WATCHMAN "I comma square bracket recruit's name square bracket comma do solemnly swear by square bracket recruit's deity of choice square bracket to uphold the Laws and Ordinances..." ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: One-handed swords, Light clubs, Crossbows ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Medium armor, Shields sᴛʀᴇɴᴛɢʜs: The Watchman is not like the Paladin, or the Templar. They don't shun the darkness, because that's where the crime is. It's the job of a Watchman to go into the dark places of the world, arrest the wicked, and drag them kicking and screaming back into the light. They're not strongly offensive, but they make up for it in their ability to take a hit like nobody else. ᴡᴇᴀᴋɴᴇssᴇs: Watchmen are wholly unsuited to anything to do with magic, and as a result have practically nothing to offer in that department. They also don't have many skills to do with actually damaging enemies. physical power: A magical power: E attack potency: B healing potency: D physical defense: S magical defense: A speed: B
EXP
SKILL
DESCRIPTION
0000
The Arrest
An attempt to tackle an enemy to the ground. Deals weak damage, but has a 40% chance of Disabling an enemy and preventing them from using further actions unless they break free or are freed by an ally.
0050
Call for Backup
Shout at a nearby ally for help, allowing them to use a non-Mastery/Melody/Supreme skill on either the Watchman themself or an enemy they're currently engaged in, without consuming the ally's turn.
0100
A Good Seeing To
A Watchman is not a knight- they're allowed to fight dirty, and in fact they have to, if they don't want to wind up dead. A physical attack that deals medium damage and has a 20% chance to leave the enemy stunned and either gasping for breath or writhing in pain, losing their next action.
0200
Throw the Book at Them
The Watchman dips into their expertise fighting as part of a group, and makes an attack that, while only dealing negligible damage by itself and forcing the enemy to stumble back a step, boosts the potency of the next ally's attack against the same target by 100%.
0350
The Summoning Dark
Enlist the aid of an ancient being of vengeance and justice. Doubles the potency of another skill or attack used this turn, but exacts a toll in exchange, sacrificing 25% of the Watchman's health. If used in conjunction with a damaging Skill, The Summoning Dark adds the Dark element.
0500
The Guarding Dark
Passive Skill. Watchmen are 50% resistant to Dark-elemental damage and the Berserk status. Increases to Immunity on mastering Watchman.
0750
Rise Up
The Watchman rallies their allies, increasing Defense and Magic Defense by 15% for three turns.
1000
Implacable
You've got to do the job that's in front of you. The Watchman, for three turns, becomes Implacable, immune to damage and status ailments for three turns. However, at the end of Implacable, the Watchman suffers 50% of all damage and status they would have otherwise taken.
EXP
JOB BONUS
DESCRIPTION
0000
Night Eyes
A Watchman can see perfectly in total darkness. Strangely, even magical darkness doesn't seem to affect them.
EXP
MODIFIER SKILL
DESCRIPTION
0500
Fighting Dirty
When you're fighting for your life, anything goes. A Watchman can find weapons in the oddest places- bricks, bits of wood, beer bottles, chairs- and turn them to their advantage. Watchmen can use 'improvised' weapons in place of whatever their other class requires at no penalty.
EXP
MELODY
DESCRIPTION
3000
Summon the Guards!
The ringing of bells fills the air, the sky goes dark with night and pouring rain, and the Watchman summons allies from beyond to help in the fight, dealing overwhelming physical damage to all enemies. If this damage would kill any enemy, they are instead pinned to the ground and arrested, bound with handcuffs with all Job abilities suppressed. If there are any others nearby with the Watchman Asterisk, they can participate, boosting the skill's power by 25%.
Might as well throw my hat into this ring
WATCHMAN
"I comma square bracket recruit's name square bracket comma do solemnly swear by square bracket recruit's deity of choice square bracket to uphold the Laws and Ordinances..."
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: One-handed swords, Light clubs, Crossbows
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Medium armor, Shields
sᴛʀᴇɴᴛɢʜs: The Watchman is not like the Paladin, or the Templar. They don't shun the darkness, because that's where the crime is. It's the job of a Watchman to go into the dark places of the world, arrest the wicked, and drag them kicking and screaming back into the light. They're not strongly offensive, but they make up for it in their ability to take a hit like nobody else.
ᴡᴇᴀᴋɴᴇssᴇs: Watchmen are wholly unsuited to anything to do with magic, and as a result have practically nothing to offer in that department. They also don't have many skills to do with actually damaging enemies.
physical power: A
magical power: E
attack potency: B
healing potency: D
physical defense: S
magical defense: A
speed: B
If there are any others nearby with the Watchman Asterisk, they can participate, boosting the skill's power by 25%.