Epic Ability: Fantasia - Instant, Self
With a flourish and a moment of deep concentration, the Entertainer begins their craft.
The harmony extends far beyond one simple Art, and becomes a veritable orchestra of
intermingling magical effects. They synchronize and build upon each other, creating a
grand crescendo of power that would make other magical wielders turn a bit pale and
steady themselves.
For the remainder of combat, there is no limit to the number of Arts the Entertainer may
have active at a single time. Multiple copies of the same Art have no further effect.
Furthermore, any Arts can have its target type changed to Group instead of Single if the
Entertainer wishes; this allows the Entertainer to bolster the fighting potency of all of their
allies at once, or severely decrease their enemies’ attributes with a single Art.
Innate Ability: Art – Standard, Varies
The precise magical effects an Entertainer is able to generate varies greatly. Whether it be through song, dance, painting, mimicry, sculpture, juggling, tumbling….though the execution is always different, the magic remains the same. And because of their truly unique style, their spells function entirely differently from those found in all other sorts of magic.
Firstly, Art magic requires a conduit. Whether this is an Entertainer’s voice, dance, hand motions….Art cannot be performed without these actions. Decide your focus upon character creation.
Secondly, Art spells are not chosen as normal upon leveling up – instead, the Entertainer may choose one spell for every point in the Perform Skill they possess. This means that a newly-created Entertainer will often have more in their arsenal than your typical mage. Conversely, higher-level Entertainers will be limited to a lower maximum number of spells, far less than most other casting Jobs.
Thirdly, each Art has two different effects, as each spell has a second usage known as a ‘Reversed’ spell. The Entertainer can use either of the two effects at will, but not both at the same time, and the Entertainer cannot use the same Art twice (whether reversed or normal) in a single round.
The effects of Arts are as long as the Entertainer sustains them, and their usage does not interfere with other combat actions. A juggler can continue to attack and use skills whilst keeping an Art active, and a dancer can keep the air around her crackling with electricity for days on end.
And finally, except during the Entertainer’s Fantasia epic ability, only one Art can be kept active at any given time, whether Reversed or Normal.
Weapon of Choice – Passive, Self
Rarely do any two Entertainers battle in the same way; some form weapons out of sonic or kinetic energy, or blast targets with the raw power of music. Some call forth painted, abstract creatures, and others wield heavy chains as they dance. Regardless how you choose to ‘knock ‘em dead,’ Weapon of Choice has you covered.
Whenever a character with this ability uses the Art innate ability, one enemy of their choice takes (5 x Entertainer’s Level) points of damage that ignores ARM and Protect.
Furthermore, the character knows how to hold their own in a fight and receives an additional +4 HP/Level, bringing their total to +8.
Juggler – Passive
As much an art form as song or dance, the character has mastered the art of…throwing and catching things. While this might seem to be a comedic trick designed solely to amuse children, most enemies stop laughing when the now-bulletproof character hurls a heavy steel sphere at them with perfect accuracy.
Upon gaining the Juggler ability, all of the character’s weapons are treated as though they were also Ranged. The character may target flying foes without the normal -4 penalty, or target enemies up to a Medium Range.
Furthermore, the character is now Immune to damage from tangible Ranged weapons such as bullets, shuriken or arrows – she simply catches them in mid-flight. Intangible items (such as needles from the 1000 Needles spell or a monster’s energy beam) cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably lift or hold are also out of the question.