's next turn.

7: Protection: Mow Down

Breakers can inhibit their enemy's ability to hurt their allies.

Mow Down Tech 2 A Deal DOUBLE WEAPON POWER damage to all enemies, and you become Clumsy until your next turn.

8: Rend Body: Vorpal Blade

Breakers can simply shatter a creature's face, if they choose.

Vorpal Blade Tech 3 A Deal TRIPLE WEAPON POWER damage and roll 1d20.
On a roll of 10 or better, the target is killed.

9: Rend Mind: Crush Hope

Creatures that enhance themselves around Breakers are begging to be brought low.

Crush Hope Tech 3 A Deal DOUBLE WEAPON POWER damage and dispel all enhancements on the target.

10: Protection: En Garde

Breakers can level the opposition.

En Garde [Ability] Tech 3 A For any attack that hits you before your next turn, you deal WEAPON POWER damage to the attacker.

Epic: Rend: Breakdown

At epic level, Breakers combine the effects of their attacks.

Breakdown Tech 4 A Roll WEAPON POWER six times. Each time, half is damage, and half is a penalty to a stat. In order, the stats penalized are: Weapon Power, Stamina, Speed, Spell Power, Willpower, Luck.
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Feats

Breakers can customize their abilities with feats, gaining new abilities and options.

Rank I

Double-Handed

Prerequisite: Breaker Level 1
By taking this feat, a Breaker can opt to deal more damage in exchange for some defense.

Double Handed [Option] You can gain +5 Weapon Power, if you take -5 Stamina. This change lasts until you remove the option.

Protection: Bulwark

Prerequisite: Breaker Level 1
Breakers can make themselves a tempting target.

Bulwark Tech 1 A You cannot take damage until your next turn, but you automatically suffer any ailments that are put on you.

Rank II

Protection: Hibernate

Prerequisite: Breaker Level 5
Breakers can knock themselves out to heal.

Hibernate [Ability] Tech 2 A You gain Sleep, and remove all ailments from yourself.

Protection: Warcry

Prerequisite: Breaker Level 5
Breakers can enhance their entire party's defenses.

Warcry Tech 2 A The party gains Protect.

Protection: Tsunami Rush

Prerequisite: Breaker Level 5
Breakers can shove back enemies from the fray.

Tusnami Rush [Ability] Tech 2 A Deals WEAPON POWER damage to all targets in the front row and shoves them to the Back Row.

Rank III

Protection: Aura of Life

Prerequisite: Breaker Level 8
Breakers can prove exceptionally survivable.

Aura of Life [Ability] Tech 3 A Grants you Regen and Reraise.

Protection: Whirlwind Spin

Prerequisite: Breaker Level 8
Breakers can whirl and confuse those that get too close.

Whirlwind Spin [Ability] Tech 3 A Deals DOUBLE WEAPON POWER damage to all targets in the front row and inflicts Confuse.

Epic

Rend Body: Lifebreak

Prerequisite: Breaker Epic level
Breakers can channel their wounds into their enemies.

Lifebreak [Ability] Tech 4 A Deal physical damage equal to your MAXIMUM HP minus your CURRENT HP (so the lower on HP you are, the more damage this deals).
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