If promotion of a class is available, your character is free to refuse it and stay the class they are. All characters start out fairly new to their classes.
If a character is born in certain place that specializes in a promoted class (Eoda for ninjas, Eilonwry for summoners), then that character starts out in a weaker version of that class until they gain more experience and can't change their class at all.
Some of these promotions are completely made up and the Lancer class doesn't exist. Keep in mind that most of these promotions are completely made up and should probably not be brought into an actual Final Fantasy game discussion unless you'd like to be ridiculed.
I credit Square Enix and their wonderful games for the job classes and such that I did not make up, which is a large chunk of this.
This was very time consuming to make, and I might have to kick myself if I ever do something like this again. XD
If a character is born in certain place that specializes in a promoted class (Eoda for ninjas, Eilonwry for summoners), then that character starts out in a weaker version of that class until they gain more experience and can't change their class at all.
Some of these promotions are completely made up and the Lancer class doesn't exist. Keep in mind that most of these promotions are completely made up and should probably not be brought into an actual Final Fantasy game discussion unless you'd like to be ridiculed.
I credit Square Enix and their wonderful games for the job classes and such that I did not make up, which is a large chunk of this.
This was very time consuming to make, and I might have to kick myself if I ever do something like this again. XD
Physical Classes
Knight - A term for basic fighters who use blades/swords/axes and wear armor. Though their speed is hardly lightning fast, an experienced knight will have great defense and attack.
Can equip - Daggers, Swords, Scimitars, Axes
Defensive equip - Light armor, heavy armor, helmets, shields
OR
Mystic Knight - Everything a knight has to offer, except slightly weaker in physical attacks than an average knight. Mystic Knights can use the Spellblade technique, that is, applying magic to a bladed weapon. However, this takes up the same amount of MP used to cast the spell. It costs one turn to cast a spell on a bladed weapon. (You're character applies magic to their weapon, but can't attack the enemy straight after that)
Can equip - Daggers, Swords, Scimitars, Axes (Though axes can not be used with spellblade)
Defensive equip - Light armor, heavy armor, helmets, shields
Knights, when promoted, may become a Dark Knight or Paladin. Mystic Knights may promote, but they lose their spellblade technique.
Dark Knights are able to use weak Black Magic and special attacks that drain their health in order to cause damage. Their regular attacks are dark in affinity and deal extra damage to human or humanoid enemies. When a Knight promotes into a Dark Knight, their physical attacks gain a bonus.
Can equip - Swords, Scimitars, Axes
Defensive equip - Light armor, heavy armor, helmets, shields
Paladins are able to cast weak White Magic. Their attacks are holy and effective against undead foes. A special technique of theirs is to Cover an ally, meaning that they absorb all physical damage for a certain ally. When a Knight promotes into a Paladin, their defense stats gain a bonus.
Can equip - Swords, Scimitars, Axes
Defensive equip - Light armor, heavy armor, helmets, shields
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Thief - Swift on their feet, thieves are easily the fastest of all beginning classes. Their attack is fairly good and their defense isn't very good. What they lack in defense they make up for in evasion and speed in battle. Thieves have the special ability to steal from monsters and human and not-so-human-or-monstrous opponents, though they can not 'Mug' an enemy. (Attacking and stealing in one action)
Can equip - Knives, Boomerangs, Swords (Though the speed stat takes a little hit)
Defensive equip - Light armor, tunics, hats (But no helmets)
Thieves promote into Ninjas. (Believe it!) Their speed stat gains a bonus and they have a slight increase in defense, though it is still low. Even so, high physical evasion tends to make up for a lot. Ninjas can double-wield weapons, wreaking havoc to opponents. Ninjas can learn Ninjutsu, special elemental attacks that consume MP. However, promoted ninjas must be taught these techniques by a ninja of Eoda. Ninjas also gain the special ability of Throw, being able to throw any sharp weapons, Shuriken, or damaging Scrolls at the opponent.
Can equip - Knives, Boomerangs, Katanas, Claws
Defensive equip - Light armor, tunics, hats (But no helmets), heavy armor (Speed and evasion take a small hit)
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Monk - A very powerful, physically offensive class, Monks tend to do the most damage with their bare fists. High attack power and fairly good speed comes at the cost of low magical defense and somewhat-better-than-mages physical defense. However, if attacked physically, they can unleash a powerful counterattack at the opponent. To make up for low defense, Monks have quite a large amount of HP. They have two uniques abilities - Kick, which attacks all opponents in one move, and Chakra, which heals some HP and cures all status ailments. (While Chakra sounds like a Ninja thing, this is Final Fantasy, not Naruto. It can heal the user and the ally.)
Can equip - Claws, but Monks are awesome bare-handed
Defensive equip - Light armor, tunics, hats (No helmets)
Can promote into Geomancer. Geomancers can use the power of their terrain and the weather and can also channel their power through bells. All of these powers can be used without consuming a single bit of MP. Some Geomancer attacks inflict status ailments upon enemies. If the Geomancer isn't using their bells, they can attack with the power of their fists, the same power they had when they were Monks. Geomancers can manipulate the natural elements through various ways... Ringing a bell, moving hands as though one was sculpting the landscape, or even dancing!
Be wary of this class... A weak Geomancer who has lost control when manipulating the natural elements can find the powers turning on his- or herself. Geomancers, stat-wise, gain a boost in magic defense but are still fairly bad in physical defense. Their speed gains a little boost as well.
A special ability is that Geomancers can walk over lava without harm and detect pitfall traps before they step on them. They can extend this ability to their other party members so long as they are close by.
Can equip - Bells, Claws, Staffs, Poles, or they can stay bare-handed
Defensive equip - Light armor, robes, tunics, hats (No helmets)
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Lancer - Like Knights, Lancers have good defense and attack. However, their choice of weapon makes it so that the attacks are slightly weaker if they aren't riding on a Chocobo or a Dragon. When riding on a Chocobo or Dragon, they gain the special ability Charge, a very powerful attack.
Can equip - Spears, Lances, Poles
Defensive equip - Heavy Armor, Light Armor, Helmets, Shields
Lancers do not promote.
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Dragoon - Special Lancers that do not ride on creatures. Instead, they have the special ability to Jump high into the air and strike at their opponents. For the sake of this RP, they are allowed to have elemental affinities upon promotion (Ex. Holy Dragoons, Fire Dragoons, Ice Dragoons, etc.)
Can equip - Spears, Lances, Poles
Defensive equip - Heavy Armor, Light Armor, Helmets, Shields
Can promote into an elemental affinity version of a Dragoon. Certain elements gives a Dragoon an attack or defense bonus, sometimes even speed.
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Archer (Also classified as 'Hunter' and 'Ranger') - Take a guess at what weapon they use. Archers are fairly swift and have good attack, though their defense is average. Attacks from an Archer are very effective against flying monsters and opponents. Archers have the best accuracy stat out of all classes and they can also inflict status ailments upon enemies depending on what sort of bows and arrows they use.
Archers that are Hunters deal extra damage to monsters while archers that are Rangers deal extra damage to humans and humanoid foes.
Can equip - Bows and arrows, Crossbows
Defensive equip - Light armor, tunics, hats (No helmets)
Archers can promote into Snipers. Snipers gain a bonus in speed and evasion and also have a special ability called Rapid Fire in which four shots at half the power of a regular one are unleashed upon the foe.
Can equip - Bows and arrows, Crossbows, Greatbows (Fires at a greater distance), and Guns
Defensive equip - Light armor, tunics, hats (No helmets)
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Gunners - For this class, it is required that the character come from Giott, or at least be related to someone from Giott. Gunners have deadly accuracy and speed, the same as Archers, though their attack stats are much lower because the power of the attack does not depend on the wielder's strength. If they have some talent in magic, they can infuse magic into their bullets the same way Mystic Knights employ the Spellblade technique.
It is assumed that most Gunners also are able to use a variety of other combat tools unique to Giott. Though they are very hard to get, they have a lot of power.
Can equip - Guns, Drills, Chainsaws, Automatic Crossbows
Defensive equip - Light armor, tunics, hats (No helmets)
Gunners don't promote. They simply gain bigger weapons. :3
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These are the physical classes. Next are the magical ones.