Fighter
Base Class: Fighter

-Path of the Focus:
You have been branded by an eldritch bio-mechanical entity, to serve a purpose, usually for the greater good.
Somewhere on your body is marked an evolving brand.
As you grow stronger, it grows bigger and brighter.

Fateful Brand

3rd-level of l'Cie feature

You have been marked, both by fate and by a deity-like entity.
.Resistance to bludgeoning or slashing damage.
.You are not affected by your own techniques.
.You have advantage against constructs.

Paradigm Shift

7th-level l'Cie feature

Once per battle, you can change your priorities, altering one of your main skills.
They are possible through the manipulation of bio-energy.

-COMMANDO:
You
r focus is on combos & quick damage dealing.
You roll an additional 2d6 on your main action.

-MEDIC:
Your focus is on healing & recovery of your or your allies.
You roll 3d4 of HP regain by touch, let it be you or your allies.

-RAVAGER:
Your focus is on continuous elemental attacks.
You throw 4d4 bolts per rounds of force damage.

-SABOTEUR:
Your focus is to destabilize and weaken your opponents.
You make 1d6 attacks that have the specific intent of stunning your targets.

-SENTINEL:
Your focus is on guarding and counter from incoming attacks.
By yourself or in front of an ally, you take the damage by adding 1d4 to your AC.

-SYNERGIST:
Your focus is on optimising defense & offense.
You roll an additional 1d10 to augment yours' or your allies' AC or HD for 1 round.

Eidolons

10th-level l'Cie feature

Your soul has bonded to an emissary of the goddess Etro.
They all share the Tall size & can enter a Gestalt Mode, where they shift into transportations for you.
They fight at your side for 1 min/10 rounds before returning to their plane.

-ALEXANDER: A fortress-shaped golem.
.Blast Punch: A classic rocket fist, 1d8 bludgeoning damage in a 16 ft/5 m reach.
.Lofty Challenge: They provoke the enemies, focusing the offensive on them.
.Obliterator: A double palm slap with the target in the middle, 2d8 bludgeoning damage.


Their Gestalt Mode is a wall of armada pillars. 45 ft/14 m long & 9 ft/3 m high.
Your walking speed is null, while you use your sight's range to fire radiant rockets.



-BAHAMUT: A black-scaled dragon.
.Dragon Claws: They swing their sharp arms in a pair of crescents, 2d6 slashing damage.
.Inferno: They blast an explosion that repels targets 9 ft/3 m away, 1d10 thunder damage.
.Whirlwind: They blow a pillar-shaped rising gust, incapacitating enemies 12 ft/4 m in the air.

Their Gestalt Mode is a winged plane-board with claws.
Your walking speed becomes your flight speed, and you can do 2d6 airbone slashing damage.



-BRYNHILDR: A flame-clad amazon.
.Blunt Slam: They use the flat part to crash their halberd, 1d10 bludgeoning damage.
.Firaga: They shoot multiple blazing spheres, 6d4 fire damage.
.Valkyrian Scythe: They swing their halberd in a wide arc, 1d10 slashing damage.


Their Gestalt Mode is
a race-car with 2 pairs of drones.
Your walking speed is multiplied by 2 and your drones shoot 2d4
fire damage on your path.



-HECATONCHEIR: A 36-armed metallic golem.
.Force Projection: They generate 4 grounded eruptions, 4d8 bludgeoning damage.
.Pummel: They strike from their numerous fists, 10d4 bludgeoning damage.
.Quake: They make mineral spikes burst from the ground, 6d4 piercing damage.

Their Gestalt Mode is a
bipedal tank with 4 cannons.
Your walking speed comes down to 12 ft/4 m, you fire arrays of piercing 16d4 missiles.



-ODIN: An electrical horseman.
.Flourish of Steel: They swing their dual-bladed cleavers in circles, 2d8 slashing damage.
.Thundaga:
They fire multiple lightning bolts, 6d4 lightning damage.
.Ullr's Shield:
They use their shield to defend you with an additional 1d4 of AC.

Their Gestalt Mode is a
a riding horse with a pair of greatswords.
Your walking speed gains 9 ft/3 m and you do 2d8 slashing damage on the way.



-SHIVA: Ice-breathing twins Nix & Stiria.
.Blizzaga: They fire multiple shards of ice, 6d4 cold damage.
.Pirouette: They hold each other and spin while moving around, 4d4 cold damage in 2 rounds.
.Wheel Toss: They swing hard the free-flying wheel, 2d6 bludgeoning damage.

Their Gestalt Mode turns them into a
2-seats bike that spouts icy steam.
Your walking speed is multiplied by 2 and you leave trails of ice on your path.

Full ATB Skills

15th-level l'Cie feature

You gather arcane energy to unleash a game-changing technique.

-ARMY OF ONE:
In 2 rounds each, 3d10 bludgeoning (kicks), piercing (bullets) & slashing (blade) damage.
The target will be stunned.

-COLD BLOOD:
You deliver a fast barrage of bullet hell.
You cast the lvl 5 Magic Missile spell.

-DOOM:
You cast a wave of draining forces. 1d20 necrotic damage in a 9 ft/3 m cube range.
The hit targets have 4 rounds remaining, before they suffer another unavoidable 1d20.

-HIGHWIND:
You leap high and dive fast, striking a comet-like shock.
2d12 piercing damage, in your walking speed's reach. Shockwave repels the targets 12 ft/4 m back.

-LAST RESORT:
You throw 8 luminous spheres homing on your target.
8d8 radiant damage. On any Critical Hits, the target are blinded.

-SOVEREIGN FIST:
You jump to then hammer down your charged Unarmed Strike onto the target.
2d20 bludgeoning damage in a 16 ft/5 m radius. The target will be restrained in ice.

Gestalt Finisher

18th-level l'Cie feature

Through the Gestalt Mode of your Eidolon, you unleash your combined skills into a powerful technique.
If you are in the area of effect, you will not suffer the damages, as the caster.

-DIAMOND DUST:
You roll circles with your bike & spread trails of ice that grow into huge fangs.
You cast the Cone of Cold spell in a 12 ft/4 m radius, restraining the targets for 3 rounds.


-DIVINE JUDGEMENT:
You charge & blast a pillar-shaped light directly at your target.
You cast the lvl 4 Moonbeam spell for 1 round.

-GAIAN SALVO:
You spin your frontal cannons, armed with energy spheres, onto the ground and blast them.
You cast the lvl 5 Erupting Earth spell.

-MEGAFLARE:
You position yourself 29 ft/6 m upward and aim at the ground.
You cast the Negative Energy Flood spell.

-MÚSPELL FLAME:
You cast the Flame Strike spell.

-ZANTETSUKEN:
You leap from your horse and spin to strike a combo of thunderous blades.
4d8 slashing damage in a 12 ft/4 m radius. Targets are paralyzed on Critical Hits.

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