The Bouncer's 4 character skills are:
Intimidate (Cha),
Knowledge (Int),
Primal Arts (Int),
Weapon Arts (Str).
1: Magitek & Spellblade Gear
2: Mag Bauble
3: Core: Bouncer Aura
4: Bouncer Field I
5: Rapid Boost I
6: Power Slot
7: Bouncer Field II
8: Magitek or Spellblades +1
9: Mag Bauble
10: Rapid Boost II
11: Bouncer Combination
12: Mag Bauble
13: Magitek or Spellblades +1
14: Power Slot
15: Rapid Boost III
16: Power Slot
17: Bouncer Mag
18: Field Remain
19: Mirage Step
20: Rapid Boost IV
Dual Sword Gear:
After Every Successful Attack round you gain 1 gear point, after 10 gear points have been accumulated you may spend them to make a full attack against anyone within 100 feet, you create Energy copies of your Dual swords and throw them at your enemies, you may throw a number of Energy blades equal to 10 or the number of attacks you possess in a single round, whichever is higher, however you can only throw a number of blades per round equal to the number of attacks you have, gear will not regenerate until all 10+ have been thrown and the ability resets Eg. A bouncer with 2 attacks per round would need to attack for 5 rounds to use all 10 blades, these blades are connected to the physical original blades the bouncer owns, and possess all enchantments as if they themselves were enchanted, these energy blades dissipate quickly and are unusable by others.
As long as a bouncer has any Spellblade Gear points, all Taijutsu Techniques and Nei Weapon Arts usable by Spellblades gains +1 Dice of damage, excluding the ability to throw photon blades marked above this one, Every time a thrown Photon blade scores a critical hit you gain 1 control point back.
Jet Boots Gear:
After Every Successful Attack round or completed spell you gain 1 gear point, after 10 gear points have been accumulated you may spend them to use the Jet boots Weapon Art Vinto Gigue
As long as a Jet Boots style bouncer has any Gear points: Jet-boot Weapon arts, Weapon attacks and Spells gains +1 Dice of damage, Any time Vinto Gigue Scores a critical hit, you gain 2 control points back. Also If the Bouncer's jetboots possess an elemental enchantment, if will change to match the last basic elemental spell cast
if this enchantment happens to be advanced tier, then it will be capable of changing to advanced elements as well. Eg: bouncer with magical ice jetboots, casts a Plasma spell, her Ice enchantment would become blaze damage or on basic terms water boots casting a fire spell would become fire, this effect can be willfully cancelled at any time.
Rapid Boost I
Duration: 7 Rounds
+1 attack on a full attack round with Bouncer weapons+1 Dice of damage on spells castCooldown - 14 Rounds
Rapid Boost II
Duration: 8 Rounds
+1 attack on a full attack round with Bouncer weapons+1 Dice of damage on spells cast+1 Fast Control Regen per RoundCooldown - 16 Rounds
Rapid Boost III
Duration: 9 Rounds
+2 attack on a full attack round with Bouncer weapons+2 Dice of damage on spells cast+1 Fast Control Regen per RoundCooldown - 18 Rounds
Rapid Boost IV
Duration: 10 Rounds
+2 attack on a full attack round with Bouncer weapons+2 Dice of damage on spells cast+2 Fast Control Regen per RoundCooldown - 20 Rounds
Bouncer Combination
Can throw Energy blades even while currently using the Magitek gear.
Magitek weapons are not valid for the Spellblade gear's +1 dice bonus.
Like Hero, Bouncer does not need to waste an action to switch between Magitek weapons and Spellblades
The Mag's limit on Energy Progression is relaxed. Increasing from 20% to 25%.
Allowing a Bouncer to overclock their Control pools above normal.
"Disturb visual information and move a fixed distance causing the enemy to miss"
A Bouncer can consume Metamagic Charge to supernaturally avoid an attack that should have hit them.
They use this ability as an interrupt after an enemy has confirmed a hit but before damage is dealt.
Every time Mirage Step is used the bouncer takes a 10-foot step. Altitude is maintained if using Magitek.
Can only be used with Weapons of the bouncer class.