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Chapter One:

Getting Started  

Welcome   to   the   world   of   Ivalice!   Where   a   fantastick   and   magickal   adventure   awaits   those  
foolhardy   and   brave   enough   to   seek   it   out!   What   awaits   you   as   you   venture   into   this   marvelous  
world?  Who  will  you  be?  Perhaps  a  hardy  Bangaa  warrior,  who  cuts  down  swaths  of  enemies  with  his  
giant   sword?   Mayhap   you   will   be   a   Viera   hunter,   whose   arrow   flies   true   and   far?   Or   possibly   a   Hume  
mage,  with  access  to  powerful  and  ancient  Magicks  that  makes  your  foes  quiver  in  fear.  Where  will  
you  go?  Will  you  scour  the  land's  furthest  marches,  east  and  west,  seeking  the  blade  of  legend?  Will  
you   venture   to   the   highest   peaks   and   lowest   caverns,   hunting   the   ultimate   mark?   Will   your   clan   take  
part   in   a   fierce   war,   protecting   the   land   they   know   and   love   from   the   forces   of   evil?   Ivalice   is   a   world  
of   infinite   possibility   and   intrigue.   Your   hero   can   be   anything   and   anyone,   but   the   true   question   is,  
can  your  hero  be  legendary?  
 
Playing  the  Game  
If  you  are  familiar  with  Dungeons  &  Dragons™  or  any  similar  variant  there-­‐of,  then  getting  into  
Ivalice   Alliance   Tabletop   (IAT)   should   be   a   fairly   straightforward   and   easy   affair,   as   it   borrows  
heavily   from   the   rules   and   play   style   provided   there.   Likewise,   if   you   are   familiar   with   Final  
Fantasy™,  then  getting  into  IAT  should  also  be  an  easy  and  straightforward  affair.  If  you  are  familiar  
with  both  series,  then  this  game  is  practically  a  dream-­‐come-­‐true.    
In  order  to  play  IAT,  at  least  at  the  stage  it  is  in  now,  it  is  a  good  idea  to  first  be  at  least  somewhat  
familiar  with  the  D20  system  of  play,  as  in,  you  know  what  a  D20  is  and  how  it's  used  in  a  game  like  
Dungeons   &   Dragons™.   IAT   is   a   currently   free   to   play   game   that   is   best   used   on   Maptool,   a   free   to  
download   RPG   map   design   kit   complete   with   miniatures,   dice,   and   chat   room   for   players   to   get  
together  and  have  fun.  And  of  course,  this  book,  which  contains  the  rules  for  play.    
Ivalice   Alliance   Tabletop   is   a   tabletop   fantasy   game   in   which   the   players   take   on   the   roles   of  
heroes   (or   anti-­‐heroes)   who   form   a   group   (or   party,   or   clan)   to   set   out   on   dangerous   quests   and  
adventures.   Helping   them   tell   this   story   is   the   Game   Master   (GM),   who   decides   what   threats   the  
player  characters  (PCs)  face  and  what  sorts  of  rewards  they  earn  for  succeeding  at  their  quest.  Think  
of  it  as  a  cooperative  storytelling  game,  where  the  players  play  the  protagonists  and  the  Game  Master  
acts  as  the  narrator,  controlling  the  rest  of  the  world.  The  PCs  are  the  main  characters  in  their  own  
unfurling  story  of  legendary  exploits  that  only  Final  Fantasy  can  provide.  
While   playing   IAT,   the   GM   describes   the   events   that   occur   in   the   game   world   around   the   PCs,  
who  take  turns  describing  what  their  characters  do  in  response  to  those  events.  Unlike  storytelling,  
however,   the   actions   of   the   players   and   the   characters   controlled   by   the   Game   Master   (frequently  
called   non-­‐player   characters,   or   NPCs)   are   not   always   certain.   Most   actions   require   dice   rolls   to  
determine  success,  with  some  tasks  being  more  difficult  than  others,  this  is,  for  the  most  part,  used  to  
avoid  immature  squabbles  such  as  the  age  old  “I  hit  you!”  “No,  you  don’t!”  debates.  Each  character  is  
better  at  some  things  than  he  or  she  is  at  other  things,  granting  him  or  her  bonuses  based  on  his  or  
her  skills  and  abilities.  
Whenever  a  roll  is  required,  the  roll  is  noted  as  “d#,”  with  the  “#”  representing  the  number  of  sides  
on  the  die.  If  you  need  to  roll  multiple  dice  of  the  same  type,  there  will  be  a  number  before  the  “d.”  
For  example,  if  you  are  required  to  roll  4d6,  you  should  roll  four  six-­‐sided  dice  and  add  the  results  
together.  Sometimes  there  will  be  a  +  or  –  after  the  notation,  meaning  that  you  add  that  number  to,  or  
subtract  it  from,  the  total  results  of  the  dice  (not  to  each  individual  die  rolled).  For  example,  take  that  
4d6  from  earlier  and  change  it  to  4d6+4.  Roll  the  4d6  as  usual,  but  once  you  add  the  results  together,  
you  add  4  to  those  results.  Say  you  rolled  a  total  of  18  off  of  the  4d6  alone.  18+4  is  22,  so  the  total  roll  
is  22.  Most  die  rolls  in  the  game  use  a  d20  with  a  number  of  modifiers  based  on  the  character’s  skills,  

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his   or   her   abilities,   and   the   situation.   Generally   speaking,   rolling   high   is   better   than   rolling   low.  
Percentile  rolls  are  a  special  case,  indicated  as  rolling  d%.  You  can  generate  a  random  number  in  this  
range   by   rolling   two   differently   colored   ten-­‐sided   dice   (2d10).   Pick   one   color   to   represent   the   tens  
digit,   then   roll   both   dice.   If   the   die   chosen   to   be   the   tens   digit   rolls   a   “4”   and   the   other   d10   rolls   a   “2,”  
then  you’ve  generated  a  42.  A  ten  on  the  tens  digit  die  indicates  a  result  from  1  to  9,  or  100  if  both  
dice  result  in  a  ten.  Some  d10s  are  printed  with  “10,”  “20,”  “30,”  and  so  on  in  order  to  make  reading  
d%  rolls  easier.    
Unless  otherwise  noted,  whenever  you  must  round  a  number,  always  round  down.  
As  the  characters  adventure  and  progress  in  their  own  story,  they  gain  Gil  (the  currency  of  Ivalice),  
Magickal  Items,  and  Experience  Points.  Gil  is  commonly  used  to  buy  better  equipment,  alongside  the  
necessities  of  living  such  as  food  and  shelter.  Magickal  Items  provide  abilities  and  enhancements  to  
the   character   that   no   mundane   item   can   accomplish   (swords   are   nice,   flaming   swords   are   better,  
however).  Experience  Points  determine  the  character's  level  and  tier,  and  are  awarded  for  defeating  
enemies   in   combat,   overcoming   challenges,   and   progressing   the   story   through   role-­‐playing.   When  
your  character  gains  enough  experience  points,  his  or  her  level  is  increased  by  one,  thus  making  your  
character   a   little   better   at   everything   he   or   she   does,   allowing   him   or   her   to   take   on   tougher  
challenges.  A  basic  tier,  first  level  character  might  be  challenged  by  fending  off  a  Baknamy  (goblin)  
invasion.   But   only   a   legendary   tier,   20th   level   character   can   hope   to   challenge   the   wrath   of   the  
Occuria  (the  Undying,  ancient  rulers  of  Ivalice).  
It   is   the   GM's   sole   responsibility   to   present   these   challenges   to   the   PCs.   A   delicate   task   of   making  
their  challenges  actually  challenging,  but  not  so  hard  as  to  be  hopeless  and  completely  wipe  the  party  
out.  
All  said;  it  is  most  important  to  have  fun.  IAT  is  a  storytelling  game  in  a  highly  fantastick  world  
full   of   airships,   sprawling   cities,   magickal   crystals,   and   legendary   beasts.   It's   an   exciting   and  
rewarding  experience  for  all  involved,  GM  and  PC.  The  fantasy  awaits!  
 
Chapter  Summary  
The  sections  below  represent  the  chapters  of  the  IAT  rulebook  as  they  appear  in  order.  The  following  
synopses  are  presented  to  give  you  a  broad  overview  of  the  rules  encompassed  within  this  book.  
Getting  Started:  This  chapter  covers  the  basics  of  the  Pathfinder  RPG,  including  information  on  
how  to  reference  the  rest  of  the  book,  rules  for  generating  player  characters  (PCs),  and  a  definition  of  
some  basic  terms  found  in  IAT.  
Statistics:  Statistics  (or  Stats)  are  the  basic  attributes  that  define  a  character's  raw  potential  and  
abilities.   Such   as   muscular   power,   agility,   intellect,   and   strength   of   personality.   This   chapter   gives  
rules  on  what  each  statistic  is,  and  how  to  generate  them  for  a  character.  
Races:   The   world   of   Ivalice   is   a   diverse   and   cultural   land,   featuring   several   unique   races   of  
people  that  differentiate  from  what  we  as  humanity  call  the  norm.  Note  that  this  is  not  race  in  terms  
of  skin  color,  but  race  in  terms  of  entire  species.  The  playable  races  of  Ivalice  are  the  Bangaa,  Gria,  
Humes,   Moogles,   Nu   Mou,   Seeq,   and   Viera.   This   chapter   provides   the   rules   and   cultural   views   of   each  
race  and  how  being  a  member  of  that  race  affects  PCs.  When  playing  IAT,  it  is  best  to  choose  a  race  
from  this  chapter.  
Jobs:  While  yes,  Ivalice  is  a  world  where  there  are  such  things  as  traders,  blacksmiths,  potters,  
butchers,   bakers,   candlestick   makers   and   so   on,   this   chapter   deals   with   none   of   those   professions.   In  
IAT,   a   character's   job   mainly   determines   what   he   or   she   does   in   combat,   and   affects   his   or   her   life  
outside  of  combat  as  well.  Your  Job  determines  your  max  HP  and  MP,  Accuracy,  Resiliency,  Evasion,  
Skill  Points,  Weapon  and  Armor  Proficiencies,  Techniques,  and  Features.  This  chapter  also  contains  
the  rules  for  advancing  a  character's  level,  the  benefits  that  brings,  and  gaining  powers  from  your  job.  
When  creating  a  character,  you  start  at  level  one  in  a  single  job  of  your  choosing  from  this  book.  
Advanced   Jobs   &   Multi-­classing:   Final   Fantasy™   is   known   for   having   a   diverse   set   of  
specializations   for   each   character   in   the   series.   While   each   character   starts   off   with   a   basic   job,   there  
exist  advanced  jobs  that  allow  a  character  to  become  a  master  in  a  selective  area.  Do  you  like  spears  
and  taking  on  powerful  dragons  and  drakes?  Then  the  Dragoon  Advanced  Job  might  interest  you.  Are  
you  interested  in  weaving  together  highly  powerful  spells  that  can  clear  out  the  cannon  fodder  from  
the  battlefield?  Then  take  a  look  at  the  Illusionist.  A  character  must  meet  specific  prerequisites  before  

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deciding   to   take   levels   in   an   advanced   job.   These   prerequisites   vary   depending   upon   the   advanced  
job   in   question,   some   require   that   you   have   a   certain   Augment   or   a   certain   amount   of   Skill   Ranks,  
while   others   require   you   to   complete   a   quest   or   obtain   a   powerful   magick   item.   If   you   plan   on   taking  
levels  in  an  advanced  job,  you  should  familiarize  yourself  with  the  prerequisites  to  ensure  that  your  
character  can  eventually  meet  them.  
Skills:  This  chapter  covers  skills  and  how  to  use  them  during  the  game.  Skills  represent  a  wide  
variety   of   simple   or   complex   tasks   that   a   character   can   perform,   from   climbing   a   wall   to   sneaking  
past   a   guard.   Each   character   receives   a   number   of   skill   ranks,   which   can   be   used   to   make   the  
character   better   at   using   some   skills.   As   a   character   gains   levels,   he   or   she   receives   additional   skill  
ranks,   which   can   be   used   to   improve   existing   skills   possessed   by   the   character   or   to   become  
proficient   in   the   use   of   new   skills.   A   character’s   job   determines   how   many   skill   ranks   a   character   can  
spend.  
Augments:   To   the   experienced   Dungeons   &   Dragons™   player,   Augments   here   are   taking   the  
place   of   Feats,   but   serve   essentially   the   same   purpose.   Each   character   possesses   a   number   of  
augments,  which  allow  the  character  to  perform  some  special  action  or  grant  some  other  capability  
that  would  otherwise  not  be  allowed.  Each  character  begins  play  with  at  least  one  Augment,  and  new  
Augment   choices   are   awarded   as   a   character   advances   in   level.   This   chapter   lists   all   of   the   Augments  
available  in  IAT  and  how  they  affect  your  character  and  game  play.  
Equipment:  This  chapter  covers  the  basic  gear  and  equipment  that  can  be  purchased,  found,  and  
used  by  a  character,  from  armor  and  weapons  to  torches  and  backpacks  all  the  way  to  artifacts  and  
magicite.   Here   you   will   also   find   listed   the   cost   for   common   services,   such   as   staying   in   an   inn   or  
booking  passage  on  an  airship.  Starting  characters  receive  an  amount  of  Gil  based  on  their  respective  
jobs,  which  they  can  spend  on  equipment  at  1st  level.  
Combat:  The  bread  and  butter  of  any  Final  Fantasy™  and  Dungeons  &  Dragons™  game  lies  in  the  
decisive  and  intense  combat  situations.  This  chapter  covers  how  to  deal  with  combat  in  IAT.  During  
combat,  each  character  acts  in  turn  (determined  by  speed),  with  the  order  repeating  itself  until  one  
side   has   perished   or   is   otherwise   defeated.   In   this   chapter,   you   will   find   rules   for   taking   a   turn   in  
combat,  covering  all  of  the  various  actions  that  you  can  perform  during  your  turn.  This  chapter  also  
includes  rules  for  adjudicating  special  combat  maneuvers  (such  as  attempting  to  trip  your  enemy  or  
trying  to  disarm  it  by  removing  its  weapon)  and  character  injury  and  death.  
Magick:   There   is   a   force   in   Ivalice   known   as   the   Mist,   which   causes   fantastick   and   unnatural  
effects   throughout   the   world.   Character's   who   can   control   the   Mist   do   so   through   Magick.   This  
chapter  details  the  rules  for  using  Magick  in  and  out  of  combat,  and  the  spells  available  in  IAT  that  
any  player  of  Final  Fantasy™  worth  his  or  her  salt  should  recognize.  It  also  details  Rituals,  what  they  
are,  and  how  they  are  used.  
Ivalice:   This   chapter   details   and   expands   upon   the   word   of   Ivalice,   detailing   the   cultures,  
landmarks,  nations,  and  various  rules  and  fluff  of  the  world.  Players  should  peruse  this  chapter  to  aid  
in  fleshing  out  their  character’s  and  determining  where  they  hail  from  and  the  setting  they  are  in,  and  
GMs   should   read   the   chapter   to   help   determine   the   particular   setting   of   the   campaign   and   design   the  
world  the  players  interact  with.  
Glossary:   The   Glossary   is   an   alphabetical   listing   of   various   terms   used   for   IAT.   Such   as   Status  
Effects,  certain  actions,  and  so  on.  
 
The  Character  Sheet  
The   character   sheet   is   the   record   on   which   you   keep   track   of   and   create   your   character.   Without   this  
sheet,  your  character  is  simply  and  idea  you  have  floating  in  your  head,  and  he  or  she  cannot  be  used  
in  the  game  at  all.  With  this  sheet,  your  character  is  brought  to  life  in  the  world  of  Ivalice,  and  with  it,  
you  can  use  it  as  a  record  to  hold  all  of  your  characters  combat  abilities,  possessions  and  skills,  the  
fields  of  the  character  sheet,  roughly  in  the  order  that  they  appear,  are  as  follows.  
• Character  Name:  The  name  of  your  character  
• Player:  The  name  of  the  person  playing  the  character  
• Jobs  and  Level:  The  classes  and  levels  the  character  has.  
• Homeland:  Where  the  character  hails  from,  this  can  be  as  broad  as  a  continent  or  as  exact  as  
a  name  of  a  city.  

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• Race:  The  character’s  race.  
• Size:  The  character’s  size.  Most  PCs  are  either  Medium  or  Small.  
• Gender:  The  character’s  gender,  male  or  female.  
• Age:  The  character’s  age  in  years.  
• Height:  The  character’s  height,  usually  presented  in  feet  or  meters.  
• Weight:  The  character’s  weight,  usually  presented  in  pounds  or  kilograms.  
• Hair:  The  character’s  hair  color.  
• Eyes:  The  character’s  eye  color.  
• Skin:  The  character’s  skin,  scale,  or  fur  color  
• Statistics:   The   character’s   base   Statistics,   the   modifiers   of   these   Statistics   that   apply   to  
almost  everything  the  character  does,  and  the  field  for  temporary  scores  and  modifiers  if  a  
character  is  under  an  effect  that  changes  these  Statistics.  
• Hit  Points:  The  character’s  maximum  HP,  as  determined  by  job  levels  or  hit  dice.  Including  
the  field  for  the  character’s  current  HP,  if  the  character  is  injured.  
• Mist  Points:  The  character’s  maximum  MP,  as  determined  by  job  levels  or  hit  dice.  Including  
the  field  for  the  character’s  current  MP,  if  the  character  has  used  magick.  
• Speed:   The   character’s   speed,   which   determines   when   he   or   she   moves   in   combat.   A  
character’s   speed   is   equal   to   10   +   Agility   modifier   +   Mind   modifier   +   any   miscellaneous  
modifiers  such  as  augments,  accessories,  or  effects  that  alter  Speed.  
• Movement:  The  character’s  movement,  in  feet  and  squares,  in  battle,  which  determine  how  
far  the  character  can  move  on  their  turn.  
• Evasion:  The  character’s  Evasion,  which  determines  how  hard  they  are  to  hit.  A  character’s  
evasion   is   equal   to   10   +   Agility   modifier   +   Shield   modifier   +   Size   Modifier   +   Deflection  
modifier   +   any   miscellaneous   modifiers   such   as   augments,   accessories,   or   effects   that   alter  
Evasion.  
• Defense:   The   character’s   defenses.   This   includes   Physical   defense,   Magickal   and   Perfect  
Defense.   Defenses   reduce   damage   taken   by   certain   attacks   depending   on   the   nature   of   the  
attack   and   how   good   your   defense   is.   Physical   Defense   reduces   damage   taken   from   slashing,  
piercing,   blunt,   and   other   such   physical   attacks,   Magickal   Defense   reduces   damage   taken  
from   spells   and   elemental   damage,   and   Perfect   Defense   reduces   all   damage   taken,   save  
occasionally  for  one  specific  type  of  attack  that’s  capable  of  overcoming  it.  
• Resistances:  The  character’s  elemental  resistances,  if  any.  Includes  fields  for  the  elements  of  
Fire,  Ice,  Electricity,  Water,  Wind,  Earth,  Holy,  and  Dark.  
• Resilience:   The   character’s   Resilience   save,   which   determines   how   well   a   character   can  
resist   status   effects.   A   character’s   resilience   is   equal   to   their   Vitality   modifier   +   Spirit  
modifier   +   Job   modifier   +   Magickal   modifier   +   Accessory   modifier   +   any   miscellaneous  
modifier  such  as  an  augment  or  effect  that  alters  Resilience.  
• Base   Accuracy:   The   character’s   Base   Accuracy,   which   determines   how   likely   they   can  
overcome  Evasion.  A  characters  job  or  HD  always  determines  this  number.  
• Attacks:   The   attacks   a   character   is   capable   of   making.   This   includes   fields   for   the   name   of  
the  attack  (usually  the  weapon  with  which  the  attack  is  made),  the  defense  this  attack  must  
overcome,  the  accuracy  or  DC  of  the  attack,  the  damage  type  the  attack  makes,  the  range  of  
the  attack,  the  ammunition  or  MP  cost  of  the  attack,  and  the  damage  or  effect  of  the  attack.  
• Skills:  The  characters  skills  and  the  bonuses  the  character  has  with  each.  From  left  to  right,  
this   is   the   box   that   is   checked   to   determine   whether   or   not   this   is   a   job   skill   for   that  
character,   the   name   of   the   skill,   the   total   bonus   the   character   has   with   that   skill,   the   stat  
modifier   that   applies   to   the   skill,   the   character’s   stat   modifier,   the   ranks   the   character   has,  
the  trained  bonus  the  character  has  if  it’s  a  job  skill,  and  any  other  miscellaneous  modifiers  
that  apply  to  the  skill,  such  as  racial,  augments,  or  accessories.  
• Languages:  The  languages  the  character  knows.  This  includes  common  and  the  character’s  
racial  language.  A  character  can  learn  more  languages  through  the  usage  of  augments.  
• Equipped   Items:   The   character’s   equipped   items,   this   includes   fields   for   the   character’s  
right   and   left   hands,   armor,   and   four   accessories.   Further   rules   on   equipped   items   can   be  
found  in  the  Equipment  chapter.  
• Gear:   The   character’s   gear   and   items   he   or   she   has   on   his   person,   such   as   restoratives,  

4    
unequipped  weapons  and  armor,  loot,  and  other  mundane  items.  
• Gil:  The  current  amount  of  Gil  the  character  has  on  him  or  her.  
• Augments:  A  list  of  the  character’s  Augments.  
• Special  Abilities:  A  list  of  the  character’s  special  abilities  and  job  features.  
• Experience   Points:   The   character’s   total   experience   points   and   the   experience   points  
needed  until  that  character’s  next  level.  
• Spells:  A  list  of  spells  that  the  character  knows  and  can  cast  using  MP.  
 

  5  
How  to  Create  a  Character  
 
From   the   stalwart   warrior   to   the   cunning   rogue,   Ivalice   Alliance   allows   you   to   make   any   character  
you  wish  to  play.  When  creating  a  character,  start  with  a  basic  concept.  Do  you  want  a  character  who  
is  strong  and  can  go  toe-­‐to-­‐toe  with  monsters  in  fierce  melee  combat?  Or  do  you  want  a  mystical  spell  
caster,   drawing   power   from   the   Mist   to   incinerate   foes   with   arcane   might?   Nearly   anything   is  
possible  to  make  within  the  bounds  of  Ivalice.  
  Once  you  have  a  general  concept  down.  Follow  the  steps  below  to  bring  the  concept  to  life,  
recording   the   results   on   your   IAT   character   sheet.   Which   can   be   found   at   the   end   of   this   book   or  
online,  printed  out,  and  edited  for  your  convenience.  
  Step   One   –   Determine   Statistics,   Race,   and   Job:   Start   by   generating   your   character’s   six  
statistics,  choosing  one  of  the  seven  races,  and  choosing  one  of  the  nine  core  jobs.  Which  can  be  found  
in  the  following  three  chapters.  The  easiest  way  to  do  this  is  to  simply  start  by  labeling  your  race  and  
job,  and  generating  statistics  based  off  of  that  choice.  Your  six  statistics  are  the  most  basic  attributes  
of  your  character,  and  many  of  the  things  he  or  she  will  do  are  affected  by  the  character’s  statistics.  
Your  choice  of  race  will  also  affect  these  statistics  and  give  your  character  a  selection  of  racial  traits  
to  take  into  consideration.  Your  character’s  job  determines  your,  well,  job  in  combat,  such  as  a  soldier  
or  mage.  Statistics  should  be  tailored  to  suit  your  character’s  job.  Mages  won’t  be  casting  very  many  
spells  without  a  high  Magick  score,  and  soldiers  will  hardly  be  effective  on  the  front  lines  without  a  
good  Vitality  and  Strength  to  back  up  their  combat  prowess.  New  characters  typically  start  off  at  level  
one   in   their   chosen   job.   As   your   character   defeats   monsters   and   goes   on   adventures,   the   character  
gains  experience  (EXP)  and  goes  up  in  level,  granting  him  or  her  new  powers  and  abilities.  
  Step  Two  –  Choose  Skills  and  Select  Augments:  Determine  your  character’s  starting  skill  
ranks,   based   on   the   character’s   job,   Mind   score,   and   other   possible   bonuses,   such   as   the   one   received  
for  Humes.  Then  spend  the  ranks  on  skills.  A  character  cannot  have  more  ranks  than  5  per  tier  in  any  
one  skill  (meaning  a  maximum  of  5  ranks  in  a  skill  until  level  six,  or  advanced  tier,  then  it  jumps  up  to  
10  maximum  ranks,  then  15  ranks  in  heroic  tier  and  20  in  legendary).  Skills  are  described  in  further  
detail   in   chapter   six.   After   this,   determine   how   many   augments   your   character   receives.   Most  
characters   start   with   one   augment.   However,   depending   on   the   character’s   job,   race,   and   level,   you  
may   start   with   more.   The   level   progression   chart   in   chapter   4   shows   when   characters   receive  
augments.  You  character’s  job  level  chart  may  also  list  whether  or  not  you  gain  bonus  augments.  
  Step   Three   –   Buy   Equipment:   Each   new   character   starts   the   game   with   an   amount   of   Gil  
based   on   your   class.   This   Gil   is   then   typically   spent   on   purchasing   a   wide   range   of   equipment   and  
gear   for   your   character,   such   as   weapons,   armor,   restoratives,   and   mundane   goods.   This   gear   will  
help  your  character  survive  in  the  world  of  Ivalice.  Equipment  is  available  in  chapter  8  of  this  book.  
  Step   Four   –   Finishing   Details:   Fill   in   the   blanks.   By   completing   the   previous   3   steps,   you  
should  now  have  the  means  to  finish  your  character  sheet  and  get  started  with  the  game.  Be  sure  to  
have   your   character’s   total   Hit   Points,   Evasion,   Defenses,   Resilience,   Speed,   and   Accuracy   down.   As  
well  as  techniques  and  the  attacks  your  character  can  make,  typically  with  a  weapon,  aforementioned  
techniques,  or  with  magick.  All  of  these  factors  are  determined  by  the  decisions  made  in  the  previous  
steps.   Next   to   those,   if   you   haven’t   already,   you   should   also   determine   your   character’s   name,  
physical   appearance,   homeland,   height,   weight,   and   other   general   fluff   to   make   the   character   unique.  
Racial   traits   are   available   in   chapter   3   to   help   determine   these   details.   And   information   regarding  
Ivalice   can   be   found   in   chapter   10.   When   all   is   said   and   done,   you   should   consult   with   your   GM   to  
help   determine   the   finishing   details   and   validity   of   your   sheet,   as   the   GM   is   the   final   arbiter   of  
whether  or  not  your  character  is  suitable  for  play  in  the  campaign.  
 
 
 
 
 
 
 
 

6    
 

  7  
Chapter Two: Statistics  

Each  character  has  six  statistics  that  represent  his  or  her  character’s  most  basic  attributes.  They  are  
his  or  her  raw  talent  and  prowess.  While  a  character  rarely  rolls  a  check  using  just  a  statistic,  these  
scores,   and   the   modifiers   they   create,   affect   nearly   every   aspect   of   a   character’s   skills   and   abilities.  
Each  statistic  generally  ranges  from  3  to  18,  although  racial  bonuses  and  penalties  can  alter  this;  an  
average,  unmodified  stat  has  a  score  of  10.  
 
Strength  (STR)  
 
Strength  is,  clearly,  a  measure  of  physical  prowess  and  power.  It  determines  how  hard  you  can  hit,  
how  much  you  can  carry,  and  how  muscular  you  are.  It's  important  for  anyone  who  wants  to  be  good  
at   swinging   around   a   melee   weapon   and   dealing   damage   through   brute   strength.   Characters   with  
high   STR   show   it   through   their   muscles,   whether   they   are   massive   or   compact.   A   character   with   a  
Strength  score  of  6  or  8  is  weak  and  probably  skinny.  A  Strength  score  of  10  or  12  equates  to  a  man  
with   good,   healthy   muscles,   whereas   a   Strength   score   of   18   or   above   equals   a   person   who   could  
wrestle  Behemoths  and  break  down  iron  doors.    
Strength  affects:  
 
• Melee  Attack  damage  and  overcoming  Physical  Defense.  
• Athletics  Skill  Checks.  
• Strength  Checks  made  to  break  or  push  things,  such  as  doors.  
• Carrying  Capacity.  
 
Vitality  (VIT)  
 
Vitality   is   a   measure   of   your   physical   endurance,   healthiness   and   hardiness.   It   determines   how   much  
damage  you  can  take,  how  resilient  you  are  to  poisons  and  disease,  and  how  much  health  you  have.  
It's   important   for   pretty   much   everyone,   as   the   more   HP   you   have,   the   better   off   you   are   and   the  
more   likely   you   are   to   survive   attacks.   Characters   with   high   VIT   show   it   through   their   size   and   vigor;  
larger   folks   tend   to   have   more   VIT.   A   Vitality   score   of   6   or   8   denotes   a   frail   and   possibly   sickly  
individual.  A  Vitality  score  of  10  or  12  represents  a  healthy,  average  humanoid,  and  a  Vitality  score  of  
18  or  higher  equates  to  a  man  that’s  tougher  than  cast  iron  and  remarkably  hard  to  kill.    
Vitality  affects:  
 
• Hit  points  gained  at  each  level  
• Resilience  
• Endurance  Skill  Checks.  
 
Agility  (AGI)  
 
Agility  is  a  measure  of  a  character's  quickness  and  dexterity.  It  determines  how  hard  you  are  to  hit,  
attacks  with  ranged  weaponry,  and  how  easily  you  can  dodge  traps  and  some  spells.  It's  important  
for   ranged   attackers   and   lightly   armored   characters   that   have   no   plate   mail   to   hide   behind.  
Characters  with  high  AGI  show  it  through  their  litheness  and  flexibility.  A  character  with  an  Agility  of  
6   or   8   represents   a   clumsy   or   slow   individual.   An   Agility   score   of   10   or   12   denotes   an   average,   even-­‐
footed  person,  whereas  an  Agility  score  of  18  or  higher  means  that  this  person  is  extremely  graceful  
and  lithe.    
Agility  affects:  

8    
 
• Ranged  Attacks  
• Accuracy  
• Evasion,  provided  your  armor  allows  for  it.  
• Acrobatics,  Ride,  Stealth  and  Thievery  Skill  checks.  
 
Magick  (MGC)  
 
Magick   is   the   measure   of   a   character's   understanding   of,   well,   magick,   and   mental   activeness.   It  
determines  how  book  smart  you  are,  how  much  MP  you  have,  and  how  powerful  spells  cast  by  you  
are.   It's   important   for   anyone   who   can   cast   a   spell   and   anyone   who   wants   to   know   a   lot   of   things  
about   the   magickal   places   and   objects   of   Ivalice.   Characters   with   high   MGC   show   it   through   powerful  
spell   casting   and   factual   knowledge.   A   Magick   of   6   or   8   denotes   a   magickally   inept   and   ignorant  
character.   A   Magick   of   10   or   12   represents   a   square   minded   character   who   could   probably   learn   one  
spell  if  he  worked  on  it.  A  Magick  of  18  or  higher  represents  a  fantastick  spell-­‐caster  who  knows  all  of  
the  deepest  secrets  of  Ivalice.    
Magick  affects:  
 
• Most  Spells.    
• Max  MP.  
• History,  Magicks,  and  Nature  checks  
 
Magick,  Magicks,  and  magick  
 
The  word  “magick”  gets  thrown  around  a  lot  in  Ivalice,  so  much  so  that  it  even  takes  to  form  of  one  of  
your  characters  primary  statistics!  This  is  for  no  small  reason,  either.  Much  of  every  aspect  of  life  in  
Ivalice  relies  on  the  power  of  the  Mist  and  the  ability  to  channel  it  into  various  things.  So  how  do  you  
figure   out   what   this   book   is   talking   about   whenever   the   word   “magick”   comes   up?   To   make   things  
easier,  the  ability  score  is  generally  used  as  its  abbreviated  form,  MGC,  or  referred  to  as  “your  Magick  
score.”   Magicks,   with   an   “s”,   usually   refers   to   the   usage   of   the   many   spells   of   Ivalice,   being   Black,  
White,  Arcane,  Green,  etc.  Magick,  or  the  related  skill  and  usage  of  a  Magicks  skills  check.  And  magick,  
used   with   a   lowercase   “m”,   refers   to   the   quality   of   being   infused   with   or   using   the   Mist,   such   as   a  
magick  weapon  or  armor  or  effect.  In  general,  when  the  word  comes  up  at  all,  this  ability  score  comes  
in  to  play  in  one  way  or  another,  and  it  involves  the  power  of  the  Mist.  
 
Mind  (MND)  
 
Mind  is  a  measure  of  common  sense,  awareness,  intuition  and  intelligence.  It  determines  how  smart  
you  are  in  general,  how  acute  your  senses  are,  and  how  powerful  your,  well,  mind  is.  It's  important  
for   anyone   who   wants   a   lot   of   skill   points   and   anyone   who   to   know   a   lot   of   helpful   things.   Characters  
with   high   MND   show   it   through   acute   senses,   their   many   skills,   and   their   common   sense   and  
reasoning.   A   person   with   a   Mind   score   of   6   or   8   is   weak-­‐willed   and   lacks   common   sense.   A   Mind  
score  of  10  or  12  represents  a  person  who  can  generally  be  relied  on  to  make  good  choices.  A  Mind  
score  of  18  or  higher  represents  a  person  who  is  remarkably  intelligent  and  sees  the  world  with  great  
clarity.    
Mind  affects:  
 
• Skill  Points  gained  per  level  
• Craft,  Dungeoneering,  Heal,  Insight,  Perception,  Pilot,  and  Profession  Skill  Checks.  
 
Spirit  (SPR)  

  9  
 
Spirit  is  a  measure  of  a  character’s  force  of  personality,  strength  of  character,  mood,  and  resistance  to  
Magick.   It   determines   how   well   you   can   influence   others,   lead   them   in   the   (hopefully)   right   direction  
and  most  healing  and  buffing  Magicks.  It's  important  for  anyone  with  access  to  healing  Magicks  and  
buffing  spells.  Characters  with  high  SPR  show  it  through  their  magnetic  personality  and  resistance  to  
spells.  A  person  with  a  Spirit  score  of  6  or  8  is  humble,  mean,  homely  or  reserved.  A  Spirit  score  of  10  
or   12   represents   an   average,   friendly   individual.   A   person   with   a   Spirit   of   18   or   higher   is   a   born  
leader  or  celebrity  with  a  very  potent  soul.    
Spirit  affects:  
 
• Healing  and  Buffing  Magicks.  
• Bartering  and  Wordplay  Skill  Checks.  
• Resilience  
 
Assigning  Statistics  
 
When  generating  Stats,  the  most  common  system,  usable  without  even  rolling  dice,  is  the  Point  Buy.  
Start  with  a  10  in  each  score,  you  have  20  points  to  spend  (the  GM  may  alter  the  amount  of  points  
available   to   spend   and   should   make   this   known   during   the   character   creation   process,   but   otherwise  
you   should   assume   that   you   have   20   points   to   spend).   As   you   spend   points,   the   cost   for   raising   these  
scores   increases.   If   you   want   more   points,   you   may   opt   to   lower   a   score   or   two   to   gain   points.   Scores  
can  be  raised  to  no  higher  than  18,  and  no  lower  than  8  using  this  system,  modifiers  due  to  race  do  
not  apply  until  after  these  numbers  are  figured.  Scores,  and  the  cost  for  each  score,  are  as  follows:  
 
• 8  (-­‐2)  
• 9  (-­‐1)  
• 10  (0)  
• 11  (1)  
• 12  (2)  
• 13  (3)  
• 14  (4)  
• 15  (7)  
• 16  (10)  
• 17  (13)  
• 18  (16)  
 

10    
Modifiers  
 
Each  statistic  has  a  certain  number  called  a  Modifier  that  comes  with  it.  This  modifier  is  a  separate  
number  next  to  the  final  statistic  that,  aptly,  modifies  almost  every  roll  you  make  in  IAT.  This  number  
is  not  added  to  the  Statistic  in  question,  but  is  dependant  on  it.  The  higher  the  statistic  is,  the  higher  
the   modifier.   The   lower   the   Statistic   is,   the   lower   the   modifier.   Statistics   and   their   modifiers   are   as  
follows.  
 
• 0-­‐1:  -­‐5  
• 2-­‐3:  -­‐4  
• 4-­‐5:  -­‐3  
• 6-­‐7:  -­‐2  
• 8-­‐9:  -­‐1  
• 10-­‐11:  0  
• 12-­‐13:  +1  
• 14-­‐15:  +2  
• 16-­‐17:  +3  
• 18-­‐19:  +4  
• 20-­‐21:  +5  
• 22-­‐23:  +6  
• 24-­‐25:  +7  
• 26-­‐27:  +8  
• 28-­‐29:  +9  
• 30-­‐21:  +10  
• And  so  on.  
 
Essentially,  a  score  of  10  or  11  is  a  basic  score  and  unmodified.  At  every  even  interval,  the  modifier  
for   that   Statistic   goes   up   (or   down)   by   one,   and,   by   extension,   the   modifier   for   every   ability,   skill,  
attacks,  etc.  related  to  that  statistic  also  increases  (or  decreases)  by  one.  
 

  11  
Chapter Three: Races  

There   are   seven   civilized   races   most   commonly   seen   in   the   cities   and   country   sides   of   Ivalice:   The  
lizard-­‐like   Bangaa,   winged   Gria,   adaptable   Humes,   crafty   Moogles,   intelligent   Nu   Mou,   rotund   Seeq,  
and  mysterious  Viera;  each  of  them  are  presented  below  and  are  the  playable  races  of  IAT.  Each  of  
them   has   different   abilities   and   restrictions,   but   all   make   fascinatingly   diverse   and   fun   to   play  
characters.  
 
Languages  
 
Every  race  presented  here  begins  play  knowing  how  to  speak,  read,  and  write  Common,  the  language  
every  race  uses  to  communicate  with  one  another.  Along  with  this,  each  race,  with  the  exception  of  
Humes,  has  a  language  unique  to  itself  with  a  name  based  off  of  the  name  of  the  race,  (Bangaa  speak  
Bangaan,   Moogles   speak   Moogle,   Viera   speak   Viera,   etc.).   Humes   across   Ivalice   are   prone   to   using  
different,  but  easy  to  understand,  Dialects.  A  few  of  these  Dialects  have  specific  words  all  their  own  
(such  as  ones  encountered  in  Bhujerba),  but  usually  do  not  stray  too  far  from  Common.  
 
Bangaa  
 
Bangaa   are   amongst   the   most   prominent   race   in   Ivalice,   second   only   to   Humes.   Having   a   great  
physical  presence,  they  make  for  good  laborers,  mercenaries,  and  workers.  If  one  were  to  put  aside  
aesthetic   differences,   Bangaa   have   mannerisms   and   intellect   similar   to   Humes,   and   as   such,   are  
among  the  best  integrated  of  the  races  with  Humes.  
 
Physical  Description  
 
If   they   were   to   stand   at   their   full   height,   most   Bangaa   are   marginally   taller   than   Humes,   however,  
since   most   tend   to   stand   with   a   slight   hunch,   they   usually   stand   at   just   above   eye   level   with   most  
Humes.  Bangaa  bones  are  tough  and  durable,  with  strong,  supportive  limbs.  They  stand  digitigrade  
(heels  do  not  touch  the  ground)  on  four,  long  clawed  toes.  Their  hands  consist  of  two,  thick  fingers  
and  a  thumb.  Short,  non-­‐prehensile  tails  poke  out  from  their  posterior.  They  have  distinctive,  large  
folded  ears  with  two  flaps  per  ear.  Their  faces  are  long  with  pointed  snouts  filled  with  small  sharp  
teeth   and   dark,   brown,   slitted   eyes.   Unlike   true   reptiles,   Bangaa   are   capable   of   sporting   facial   hair.  
The   color   of   their   scales   depends   on   the   type   of   Bangaa,   who   are   divided   into   for   sub-­‐branches:  
Bangaa  Ruga  with  yellow  to  brown  scales  and  shorter  ears  and  snouts,  the  more  athletic  Bangaa  Faas  
with   bronze   to   green   scales,   the   Bangaa   Bista   with   red   copper-­‐colored   scales,   who   are   among   the  
more   commonly   seen   Bangaa,   and   the   Bangaa   Sanga   with   iron   or   ash-­‐colored   scales.   These   sub-­‐
branches   can   mix   and   mingle   for   a   wealth   of   possible   colors.   There   are   both   males   and   females  
amongst  the  Bangaa,  but  it  is  nearly  impossible  to  tell  them  apart  until  they  start  talking.  Speaking  of,  
thanks   to   their   rough   vocal   chords,   Bangaa   talk   with   an   accent   that   sounds   similar   to   that   of   real  
world  Scottish  accents.  
 
Society  and  Relations  
 
Bangaa   are   arguably   the   best-­‐integrated   race   with   Humes,   with   the   two   species   living   seamlessly  
with   each   other.   That   said,   Bangaa   rarely   rise   to   positions   of   power   and   usually   prefer   jobs   as  
bodyguards,  city  watch,  criminals  and  so  on.  It  is  said  that  a  Bangaa's  personality  is  affected  by  the  
four  sub-­‐branches  to  which  it  belongs,  Ruga  are  among  the  most  gentle  and  level  headed,  Faas  tend  
to   keep   to   the   law   and   maintain   order,   And   the   Bista   and   Sanga   are   more   laid-­‐back   and   sociable,  
leading   them   to   being   the   best   integrators   with   Humes.   However,   due   to   interbreeding   among   the  

12    
branches,   many   personality   traits   can   be   intermingled.   One   thing   that   is   unarguably   common  
amongst  all  Bangaa  is  that  they  despise  being  called  Lizards.  The  easiest  way  to  get  into  a  fight  with  
one  is  to  call  it  by  that  slur,  not  that  it's  a  good  idea.  
 
Adventurers  
 
Bangaa   Adventurers   lean   toward   physical   jobs   such   as   Soldiers   or   Monks,   as   their   natural   strength  
and  toughness  lends  a  great  amount  of  support  to  these  choices.  Bangaa  are  rarely  spell  casters,  as  
their  snouts  and  vocal  chords  make  it  difficult  to  pronounce  even  the  simplest  of  Magicks.  However,  
some  rise  above  this  status  and  weave  powerful  magickal  formulas  specific  to  their  language.  
 
Vital  Statistics  
 
Age  
• Adulthood:  16  Years  
• Middle  Age:  80  Years    
• Old:  115  Years    
• Venerable:  150  Years  
• Maximum  Age:  +4D20  Years    
 
Height/Weight  
• Male:  Height  -­‐  5'10"  -­‐  6'4".  Weight  -­‐  158  lbs.  -­‐  254  lbs.  
• Female:  Height  5'9"  -­‐  6'2".  Weight  -­‐  140  lbs.  -­‐  238  lbs.  
 
Racial  Traits  
• +2  Strength,  +2  Vitality,  -­‐2  Magick,  Bangaa  are  tough  and  strong,  but  are  not  magickally  inclined.    
• Size:  Medium  
• Movement:  30  ft.  (or  6  squares)  
• Scales:  Bangaa  receive  a  +1  Natural  Armor  Bonus  to  Physical  Defense  
• Non-­‐Sight  Reliant:  Bangaa  are  known  to  have  poor  eyesight,  yet  they  compensate  for  this  with  an  
excellent   sense   of   hearing   and   smell.   Some   Bangaa   even   completely   forgo   using   their   eyes,  
covering  them  up  with  blindfolds  or  large  hats  and  helms,  and  function  perfectly  in  day-­‐to-­‐
day   life   without   eyesight.   Thus,   Bangaa   are   immune   to   the   Blind   condition,   and   have  
Blindsight   out   to   30   feet.   If   a   Bangaa   is   deafened,   he/she   becomes   heavily   disoriented   and   is  
treated   as   Blind   in   addition   to   the   effects   of   being   Deafened   and   loses   his/her   Blindsight  
ability.   Bangaa   take   a   -­‐4   racial   penalty   to   Perception   checks   that   require   sight,   but   a   +4   to  
Perception  checks  that  require  listening  or  other  non-­‐visual  senses.  Bangaa  also  have  Scent.  
• Venom   Tolerant:   Bangaa   are   naturally   resistant   to   toxins   and   receive   a   +4   racial   bonus   on  
resilience  saves  against  Poison  and  Venom.  
 
Gria  
 
The  Gria  are  a  race  of  small  humanoids  distinguished  by  draconic  Features  and  native  to  the  region  of  
Jylland.   Despite   their   size   and   outward   appearance,   Gria   are   driven   by   a   love   for   battle   and   many  
have  fierce  competitive  spirits.  
 
Physical  Description  
 
Gria  resemble  miniature  Humes  with  draconic  Features.  An  average  Gria  usually  stands  about  a  foot  
and   a   half   shorter   than   Humes.   They   have   pointed   ears,   slender,   upward   pointed   horns,   short,   thin  

  13  
tails,   and   draconic,   scaly   wings.   Their   draconic   Features   are   usually   brown   in   color,   but   are  
sometimes  green  or  red.  They  typically  have  red  hair  and  yellow,  slitted  eyes.  Although  their  limbs  
look  to  be  slender,  Gria  possess  powerful  inner  strength  and  athleticism.  Male  Gria  have  longer  tails  
and  larger  horns  and  wings  than  their  female  counterparts.  
 
Society  and  Relations  
 
Gria  have  a  somewhat  matriarchal  society  in  that  females  tend  to  be  more  active  and  outgoing  than  
male  members.  While  male  Gria  certainly  exist,  they  prefer  more  peaceful  and  less  dangerous  jobs,  
this   doesn't   mean   that   Males   don't   go   out   and   explore,   of   course,   but   a   large   majority   of   Gria   seen  
questing  are  female.  Most  Gria  are  fine  in  the  company  of  other  races,  their  competitive  and  friendly  
spirit  making  them  difficult  to  dislike,  but  their  villages  tend  to  host  only  members  of  their  race.    
 
Adventurers  
 
Gria   do   not   trust   Magicks,   seeing   it   as   a   coward’s   way   out   of   a   good   fight,   which   is   ironic   considering  
that  many  of  them  are  terrified  of  it  themselves.  Some  Gria  break  this  trend  and  most  Magicks  users  
become  Geomancers,  fighting  with  some  of  the  most  powerful  Magicks  known  in  Ivalice.  Aside  from  
this,  many  Gria  are  Soldiers  and  Hunters,  capable  of  wielding  weapons  as  large,  if  not  larger  than  they  
are.  
 
Vital  Statistics  
 
Age  
• Adulthood:  18  Years  
• Middle  Age:  40  Years  
• Old:  60  Years  
• Venerable:  80  Years  
• Maximum  Age:  +  3D10  Years  
 
Height/Weight  
• Male:  Height  -­‐  3'9"  -­‐  4'4".  Weight  -­‐  70  lbs.  -­‐  100  lbs.  
• Female:  Height  -­‐  3'7"  -­‐  4'2".  Weight  -­‐  65  lbs.  -­‐  90  lbs.  
 
Racial  Traits  
• +2   Agility,   +2   Strength,   -­‐2   Magick.   Gria   are   fast   and   strong,   despite   their   size,   but   don't   trust  
Magicks  and  forgo  its  practices.  
• Size:   Small,   as   Small   creatures,   Gria   gain   a   +1   size   bonus   to   their   Evasion,   a   +1   size   bonus   to  
Accuracy,  and  a  +4  size  bonus  on  Stealth  checks.  Due  to  the  Heavy-­‐Handed  ability,  they  can  
use  weapons  with  the  Large  and  Versatile  quality  without  issue.    
• Movement:  30  ft.  (6  Squares)  
• Superstitious:   Gria   do   not   trust   Magicks   at   all   and   are   particularly   vulnerable   to   its   effects.   Gria  
suffer   a   -­‐2   racial   penalty   against   all   saves   made   versus   magickal   effects,   spells,   traps,   etc.  
Also,   if   an   attack   does   magickal   damage,   it   deals   an   additional   +2   damage   to   the   Gria.   This  
penalty  does  not  apply  to  Magick  Weapons,  and  effects  caused  by  Magick  Weapons  (such  as  a  
flaming  sword).  
• Heavy-­‐Handed:   Gria   can   use   Large   weapons   and   wield   Versatile   Weapons   in   one   hand,   despite  
their  size.  
• Wing  Jump:  Gria  receive  a  +10  racial  bonus  to  Athletics  checks,  but  only  when  made  to  jump.  
• Flight:   Gria   can   use   their   powerful   wings   to   fly,   but   only   for   limited   amounts   of   time.   During  

14    
encounters,  a  Gria  can  fly  at  his/her  current  land  movement  (Average  maneuverability)  for  a  
number  of  rounds  equal  to  his/her  current  character  level  +  his/her  VIT  modifier  (minimum  
1).   A   Gria   can   fly   for   double   this   time,   but   once   the   regular   threshold   for   flight   time   has   been  
crossed,   he/she   becomes   Fatigued.   If   a   Gria   attempts   to   fly   for   more   than   double   their  
allotted   time,   he/she   becomes   Exhausted   and   falls.   However,   Gria   can   also   glide   at   their   land  
speed  for  every  5  feet  of  descent,  so  by  utilizing  a  combination  of  flight  and  gliding,  a  Gria  can  
cover   quite   some   distance   in   the   air.   Gria   cannot   take   falling   damage   unless   they   are   under   a  
condition   that   disallows   the   use   of   their   wings,   such   as   Exhaustion,   Paralysis,   Petrification,  
Unconsciousness,  or  being  bound  by  rope.    
 
Humes  
 
Humes,   or   Humans,   are   the   most   prominent,   numerous,   and   politically   prevalent   race   of   Ivalice.  
Despite   having   the   shortest   lifespan   of   all   the   civilized   races   in   Ivalice,   next   to   the   Aegyl,   Humes   have  
managed  to  create  and  topple  empires,  spread  their  influence  across  the  land,  create  laws  that  nearly  
every  race  happily  follows,  challenge  gods,  and  harness  incredible  power.  
 
Physical  Description  
 
Humes  are  a  diverse  species  who  run  the  gamut  between  light  and  dark  skin,  hair  of  almost  any  color,  
and   varying,   but   mostly   consistent   heights   and   weights.   Most   stand   at   least   above   five   feet   at  
maturity,  and  weight  at  least  100  pounds.  They  are  the  standard  to  which  almost  all  other  races  are  
compared  in  terms  of  biology,  physiology  and  culture.  
 
Society  and  Relations  
 
Humes   are   the   most   commonly   seen   race   in   Ivalice,   as   such;   their   culture   varies   from   city   to   city.  
They  set  up  most  laws  throughout  the  land,  and  wield  the  most  influence,  they  are  the  easiest  to  get  
along   with,   in   most   cases,   and   aren't   afraid   to   intercede   in   other   race's   business   if   it   will   come   out  
peacefully.  
 
Adventurers  
 
Humes   are   a   potent   and   capable   race,   easily   able   to   excel   in   many   jobs   and   professions   if   they   put  
their   minds   to   it.   A   lot   of   Humans   join   Clans   and   adventure   for   many   reasons,   be   it   fame,   wealth,  
glory,   a   good   cause,   something   to   do,   puts   food   on   the   table,   etc.   Regardless,   Hume   adventurers   are   a  
determined  and  focused  lot,  with  more  potential  than  they  often  realize.  
 
Vital  Statistics  
 
Age  
• Adulthood:  15  Years  
• Middle  Age:  35  Years  
• Old:  53  Years  
• Venerable:  70  Years  
• Maximum  Age:  +  2d20  Years  
 
Height/Weight  
• Male:  Height  -­‐  5'4"  -­‐  6'4".  Weight  -­‐  130  lbs.  -­‐  200  lbs.  
• Female:  Height  -­‐  4'10"  -­‐  6'2".  Weight  -­‐  95  lbs.  -­‐170  lbs.  

  15  
 
Racial  Traits  
 
• +2  to  one  statistic  of  choice.  Humes  are  diverse  and  varied,  and  can  excel  in  many  different  fields.    
• Size:  Medium  
• Movement:  30  ft.  (6  Squares)  
• Skilled:  Humes  receive  one  extra  skill  rank  at  each  level.  
• Talented:  Humes  receive  one  bonus  Augment  at  first  level.  
• Practiced:  Humes  start  play  knowing  1  extra  Technique  at  first  level.  
 
Moogles  
 
Easily  the  smallest  civilized  species  in  Ivalice,  Moogles  are  an  inventive  and  crafty  race,  said  to  have  
built   the   first   airships.   Many   Moogles   run   and   maintain   several   different   and   unique   services   and  
organizations  throughout  Ivalice.  
 
Physical  Description  
 
Moogles,  not  including  their  ears  or  pom-­‐poms,  stand  at  just  above  2  feet,  but  most  never  reach  more  
than   3   feet.   Including   their   ears   and   pom-­‐poms,   they   reach,   at   most,   3-­‐4   feet   in   height.   They   have  
short,   but   strong   legs   that   can   propel   them   in   short,   skipping   leaps,   and   longer   arms   with   small,  
dexterous  fingers.  They  are  covered  in  a  soft,  downy  fur  that  ranges  anywhere  from  white  to  gray  to  
brown   in   color.   Some   Moogles   have   "hair"   in   the   conventional   Hume   sense   that   ranges   between  
Hume   colors.   Moogle   eyes   are   wide,   glossy   orbs   with   brown   irises.   Their   ears   are   large,   fluffy   and  
pointed,   similar   to   a   jackrabbit’s,   with   a   small   tuft   of   fur   marking   their   tails.   They   have   small   bat-­‐like  
wings,  which  are  mostly  vestigial  and  can  rarely  carry  them  aloft.  Their  most  recognizable  feature  is  
their   pom-­‐poms,   a   large   ball   of   fur   connected   by   a   long,   thin,   wiry,   but   tough   antenna.   Most   pom-­‐
poms  are  red  or  pink,  but  many  Moogles  have  pom-­‐poms  of  many  differing  colors.  A  Moogle's  pom-­‐
pom  is  his/her  pride,  and  they  are  very  sensitive  about  it  being  touched  and  played  with,  unless  with  
close  friends.  A  Moogle  who  loses  his  pom-­‐pom  is  disgraced  and  shamed  amongst  others  of  his  race,  
gaining   sympathy   from   some,   and   scorn   from   all   others.   Thankfully,   pom-­‐poms   re-­‐grow   within   a  
week  or  so,  but  marginally  smaller  than  they  used  to  be  every  time.  
 
Society  and  Relations  
 
Many  Moogles  are  service  people.  They  don't  consider  themselves  as  servants  or  slaves  to  others,  but  
provide   services   such   as   delivering   mail,   providing   in-­‐city   transportation   services,   tending   to  
Chocobo   stables,   running   clans,   maintaining   airships,   and   so   on.   They   are   a   friendly,   if   not   curious  
people  that  get  along  fine  with  most  other  races.  Some  Moogles  address  themselves  with  the  pronoun  
"mog"  but  the  most  recognizable  aspect  of  their  culture  is  that  they  tend  to  end,  and  sometimes  begin  
their  sentences  with  a  sound  that  most  people  readily  translate  as  "kupo".    
 
Adventurers  
 
Moogles   are   often   stereotyped   as   machinists   and   inventors,   but   there   are   several   who   take   up   the  
path  of  adventure.  A  Moogle's  small  stature  does  not  lend  well  to  physical  melee  jobs,  but  specialized  
skill  jobs  and  spell  casting  jobs  are  a  Moogle  adventurer's  best  bet.  Many  are  good  Gunners,  Thieves  
and  Black  Mages.  Curiously,  Moogle  White  Mages  are  rare.  
 
Vital  Statistics  

16    
 
Age  
• Adulthood:  20  Years  
• Middle  Age:  60  Years  
• Old:  120  Years  
• Venerable:  180  Years  
• Maximum  Age:  +3d20  Years  
 
Random  Height/Weight  
• Male:  Height  -­‐  2'4"  -­‐  2'8".  Weight  -­‐  35  lbs.  -­‐  45  lbs.  
• Female:  Height  -­‐  2'3"  -­‐  2'7".  Weight  -­‐  30  lbs.  -­‐  40  lbs.  
 
Racial  Traits  
 
• +2  Agility,  +2  Mind,  -­‐2  Strength.  Moogles  are  nimble  in  body  and  mind.  But  their  small  bodies  make  
them  weaker  than  most  other  races.  
• Size:  Small,  as  Small  creatures,  Moogles  gain  a  +1  size  bonus  to  their  Evasion,  a  +1  size  bonus  to  
their   Accuracy,   and   a   +4   size   bonus   on   Stealth   checks.   They   cannot   use   weapons   with   the  
Large   special   quality   and   must   use   weapons   with   the   Versatile   special   quality   in   both   hands,  
and  cannot  add  half  of  their  STR  modifier  to  weapons  with  this  quality.  
• Movement:  25  ft.  (5  Squares)  
• Low-­‐Light  Vision  
• Keen  Senses:  Moogles  receive  a  +2  Racial  bonus  on  Perception  checks.  
• Crafty:  Moogles  are  naturally  nimble  fingered  and  inventive,  and  receive  a  +2  racial  bonus  on  Craft  
and  Thievery  checks.  
• Aquaphobia:   Moogles   are   afraid   of   deep   water   and   will   not   willingly   enter   water   that   is   deeper  
than   2   feet.   If   a   Moogle   is   submerged   in   water   it   immediately   fails   any   Athletics   Check   to  
swim  and  takes  a  -­‐2  penalty  to  Evasion,  attack  rolls,  damage  rolls,  resilience,  skill  checks,  and  
stat  checks  until  it  has  been  out  of  the  water  for  one  round.  
• Wings:  A  Moogle's  wings  are  typically  too  small  to  allow  flight,  but  they  are  large  enough  to  allow  a  
modicum   of   aerial   movement   and   control.   Moogles   can   use   their   wings   to   perform   "flutter  
jumps"  and  gain  a  +6  racial  bonus  to  Athletics  checks,  but  only  when  made  to  jump.  When  
falling,  a  Moogle  can  vigorously  flap  his/her  wings  to  slow  his/her  descent.  Moogles  cannot  
take   falling   damage   unless   under   a   condition   that   disallows   the   use   of   their   wings,   such   as  
Exhaustion,  Paralysis,  Petrification,  Unconsciousness,  or  being  bound  by  rope.    
 
Nu  Mou  
 
The  Nu  Mou  are  a  dog-­‐like  race  of  legend  and  storytelling.  Many  are  good-­‐hearted,  even-­‐tempered,  
and  highly  intelligent.  The  world  of  Ivalice  respects  good  Nu  Mou,  and  highly  fears  evil  ones.  They  are  
a  sparse,  but  respected  race.  
 
Physical  Description  
 
The   tallest   Nu   Mou   reaches,   at   most,   four   feet   in   height.   They   stand   squat   and   hunched,   with   long,  
heavy,   fur   topped   tails.   They   have   large,   floppy,   looped   ears,   from   which   many   hang   decorative  
earrings   and   other   piercings.   Nu   Mou   have   short,   blunt   snouts   with   small   mouths   and   large,   dark  
eyes.   They   have   three   stubby   fingers   and   a   thumb   and   wide,   flat,   fur   covered   feet   adorned   with   three  
thick  nails.  Most  are  covered  with  thick,  coarse  fur  of  varying  earthy  tones,  mostly  shades  of  grays,  
oranges,  and  blues,  occasionally  white.  Their  skin  is  usually  gray.  

  17  
 
Society  and  Relations  
 
Nu  Mou  are  capable  of  living  up  to  three  times  as  long  as  Humes,  but  seldom  procreate.  They  are  a  
sparse   race,   originating   from   Mount   Bur-­‐Omisace   and   scattered   across   Ivalice   to   tell   tales   and  
practice  Magicks.  When  a  Nu  Mou  has  a  story  to  tell,  people  listen.  When  a  Nu  Mou  has  a  spell  to  cast,  
people  run.  Nu  Mou  are  near  legendary  for  their  great  natural  skill  with  Magicks,  even  those  who  do  
not  pursue  a  Magicks  wielding  class  usually  have  access  to  some  spell  or  another.  Nu  Mou  are  not  the  
kind   of   people   to   act   hastily   or   intercede   in   conversation,   they   are   reserved   and   quiet   in   many  
situations.  
 
Adventurers  
 
Not  many  Nu  Mou  actively  seek  out  adventure,  those  who  do  usually  do  it  for  knowledge,  stories,  or  a  
chance   to   meet   beasts   or   expand   their   spell   repertoire.   Nu   Mou   are   ill   suited   for   physical   battle   since  
their  bodies  are  small  and  frail.  They  make  up  for  this  with  spell  power,  as  such;  most  are  Black  or  
White   Mages   and   readily   take   up   most   of   the   spell   casting   Advanced   Jobs,   such   as   Time   Mage   or  
Summoner.  Some  take  up  levels  in  Hunter  to  help  them  communicate  with  beasts.  
 
Vital  Statistics  
 
Age  
• Adulthood:  30  Years  
• Middle  Age:  90  Years  
• Old:  160  Years  
• Venerable:  220  Years  
• Maximum  Age:  +1d%  Years  
 
Height/Weight  
• Male:  Height  -­‐  3'4"  -­‐  3'10”.  Weight  -­‐  75  lbs.  -­‐  95  lbs.  
• Female:  Height  -­‐  3'3"  -­‐  3'9".  Weight  -­‐  70  lbs.  -­‐  90  lbs.  
 
Racial  Traits  
 
• +2   Magick,   +2   Mind,   -­‐2   Vitality,   -­‐2   Strength.   Nu   Mou   are   mentally   powerful,   but   their   bodies   are  
weak  and  frail.  
• Size:  Small,  as  Small  creatures,  Nu  Mou  gain  a  +1  size  bonus  to  their  Evasion,  a  +1  size  bonus  to  
their   Accuracy,   and   a   +4   size   bonus   on   Stealth   checks.   They   cannot   use   weapons   with   the  
Large   special   quality   and   must   use   weapons   with   the   Versatile   special   quality   in   both   hands,  
and  cannot  add  half  of  their  STR  modifier  to  weapons  with  this  quality.  
• Movement:  25  ft.  (5  squares)  
• Low-­‐Light  Vision.  
• Well-­‐Read:  Nu  Mou  receive  a  +2  racial  bonus  on  Magicks  and  History  checks.  
• Superior   Spell   Casting:   Nu   Mou   are   powerful   spell   casters   and   have   an   effective   +1   Spellcasting  
level  when  determining  spells  known  and  spell  power.  In  addition,  Nu  Mou  begin  play  with  
an  additional  10  extra  MP.    
• Beastmasters:  Nu  Mou  have  a  natural  affinity  for  handling  wild  beasts,  and  receive  a  +4  to  Nature  
checks   made   to   influence   beasts   and   are   considered   to   have   the   Monster   Empathy   ability  
(See  hunters).  
• Aquaphobia:  Nu  Mou  are  afraid  of  deep  water  and  will  not  willingly  enter  water  that  is  deeper  than  

18    
2  feet.  If  a  Nu  Mou  is  submerged  in  water  it  immediately  fails  any  Athletics  Check  to  swim  
and   takes   a   -­‐2   penalty   to   Evasion,   Accuracy,   damage   rolls,   resilience,   skill   checks,   and   ability  
checks  until  it  has  been  out  of  the  water  for  one  round.  
 
 
 
Seeq  
 
The  Seeq  are  a  pig-­‐like  race  that  comes  in  a  variety  of  colors  and  sizes.  They  make  a  living  in  Hume  
societies   and   make   decent   go-­‐betweens   and   peddlers.   Many   are   mistrusted   on   account   of   their  
appearance,  mannerisms,  and  size.  But  if  they  are  treated  correctly,  they  make  loyal  friends.  
 
Physical  Description  
 
One  thing  most  races  agree  upon  is  that  Seeq  are  huge.  The  shortest  ones  barely  touch  six  feet.  They  
have   large,   tan   bellies;   with   the   rest   of   their   bodies   colored   in   various   shades,   commonly   blue,   but  
some   are   red,   green,   yellow,   or   brown.   They   have   squat   faces   and   snouts   with   large   nostrils,   large,  
pupiless   eyes   of   varying   colors,   and   large   tusks.   One   of   their   distinguishing   features   is   their   large  
single   horn   that   protrudes   from   the   top   of   their   heads,   sometimes   it   is   a   spire,   and   other   times   it  
resembles   a   knob.   They   stand   on   short,   thin,   but   strong   legs   featuring   three   cloven   toes.   Their  
powerful   arms   feature   two   long   talon-­‐adorned   fingers   and   a   thumb.   Physically,   it   is   impossible   to  
distinguish  between  males  and  females.  But  females  tend  to  wear  tops,  while  most  males  usually  only  
cover   their   bottoms   with   ragged   skirts   or   shorts   in   day   to   day   life,   only   donning   armor   for  
adventuring.  
 
Society  and  Relations  
 
Seeq   are   natural   gossip-­‐mongers   and   peddlers.   Most   live   among   Hume   societies   operating   bazaar  
stalls,  shops,  and  taverns.  They  are  treated  as  lower-­‐class  citizens,  on  the  account  that  most  are  not  
very  bright  and  speak  crudely  and  have  no  table  manners  and  spread  rumors  and  are  greedy  and  etc.  
That  being  said,  if  you  befriend  one,  you  have  a  greedy  acquaintance  who'll  try  to  eke  whatever  he  
can   out   of   you   while   giving   up   only   little   himself.   If   you   truly   befriend   one,   you   have   a   good,   loyal  
friend   for   life   who'll   go   to   great   lengths   for   you   and   treat   you   like   their   most   valued   treasure.  
Speaking   of   treasure,   Seeq   greed   is   legendary.   Many   adorn   themselves   with   shiny   baubles   and  
jewelry  whenever  they  can.  A  Seeq  who  wears  more  gold  than  actual  clothes  is  deeply  respected  in  
their  society.  
 
Adventurers  
 
Many  Seeq,  unsurprisingly,  adventure  for  the  chance  at  obtaining  treasure.  If  a  lot  of  Gil  is  at  stake,  
Seeq   will   do   nearly   anything   to   get   it.   Their   toughness   and   agility   leads   them   to   be   good   Soldiers   and  
Thieves.   While   many   don't   have   enough   self-­‐control   for   it,   they   also   make   good   Monks.   Most   don't  
have  the  patience  for  Magicks.  
 
Vital  Statistics  
 
Age  
• Adulthood:  18  Years  
• Middle  Age:  45  Years  
• Old:  60  Years  
• Venerable:  90  Years  

  19  
• Maximum  Age:  +  2d20  Years  
 
Height/Weight  
• Male:  Height  -­‐  5'8"  -­‐  6'8".  Weight  -­‐  160  lbs.  +  280  lbs.  
• Female:  Height  -­‐  5'7"  -­‐  6'7".  Weight  -­‐  150  lbs.  -­‐  270  lbs.  
 
Racial  Traits  
 
• +2   Agility,   +2   Vitality,   -­‐2   Mind,   -­‐2   Magick.   Seeq   are   surprisingly   agile   and   understandably   hardy,  
but  not  terribly  bright  and  often  let  their  greed  get  the  best  of  them.  
• Size:  Medium  
• Movement:  30  ft.  (6  Squares)  
• Keen  Senses:  Seeq  receive  a  +2  Racial  bonus  on  Perception  checks.  
• Great  Fortitude:  Seeq  receive  Great  Fortitude  as  a  bonus  Augment.  
• Greed:  Seeq  receive  a  +2  racial  bonus  on  Bartering  checks.  In  addition,  with  a  mere  glance,  most  
Seeq   can   immediately   determine   the   precise   Gil   count   and   value   of   any   large   horde   of   Gil  
and/or  Treasure.  
• Word  on  the  Street  is…:  Seeq  receive  a  +2  racial  bonus  on  Streetwise  checks.  
 
Viera  
 
The  Viera  are  people  of  the  Wood.  Lithe  Magicks  users  and  hunters,  they  are  mysterious,  reserved,  
and  alien  and  exotic  to  many  others.  They  are  skilled  combatants  who  have  a  special  link  to  the  Mist  
and  live  incredibly  long  lives.  
 
Physical  Description  
 
The  Viera  are  a  tall  race,  but  thin,  standing  at  least  six  feet  tall,  and  that's  if  you  exclude  their  large,  
rabbit-­‐like  ears.  There  are  both  genders  among  Viera,  but  they  live  separately  and  only  communicate  
when  the  need  arises.  Viera  skin  color  depends  on  the  type  of  Viera,  of  which  there  are  two.  Veena  
Viera,  who  are  lighter  skinned  and  more  deeply  rooted  in  the  wood,  and  Rava  Viera,  who  are  more  
curious   and   outgoing   are   more   likely   to   be   seen   among   Hume   establishments,   and   are   darker  
skinned.  All  Viera  sport  silver  hair,  with  little  variation  in  color,  those  who  venture  into  Hume  society  
tend   to   dye   their   locks,   however.   Pure   white   hair   is   considered   a   blessing   among   Viera   society.   Viera  
have   long,   thin   limbs   and   fingers,   their   foot   structure   is   peculiar,   in   that   they   have   only   three   toes,  
and  can  never  bring  their  heels  to  the  ground.  Thus,  many  females  wear  (and  function  fine  in)  stiletto  
heels.  Males  have  lower  heels,  and  support  them  with  more  conventional  heeled  shoes.  
 
Society  and  Relations  
 
Viera  are  exotic  and  distant,  very  few  are  seen  wandering  Ivalice,  as  many  are  deeply  rooted  in  their  
culture   and   reside   in   the   Wood.   Some   still   live   amongst   Humes   since   the   destruction   of   their  
homeland   centuries   ago,   and   their   descendants   have   never   known   the   Wood,   but   some   still  
occasionally  hear  its  call.  Viera  who  willingly  leave  the  Wood  are  considered  exiles  and  never  allowed  
to  really  fully  return.  
 
Adventurers  
 
Viera   who   wander   from   their   homeland   are   usually   Hunters   or   Mages.   Since   they   are   capable  
combatants,  they  are  fine  with  and  competent  in  many  of  the  jobs.  Few  are  Gunners,  since  many  don't  

20    
trust  technology,  those  that  do,  however,  are  dangerous  with  their  firearms.  
 
Vital  Statistics  
   
Age  
• Adulthood:  45  Years  
• Middle  Age:  110  Years  
• Old:  185  years  
• Venerable:  250  Years  
• Maximum  Age:  +  1d%  years  
 
Height/Weight  
• Male:  Height  -­‐  5'8"  -­‐  6'6".  Weight  -­‐  130  lbs.  -­‐  200  lbs.  
• Female:  Height  -­‐  5'6"  -­‐  6'4".  Weight  -­‐  120  lbs.  -­‐  190  lbs.  
 
Racial  Traits  
 
• +2  Agility,  +2  Magick,  -­‐2  Spirit.  Viera  are  fast  and  in  tune  with  the  Mist,  but  sensitive  to  its  effects  
and  are  rather  reclusive.    
• Size:  Medium  
• Movement:  35  ft.  (7  squares)  
• Low-­‐light  Vision.  
• Keen   Senses:   Viera   receive   a   +2   racial   bonus   on   Perception   checks.   This   bonus   increases   to   +8  
when   using   Perception   to   listen   or   if   listening   is   involved   in   the   perception   check   (such   as  
trying  to  hear  a  thief  sneak  up  on  you).  
• One  With  the  Wood:  Viera  receive  a  +2  racial  bonus  to  Nature  and  Endurance  checks.  In  addition  
to  this,  Viera  always  know  the  quickest  way  to  the  nearest  Viera  village  in  any  forest.  
• Weapon   Familiarity:   Viera   are   almost   always   trained   at   a   young   age   to   handle   an   assortment   of  
weapons.  Regardless  of  Job,  Viera  are  always  proficient  with  Light  Blades  and  Bows.  
• Mist  Sensitive:  Viera  are  sensitive  to  magickal  auras  and  can  feel  the  presence  or  absence  of  said  
auras,   but   cannot   pinpoint   or   see   them   unless   the   aura   is   visible   to   others   as   well.   When   a  
Viera   is   within   30   feet   (6   squares)   of   a   magickal   aura,   she   senses   it,   but   nothing   happens  
until   the   Viera   enters   the   aura.   Since   the   world   of   Ivalice   is   practically   covered   in   Mist  
constantly,  all  Viera  are  sensing  at  least  one  magickal  aura  at  all  times,  for  the  purposes  of  
this   feature,   however,   only   auras   with   a   caster   level   higher   than   the   Viera's   HD   and   from  
mages   and   creatures   that   emanate   these   aura's   are   taken   into   consideration.   If   the   aura   is  
too  strong  for  the  Viera  to  tolerate  (it  must  have  a  caster  level  at  least  5  levels  higher  than  
the  Viera's  HD),  she  must  make  a  Resilience  save  (DC  =  10  +  the  caster  level  of  the  aura  −  ½  
the   Viera’s   character   level)   or   enter   a   Mist   Frenzy.   This   save   must   be   made   for   every   minute  
that   the   Viera   stays   within   the   magickal   aura   and   is   not   already   in   Mist   Frenzy.   If   this   aura   is  
overwhelming   to   the   Viera   (Caster   level   of   at   least   10   levels   higher   than   the   Viera's   HD),   she  
must  make  a  Resilience  save  each  round  that  the  Viera  is  within  the  aura  (DC  is  the  same  as  
the   Resilience   save,   above)   or   collapse,   unable   to   cope   with   the   power.   Treat   the   Viera   as  
Unconscious   until   she   is   removed   from   the   aura's   area,   after   which   she   can   function  
normally.   The   use   of   a   Phoenix   Down   will   not   bring   the   Viera   to   consciousness,   but   will  
restore  her  HP  if  she  is  at  0  or  less  as  a  normal  Phoenix  Down  would.  
• Mist  Frenzy:  While  in  this  state,  the  Viera  enters  a  condition  similar  to  the  Berserk  status,  with  the  
following   exceptions.   Mist   Frenzy   lasts   for   as   long   as   the   Viera   is   in   range   of   the   aura   that  
activated   the   Frenzy   and   for   3   rounds   after   she   leaves.   If   her   Mist   Fenzy   lasted   longer   than   a  
number  of  rounds  equal  to  her  character  level  +  her  Vitality  modifier,  she  becomes  fatigued  
(−2  penalty  to  Strength,  −2  penalty  to  Dexterity,  can’t  charge  or  run)  for  the  duration  of  the  

  21  
current  encounter  or  one  minute  after  the  frenzy  ends,  whichever  is  shorter.  In  addition,  a  
Mist  Frenzy  is  far  more  potent  than  a  regular  Berserk  session,  and  the  bonuses  and  penalties  
accrued  from  being  Berserk  are  doubled  (+8  Strength,  -­‐4  Evasion).  

22    
Chapter Four: Jobs  

Stuff  to  Know  


 
In  Ivalice  Alliance,  your  character's  job  essentially  defines  what  he  or  she  does  not  only  in  the  world  
of  Ivalice,  but  also,  most  importantly,  in  combat.  Each  job  is  very  different  from  the  next  or  last,  and  
any   Final   Fantasy   player   worth   his   or   her   salt   should   be   able   to   recognize   most   of   them   by   name  
alone.  
 
In  IAT,  regardless  of  your  Job,  your  character  always  has  Health  Points  (HP),  and  Mist  Points  (MP).    
 
HP   determines   how   much   damage   you   can   take   before   falling   unconscious,   and   is   lowered   by  
suffering  injury  of  any  sort  in  and  out  of  combat.  Resting,  most  healing  Magicks  and  some  items  are  
capable  of  restoring  HP.    
 
MP  is  important  for  anyone  with  access  to  Magicks.  It  represents  how  many  spells  you  can  channel  
through   the   Mist   in   a   day.   MP   is   spent   whenever   using   any   Magicks,   Quickenings,   and   some  
techniques.   Characters   start   each   day   with   maximum   MP,   and   it   is   depleted   as   that   character   casts  
spells,   Quickenings,   and   uses   some   techniques.   MP   can   be   restored   through   the   use   of   Ethers   or  
Elixirs,   some   techniques   or   class   Features,   or   taking   a   Short   or   Extended   Rest.   Short   Rests   only  
restore   MP   equal   to   a   character's   caster   level   +   his   or   her   MGC   modifier,   while   Extended   Rests  
completely  and  fully  restore  a  character's  MP.  
 
Techniques  
 
Techniques  are  skills  and  abilities  usually  used  in  combat  that  do  things  no  regular  Magicks  or  skill  
check   can   accomplish.   Each   Class   has   a   set   of   its   own   unique   Techniques   that   separate   each   class  
from   the   next.   Techniques   can   range   from   enhancing   a   spell,   making   a   powerful   attack,   staunching  
wounds,  stealing  items  in  the  midst  of  combat,  and  enhancing  attacks  with  the  power  of  the  elements.  
 
Most   Techniques   can   be   used   as   freely   as   you   like   during   an   encounter,   while   some   have   an   MP   cost.  
Techniques  with  an  MP  cost  cannot  be  used  if  you  do  not  have  the  MP  required  for  it.  
 
Note   that   while   many   techniques   state   to   make   a   Standard   Melee   or   Ranged   attacks,   Techniques   will  
never  count  as  a  Standard  or  Melee  attack  for  the  purposes  of  immediate  actions  concerning  them,  
they  can  be  considered  “attacks”,  but  not  “basic  attacks.”  
 
Character  Advancement  
 
As  your  character  completes  encounters  and  spends  more  time  in  the  world  of  Ivalice,  you  eventually  
start   to   become   stronger   and   better   at   all   that   you   do   as   you   gain   experience.   Experience   Points  
measure   this   advancement.   Your   GM   should   give   you   Experiences   points   (EXP)   at   the   end   of   every  
encounter  or  session  and  for  completing  various  quests  or  goals.  Once  your  EXP  has  reached  certain  
thresholds,   you   become   stronger   by   leveling   up.   At   each   level,   you   decide   which   job   to   advance   in,  
usually   the   one   you   currently   have.   But   Multi-­‐classing   is   possible   and   even   common   in   Ivalice   (see  
next  chapter).  When  you  level  up,  you  gain  HP,  MP,  and  Skill  Points  according  to  your  Job.  
 

  23  
Character  Advancement  and  Level-­Dependant  Bonuses  
 
Character  Level   Experience  Point  Total   Augments   Ability  Score  Increase  
1st   -­‐   1st   -­‐  
2nd   1,000   -­‐   1st  
3rd   3,000   2nd   -­‐  
4th   6,000   -­‐   2nd    
5th   10,000   3rd   -­‐  
6th   15,000   -­‐   3rd    
7th   21,000   4th   -­‐  
8th   28,000   -­‐   4th    
9th   36,000   5th   -­‐  
10th   45,000   -­‐   5th    
11th   55,000   6th   -­‐  
12th   66,000   -­‐   6th    
13th   78,000   7th   -­‐  
14th   91,000   -­‐   7th    
15th   105,000   8th   -­‐  
16th   120,000   -­‐   8th    
17th   136,000   9th   -­‐  
18th   153,000   -­‐   9th    
19th   171,000   10th   -­‐  
20th   190,000   -­‐   10th    
 
 
The  Jobs  of  Ivalice  Alliance  are  as  follows.  
 

24    
Black  Mage  
 
Powerful  spell  casters  that  use  offensive  Magicks,  black  mages  use  dangerous  and  destructive  spells  
to  incinerate  their  enemies.  Black  mages  are  the  scholars  and  spell-­‐weavers  of  Ivalice,  and  have  many  
reasons   for   pursuing   their   powers.   Maybe   it's   to   study   and   learn   about   arcane   lore,   maybe   it's   just   to  
wield   awesome   power,   maybe   they   just   like   the   way   they   can   light   candles   and   torches   with   just   a  
thought.   In   any   case,   black   mages   in   Ivalice   are   usually   feared,   respected,   and   are   almost   always  
under  the  careful  eye  of  the  city  guard  just  to  make  sure  they  don't  blow  up  a  building.  
 
Role  
 
Black   mages   are   damage   dealers,   if   not   that,   then   they   use   debilitating   buffs   on   their   enemies.  
Statistics   important   to   this   class   are   Magick   and   Spirit;   Magick   because   it   directly   affects   how  
powerful   and   effective   their   spells   are,   along   with   how   many   Mist   Points   they   get,   and   Spirit   because  
it  aids  in  resisting  most  spells  and  effects,  which  black  mages  frequently  find  themselves  the  targets  
of.   Important   secondary   abilities   are   Agility   and   Vitality.   Black   mages   don't   wear   armor,   as   it  
interferes   with   spell   casting   and   they   have   a   poor   natural   Evasion   progression.   So   a   good   Agility  
helps  them  maintain  at  least  a  decent  Evasion.  Vitality  helps  compensate  for  their  low  HP  gain.  
 
Statistics  
• Starting  HP:  6  +  Vitality  Score  
• HP  Gain  per  level:  3  +  Vitality  Modifier  
• Starting  MP:  10  +  Magick  Score  
• MP  Gain  per  level:  5  +  Magick  Modifier  
• Starting  Gil:  600  Gil  
• Job   Skills   (2+MND   Modifier   skill   ranks   per   level):   Crafting,   Dungeoneering,   History,   Insight,   Magicks,   Nature,  
Profession,  Streetwise.  
 
Job  Features  
 
Weapon  and  Armor  Proficiency:  Black  mages  are  proficient  with  simple  weapons,  mystic  weapons,  
and  mystic  armor.  
 
The  Black  Mage  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques   Spells  


Basic   1   +0   +2   +0   Black  Lore,  Trinity,  Prestidigitation   1   3  
  2   +0   +3   +0   -­‐   1   4  
  3   +1   +3   +1   -­‐   1   4  
  4   +1   +4   +1   Bonus  Spell  Augment   2   5  
  5   +1   +4   +1   -­‐   2   5  
Advanced   6   +2   +5   +2   Recharge   3   7  
  7   +2   +5   +2   -­‐   3   8  
  8   +2   +6   +2   Bonus  Spell  Augment   3   9  
  9   +3   +6   +3   -­‐   4   10  
  10   +3   +7   +3   -­‐   4   11  
Heroic   11   +3   +7   +3   Serenity   5   13  
  12   +4   +8   +4   Bonus  Spell  Augment   5   14  
  13   +4   +8   +4   -­‐   5   15  
  14   +4   +9   +4   -­‐   6   16  
  15   +5   +9   +5   -­‐   6   17  
Legendary   16   +5   +10   +5   Bonus  Spell  Augment,  Mist  Flow   7   19  
  17   +5   +10   +5   -­‐   7   20  
  18   +6   +11   +6   -­‐   7   21  
  19   +6   +11   +6   -­‐   8   22  
  20   +6   +12   +6   Bonus  Spell  Augment,  Channeling   8   24  
 

  25  
 
Spells:   Black   mages   begin   play   knowing   3   spells,   which   can   be   chosen   from   the   Black   and   Arcane  
Magicks  spell  list.  Once  you  have  chosen  your  spells,  they  cannot  be  changed.  As  you  gain  black  mage  
levels,   you   learn   new   spells.   Black   mages   can   only   choose   spells   within   or   below   their   Tier,   (It's  
impossible   for   a   Basic   Tier   black   mage   to   choose   a   Heroic   spell,   for   instance,   but   it   is   acceptable   for   a  
Heroic  Tier  black  mage  to  choose  a  Basic  Tier  spell.)  
 
In  order  for  you  to  cast  a  spell,  you  must  have  a  Magick  Score  of  at  least  12.  For  every  Tier  beyond  
Basic,   you   must   have   a   Magick   Score   2   higher   than   12   (14   for   Advanced,   16   for   Heroic,   and   18   for  
Legendary).  
 
Black   Lore:   Spells   cast   by   black   mages   are   powerful.   When   you   cast   a   spell   from   the   Black   or   Arcane  
Magicks  spell  list  that  deals  damage,  add  your  black  mage  level  to  the  damage  dealt  up  to  a  maximum  
of   the   Spell's   tier   level   (+5   for   Basic,   +10   for   Advanced,   and   so   on).   In   addition,   black   mages   are  
reputed  masters  of  Magicks,  and  add  their  class  level  to  their  Magicks  skill  check.  
 
Trinity:  Black  mages  begin  play  knowing  one  of  the  following  three  spells  for  free:  Fire,  Thunder,  or  
Blizzard.  This  spell  does  not  count  toward  their  allotted  known  spells.  
 
Prestidigitation:   Mages   of   any   sort   are   practiced   in   using   Magicks   to   aid   in   many   differing  
endeavors.  Using  Magick  in  mundane,  everyday  occurrences  is  known  as  Prestidigitation,  a  catchall  
term  for  different  uses  of  Magicks.  Uses  of  Prestidigitation  include  but  are  not  limited   to:  summoning  
forth  a  bright  light  (6  Squares)  on  an  object,  such  as  the  tip  of  a  staff,  or  a  hat,  or  a  rock,  lighting  and  
snuffing   torches   and   small   campfires,   cleaning   food,   water,   surfaces,   etc.,   lifting   up   to   5   pounds   of  
material   4   squares   away   from   you   and   bringing   to   your   hands,   opening   or   closing   an   unlocked  
container   or   door,   creating   light   and   special   effects,   and   other   various   cosmetic   or   creative   effects.  
Really  the  only  limits  Prestidigitation  has  is  that  it  cannot  be  used  to  deal  or  heal  damage,  interrupt  
spell  casting,  emulate  a  spell  or  spell  effect  or  even  be  used  for  combat  purposes  at  all.  It  cannot  be  
used  to  accomplish  high-­‐end  magickal  effects  or  stimulate  a  response  from  or  alter  magickal  items.  
Prestidigitation  is  simply  tricks  and  effects  used  to  make  life  easier  for  the  humble  and  lazy  mage.    
 
Bonus  Spell  Augment:  At  4th  level,  and  every  4  levels  thereafter,  you  gain  a  bonus  Augment  selected  
from  the  Spell  Augment  list.  You  must  meet  the  requirement  for  the  Augment.  
 
Recharge:  At  6th  level,  you  can  regain  some  MP  if  you  need  it,  but  not  without  risk.  As  an  Action,  you  
can  regain  MP  equal  to  twice  your  black  mage  level  by  rolling  a  D20.  On  an  11  or  higher  this  ability  is  
successful,  on  a  10  or  lower,  the  ability  backfires  and  your  MP  is  reduced  by  a  number  equal  to  the  
amount  you  would  have  gained.  You  can  use  this  ability  a  number  of  times  per  day  equal  to  3  +  your  
Magick  Modifier.  
 
Serenity:  At  11th  level,  your  spells  become  truly  powerful  if  you  can  focus  on  them.  As  long  as  you  
are   at   full   health,   any   spells   cast   by   you   that   deal   damage   deal   an   additional   20%   (X1.2)   more  
damage,  rounded  down.  
 
Mist   Flow:   At   16th   level,   your   body   becomes   a   conduit   for   the   Mist,   and   Magick   easily   flows   through  
you.   During   an   encounter,   your   MP   regenerates   at   a   slow   rate.   At   the   beginning   of   your   turn,   you  
regenerate   MP   equal   to   your   MGC   modifier.   And   your   MP   is   completely   restored   after   a   short   rest,   as  
opposed  to  an  extended  one.  
 
Channeling:  At  20th  level,  you  become  so  adept  at  casting  spells  that  MP  becomes  less  of  a  limit.  The  
MP  costs  of  all  spells  cast  by  you  are  halved.  
 

26    
Techniques  
 
Basic  Tier  
 
Libra   -­‐   Use:   Action   -­‐   You   call   upon   months   of   reading   and   study   to   identify   the   vital   health,   defenses,  
elemental  weakness,  and  strengths  of  your  foes.  You  can  immediately  discern  all  enemies  within  your  
line  of  sight's  maximum  and  current  HP  and  MP  value,  Evasion,  Defenses,  which  elements  (if  any)  it  is  
weak  against,  and  which  elements  (if  any)  it  is  strong  against.  Some  enemies  cannot  be  targeted  with  
this  ability.  
 
Seal  -­‐  Use:  Move  -­‐  You  weave  together  a  rune  before  casting  a  spell  through  it,  amplifying  its  power.  
After  using  this  technique,  the  next  spell  you  cast  is  more  potent  than  usual.  If  your  next  spell  deals  
damage,   increase   the   damage   by   +4.   If   your   next   spell   causes   a   negative   status   effect,   the   save   DC   for  
that   status   is   increased   by   2   (DC   14   becomes   DC   16).   If   your   next   spell   does   damage   and   causes   a  
negative   status   effect,   then   apply   both   modifiers   mentioned   above   to   the   spell.   This   effect   only  
applies  to  one  spell  you  cast,  and  it  must  be  the  first  spell  you  cast  after  using  this  Technique.  You  can  
only  have  one  Seal  at  a  time.  
 
Counterspell   -­‐   Use:   Reaction   -­‐   You   fight   Fire   with   Fire.   This   technique   can   only   be   used   if   you   are  
targeted  with  a  spell  that  you  know.  The  spell  being  cast  at  you  is  resolved  as  usual,  but  as  a  Reaction,  
you  may  opt  to  cast  the  spell  back  at  the  caster,  so  long  as  you  have  the  MP  required  for  it.  You  may  
only  make  one  Counterspell  per  round.  
 
Achilles   -­‐   Use:   Action   -­‐   MP   Cost:   8   -­‐   You   hinder   a   foe's   resistance   to   an   Element.   Choose   one   foe  
within   10   squares   of   you   that   you   can   see,   that   foe   must   make   a   Resilience   Save   (DC   10   +   3   Per  
Character   Tier   +   Your   MGC   Modifier)   or   have   a   resistance   to   one   element   of   your   choice   (Fire,   Ice,  
Lightning,  Water,  Earth,  Wind,  Light  or  Dark)  go  down  by  one  level  (Absorb  >  Null  >  Half  >  Norm  >  
Weak)   for   the   rest   of   this   encounter.   If   you   use   this   Technique   again   on   the   same   enemy,   you   can  
choose   another   Element   against   which   you   can   make   it   weaker,   but   the   previous   Element   chosen  
reverts   to   its   previous   resistance   (Save   DC   as   above,   if   successful   this   time,   the   Element   switch   is  
unsuccessful,  but  the  effect  is  not  lifted).  
 
 
Advanced  Tier  
 
Spellbound   -­‐   Use:   Action   -­‐   MP   Cost:   5   -­‐   You   place   an   arcane   rune   on   yourself   or   an   ally   who   is  
enjoying   a   positive   boost,   making   the   status   last   longer.   This   Technique   can   be   used   only   when   a  
single   positive   status   effect   is   placed   upon   you   or   an   ally   within   5   squares   of   you.   The   status   in  
question   lasts   50%   longer   than   usual.   This   Technique   only   applies   once   to   a   single   status,   but   can   be  
used  for  another  status  that  is  not  already  Spellbound.  For  a  status  with  the  descriptor  "for  the  rest  of  
encounter"   and   a   Spellbound   effect   is   placed   on   it,   the   status   carries   over   to   the   next   encounter   if   the  
character   receiving   the   benefit   of   the   status   does   not   take   an   extended   rest.   The   status   is   removed   at  
the  end  of  the  next  encounter.  
 
Hexed   -­‐   Use:   Action   -­‐   MP   Cost:   5   -­‐   You   place   a   dark   curse   on   an   afflicted   enemy,   prolonging   its  
suffering.   This   Technique   can   be   used   only   when   a   single   negative   status   ailment   is   placed   upon   a  
unit  within  5  squares  of  you.  The  status  in  question  lasts  50%  longer  than  usual.  This  Technique  only  
applies   once   to   a   single   status,   but   can   be   used   for   another   status   that   is   not   already   Hexed.   For   a  
status  with  the  descriptor  "for  the  rest  of  encounter"  and  a  Hexed  effect  is  placed  on  it,  it  carries  over  
to  the  next  encounter  if  the  target  (assuming  it  survives)  does  not  take  an  extended  rest.  The  status  
ends  at  the  end  of  the  next  encounter.  
 
Swift   Casting   -­‐   Use:   Move   -­‐   You   hastily   weave   together   Magicks   as   the   situation   calls   for   it.   This  
Technique  can  be  used  whenever  you  use  a  Magicks  with  a  casting  time  of  an  Action.  Increase  the  MP  
cost  of  this  spell  by  50%  and  cast  the  spell  as  a  part  of  this  technique;  you  cannot  use  an  Action  to  

  27  
cast  a  spell  in  the  same  round  you  use  Swift  Casting.  
 
Shades  of  Black  -­‐  Use:  Action  -­‐  You  may  be  out  of  MP,  but  that  doesn't  mean  you  still  don't  have  a  
trick   up   your   sleeve.   Roll   a   1D6   and   consult   the   table   below,   you   may   immediately   cast   the   spell  
rolled  at  no  MP  cost.  
1. Fire    
2. Blizzard  
3. Thunder  
4. Water  
5. Aero  
6. Quake  
 
Heroic  Tier  
 
Manafont   -­‐   Use:   Passive   -­‐   You   channel   the   Mist   in   a   moment   of   perfection   to   cast   a   single   spell   when  
it  counts.  This  Technique  can  only  be  used  once  per  encounter.  Use  this  Technique  when  you  cast  a  
spell.  That  spell  has  a  MP  cost  of  0.  However,  using  this  technique  effectively  severs  your  tie  to  the  
Mist  temporarily,  and  you  are  considered  Silenced  for  1D4  rounds  (but  can  still  speak).  In  addition,  
you  cannot  gain  MP  through  the  use  of  MP  restoring  abilities  or  items  until  the  Silence  effect  wears  
off.  You  must  wait  out  the  duration  of  the  Silence  effect.  Spells  or  items  that  cure  Silence  fail  to  work.  
 
Geomancy   -­‐   Use:   Action   -­‐   MP   Cost:   18   -­‐   You   severely   hinder   your   foe's   resistance   to   the   elements.  
Choose   one   foe   within   10   squares   of   you.   That   foe   must   make   a   Resilience   Save   (DC   =   10   +   MGC  
Modifier  +  3  Per  Character  Tier)  or  have  all  of  its  elemental  resistances  reduced  by  one  level  (Absorb  
>  Null  >  Half  >  Norm  >  Weak).  
 
Absorb  MP  -­‐  Use:  Reaction  -­‐  You  turn  your  pain  into  fuel  for  your  next  spell.  Use  this  Technique  as  
you   take   damage   from   a   spell.   You   regain   MP   equal   to   half   of   the   damage  taken;   you   cannot   go   above  
your  maximum  MP  limit  when  regaining  MP  using  this  method.  
 
Legendary  Tier  
 
Master   Counterspell   -­‐   Use:   Reaction   -­‐   You   fight   Fire   with   Blizzaga.   This   Technique   functions   as  
Counterspell,   but   instead   of   casting   the   exact   same   spell,   you   may   choose   any   spell   you   know   to  
counter  with.  You  can  use  this  Technique  as  often  as  you  like  in  a  round  as  long  as  you  have  the  MP  
required.  
 
Turbocast  -­‐  Use:  Action  -­‐  You  use  twice  as  much  Mist  to  cast  this  one,  but  your  enemy  would  have  
probably  never  thought  you  could  make  a  Fire  spell  hit  that  hard.  Use  this  Technique  as  you  cast  a  
spell   that   deals   damage.   First,   double   the   MP   cost   for   this   spell,   if   this   would   make   it   so   you   wouldn't  
have   enough   MP   to   cast   this   spell,   then   this   Technique   cannot   be   used.   Double   the   dice   rolled   and  
modifiers  for  this  spell  (2D8+4  becomes  4D8+8).  
 
Degrees  of  Black  -­‐  Use:  Action  -­‐  Even  when  you're  low  on  MP,  you  can  still  put  together  quite  a  light  
show.   Roll   a   1D6   and   consult   the   table   below,   you   may   immediately   cast   the   spell   rolled   at   no   MP  
cost.  
 
• 1  -­‐  Firaga  
• 2  -­‐  Blizzaga  
• 3  -­‐  Thundaga  
• 4  -­‐  Waterga  
• 5  -­‐  Aeroga  
• 6  -­‐  Quaga  
 

28    
Gunner  
 
Technological   experts   that   wield   powerful   firearms   and   are   capable   pilots,   gunners   can   be   anywhere  
between   respected   machinists,   dashing   rogues,   clan   leaders,   spies,   agents,   smooth-­‐talkers,   airship  
pilots  or  despised  sky  pirates  who  are  out  only  to  plunder  from  the  wealthy  and  make  daring  escapes  
in   unique   airships.   Gunners   are   the   only   Job   in   IAT   who   can   wield   firearms   from   the   start,   and   are  
powerful  damage  dealers  with  unique  attacks  and  a  diverse  skill  set.  
 
Role  
 
Gunners  are  supportive  damage  dealers,  using  powerful  guns  (of  course!)  to  deal  a  massive  amount  
of   damage   every   couple   of   turns.   When   not   firing   their   guns,   they   also   use   other   tools   or   smooth  
words   and   luck   to   aid   the   party   in   battle.   Agility   is   an   important   statistic   for   gunners,   as   using  
firearms   requires   good   aim   and   quick   fingers.   Mind   is   also   important,   as   it   affects   their   skills   and  
techniques.   Spirit   is   a   good   third   option   for   gunners   who   want   good   scores   in   Wordplay   and   who  
choose  certain  techniques  and  features.  
 
Statistics  
• Starting  HP:  8  +  Vitality  Score  
• HP  Gain  per  level:  4  +  Vitality  Modifier  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  Magick  Modifier  
• Starting  Gil:  800  Gil  
• Job   Skills   (6+MND   modifier   skill   ranks   per   level.):   Acrobatics,   Bartering,   Crafting,   Dungeoneering,   Engineering,  
Perception,  Pilot,  Profession,  Stealth,  Streetwise,  Thievery,  Wordplay.  
 
 
Job  Features  
 
Weapon   and   Armor   Proficiency:   Gunners   are   proficient   with   simple   weapons,   light   blades,  
firearms,  and  light  armor.  
 
The  Gunner  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques  


Basic   1   +3   +1   +0   Aim  +1D6,  Quick  Draw   1  
  2   +3   +2   +0   -­‐   2  
  3   +4   +2   +1   -­‐   2  
  4   +4   +2   +1   Aim  +2D6   3  
  5   +5   +3   +1   Caution   3  
Advanced   6   +6   +3   +2   Ace   4  
  7   +6   +4   +2   Aim  +3D6   4  
  8   +7   +4   +2   Improved  Caution   5  
  9   +8   +4   +3   -­‐   5  
  10   +8   +5   +3   Aim  +4D6   6  
Heroic   11   +9   +5   +3   Ace,  Longshot   7  
  12   +9   +6   +4   -­‐   7  
  13   +10   +6   +4   Aim  +5D6   8  
  14   +10   +6   +4   Burst  Shot   8  
  15   +11   +7   +5   -­‐   9  
Legendary   16   +12   +7   +5   Ace,  Aim  +6D6,  Deadeye   10  
  17   +12   +8   +5   -­‐   10  
  18   +13   +8   +6   -­‐   11  
  19   +14   +8   +6   Aim  +  7D6   11  
  20   +15   +9   +6   True  Shot   12  
 
Aim:  Gunners  can  aim  carefully  at  their  opponent  and  gain  a  chance  to  deal  a  particularly  devastating  
Aimed  Shot.  In  order  for  you  to  take  Aim,  you  must  spend  an  Action  focusing  on  a  single  opponent  

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that  the  you  declare  as  your  target,  you  cannot  move  after  declaring  a  target  for  an  Aimed  Shot.  On  
the  start  of  your  next  turn,  you  may  make  an  Aimed  Shot  as  an  Action.  Aimed  Shots  have  a  bonus  to  
their  Accuracy  equal  to  ½  of  the  gunner's  level  (minimum  +1)  and  deal  an  additional  1D6  points  of  
damage,   this   bonus   increases   by   another   D6   every   three   levels   after   1st   (2D6   at   4th,   3D6   at   7th,   4D6  
at   10th,   and   so   on).   This   bonus   damage   overcomes   any   Resistances   or   Defense   the   mark   may   have   to  
the   damage   dealt.   Critical   Hits   can   apply   to   this   bonus   damage.   Aimed   Shot   damage   can   apply   to  
techniques.  If  you  do  not  use  an  Aimed  Shot  after  preparing  for  one,  then  you  must  prepare  another  
Aimed  Shot.  
 
Gunners   cannot   use   Aim   under   circumstances   where   footing   is   unstable.   Neither   can   you   use   Aim  
while  mounted;  unless  your  mount  does  not  move  at  all  during  the  time  it  takes  to  make  an  Aimed  
Shot.  Aimed  Shots  are  ineffective  against  creatures  that  have  concealment.  
 
If   you   take   damage   while   preparing   an   Aimed   Shot,   you   must   make   a   Perception   Check   (DC   10   +  
Damage  Taken)  or  lose  the  shot,  and  must  prepare  another  one.  
 
Quick   Draw:   Gunners   get   Quick   Draw   as   a   bonus   Augment   at   1st   level.   If   you   already   have   this  
Augment   or   gain   it   later,   you   gain   an   extra   benefit   (Quick   Draw   +).   You   can   now   also   sheath   your  
weapon  as  a  passive  action.  
 
Caution:   Starting   at   5th   level,   the   gunner   can   react   to   danger   before   your   senses   would   normally  
allow  you  to  do  so.  You  retain  your  Agility  bonus  to  Evasion  (if  any)  even  if  you  are  caught  flat-­‐footed  
or   struck   by   an   invisible   attacker.   However,   you   still   lose   your   Agility   bonus   to   Evasion   if  
immobilized.  
 
If   you   already   have   Caution   from   a   different   job,   you   automatically   gain   Improved   Caution   instead  
(see   below),   and   the   levels   from   the   job   that   grants   Caution   stack   to   determine   the   minimum   level  
required  to  flank  you.  
 
Ace:   At   6th   level,   and   every   5   levels   thereafter,   you   become   particularly   skilled   and   competent   in  
some  field.  Choose  one  option  from  the  list  provided  below  that  you  meet  the  requirements  for,  you  
gain  the  benefits  described  in  that  option.  Once  you  have  made  a  decision,  it  cannot  be  changed.  
• Ace   Pilot:   Requirement   -­‐   Pilot   4   ranks   -­‐   You   become   the   captain   of   you   very   own   small   custom  
airship.   See   the   Equipment   chapter   for   information   on   owning   airships   (This   has   benefits  
and   drawbacks,   Airships   are   high   maintenance   vehicles,   after   all).   Consult   your   GM   about  
acquiring   this   Airship   and   how   you   want   it   to   look.   In   most   cases,   the   airship   should   be   a  
reward  of  a  quest,  for  instance:  defeating  a  group  of  sky  pirates  and  "commandeering"  their  
ship,   inheriting   it   or   acquiring   it   off   of   an   old   sky   pirate   or   merchant,   outright   stealing   it,  
salvaging   it   from   a   junkyard   or   repairing   a   crashed   and   abandoned   one   are   all   good  
examples  of  obtaining  one  without  having  the  gunner  spend  a  bone-­‐breaking  amount  of  Gil.  
It's   a   good   idea   to   inform   the   GM   ahead   of   time   before   acquiring   this   Ace.   Regardless   of   how  
the   ship   is   obtained,   the   gunner   becomes   an   adept   airship   Pilot,   and   adds   his/her   Agility  
Modifier   in   addition   to   his/her   Mind   Modifier   (or   vice-­‐versa,   depending   on   the   situation)  
when  making  skill  checks  for  flying  airships.  
• Bullet  Ace:  Requirement  -­‐  Weapon  Focus:  Firearms  -­‐  Your  skill  with  a  gun  is  unmatched.  You  may  
make   an   Aimed   Shot   as   an   Action   provided   you   take   no   other   actions   on   your   turn   (this  
includes   Reactions,   but   not   Passive   actions,   such   as   reloading).   You   may   still   choose   to   use   2  
Actions  in  order  to  use  an  Aimed  Shot.  You  still  must  have  steady  footing  in  order  to  make  
this  Aimed  Shot.    
• Silver  Tongued  Ace:  Requirement  -­‐  Wordplay  4  ranks  -­‐  With  a  few  choice  words,  you  can  either  
evoke   startling   courage   and   strength   amongst   your   allies   or   belittle   your   enemies   with  
curses  a  sailor  would  find  distasteful.  At  the  start  of  each  combat  encounter,  choose  one  out  
these  two  benefits:  
• You  can  provoke  courage  and  enhance  morale  in  your  allies  with  boasts  and  bets,  granting  all  allies  (and  yourself)  a  
bonus  to  their  Resilience  equal  to  your  Spirit  Modifier.    

30    
• Or  you  can  curse  and  spit  at  your  enemies,  distracting  and  annoying  them,  prompting  all  enemies  who  can  hear  you  
to   make   a   resilience   save   (DC   10   +   3   Per   Gunner   Tier   +   Your   Spirit   Modifier)   or   suffer   a   penalty   to   Accuracy   and  
Evasion  equal  to  your  Spirit  Modifier.  
  Regardless  of  what  this  Ace  is  used  for,  this  is  a  Mind-­‐affecting  Ability,  and  your  targets  must  
  be   able   to   understand   your   language   and   have   a   Mind   of   at   least   3.   In   addition   to   this  
  Ace,  you  also  gain  a  +4  competence  bonus  to  Wordplay  and  Barter  checks.  
• Ace   of   Hearts:   Requirement   -­‐   Spirit   14   -­‐   You're   a   lady   killer,   or,   for   the   female   gunners,   men  
nosebleed  at  the  mere  sight  of  you.  You  gain  access  to  the  following  abilities.  
• Escort:  As  a  Reaction,  you  may  protect  a  party  member  (of  the  opposite  gender)  within  2  squares  of  you  from  any  
attack   that   targets   her/him   by   taking   her/his   place.   You   immediately   move   to   that   ally's   square,   and   the   ally   is  
shifted  to  a  square  adjacent  to  where  you  are  now  standing,  or,  if  she/he  is  a  target  of  an  area  attack,  the  nearest  
square  available  that  is  not  targeted  by  the  area  attack.  The  Ally  must  be  hit  by  this  attack,  and  you  take  the  damage  
in   her/his   place,   regardless   of   whether   or   not   your   Evasion   or   Resilience   would   make   a   difference.   You   can   use   this  
ability  even  if  you  are  included  as  a  target  by  this  attack.  You  can  use  this  ability  a  number  of  times  per  day  equal  to  
3  +  Your  Spirit  Modifier.  
• Enchant:   With   a   polite   gesture   and   some   choice   words,   members   of   the   opposite   sex   become   enraptured   and  
fascinated   by   your   presence,   even   forgetting   that   there's   supposedly   a   battle   raging   on.   This   ability   affects   all  
humanoid  creatures  of  the  opposite  gender  that  can  see  and  hear  you.  Each  affected  creature  receives  a  Resilience  
Save  (DC  10  +  3  Per  Gunner  Tier  +  Your  Spirit  Modifier)  to  negate  this  affect.  Creatures  who  succeed  on  their  save  
cannot   be   affected   by   your   Enchant   ability   again   for   24   hours.   Creatures   who   fail   this   save   stop   what   they   are   doing  
and   listen   and   pay   attention   intently   to   your   words   and   charm   (granting   Combat   Advantage),   as   long   as   you  
maintain   it.   Initiating   and   maintaining   Enchant   is   an   action.   The   effect   ends   when   you   spend   an   action   to   do  
anything   other   than   maintain   Enchant   or   when   you   take   damage.   The   effect   also   ends   when   a   target   under   your  
Enchant   effect   takes   damage   or   is   otherwise   alerted   to   danger   (such   as   violent   shaking   or   a   swift   slap   across   the  
cheek,  regardless,  this  is  an  Action  to  perform).  You  can  use  Enchant  for  a  number  of  rounds  per  day  equal  to  4  +  
Your  Spirit  Modifier.  It  is  a  Mind-­‐affecting  ability.  
    In  addition  to  the  abilities  listed  above,  you  also  gain  a  +6  competence  bonus  on  Wordplay    
    checks  made  to  affect  members  of  the  opposite  gender.  
• Ace   of   Spades:   Requirement   -­‐   Must   have   made   the   most   winnings   in   a   gambling   game   -­‐   People  
who   play   gambling   games   with   you   usually   regret   it.   Whenever   you   use   the   dice   to  
determine   the   results   of   a   gambling   game,   roll   twice   and   use   the   better   result.   Aside   from  
that,   you   also   obtain   a   "Lucky"   dice   that   you   can   use   once   per   day   to   grant   the   party   either   a  
significant  advantage  or  disadvantage.  Using  this  ability  is  a  Standard  Action,  roll  a  1D6  and  
consult  the  table  below.  
1. Inflicts  Poison  on  all  allies  that  can  see  you.  No  Save.  
2. Casts  Haste  on  all  enemies  that  can  see  you.  
3. Casts  Protect  and  Shell  on  all  enemies  that  can  see  you.  
4. Casts  Protect  and  Shell  on  all  allies  that  can  see  you.  
5. Casts  Haste  on  all  allies  that  can  see  you.  
6. Inflicts  Poison  on  all  enemies  that  can  see  you.  No  save.  
• Ace   of   Diamonds:   Requirement   -­‐   None   -­‐   You   have   a   knack   for   finding   valuable   Treasure   and  
bartering.   You   gain   a   +6   competence   bonus   on   Barter   checks.   In   addition,   you   can   discern  
one   creature's   treasure,   items,   and   Gil   so   long   as   the   creature   is   within   sight   of   you.   If   you  
discover   a   treasure   horde   that   the   GM   must   roll   randomly   for   in   order   to   determine   how  
much  treasure  is  found,  you  may  also,  once  per  day,  force  the  GM  to  roll  the  dice  twice  and  
use   the   higher   or   more   favorable   result.   While   this   may   determine   how   many   items   the  
group  finds,  it  does  not  affect  what  type  of  items  they  are  (for  instance,  the  GM  may  have  to  
roll  twice  to  determine  the  quantity  of  magickal  items  in  a  hoard,  but  the  GM  does  not  roll  
twice  to  determine  the  effect  the  magick  item  has  or  what  kind  of  magick  item  it  is).  
• Ace   of   Clubs:   Requirement   -­‐   Spirit   12,   Must   be   a   member   or   leader   of   a   Clan   -­‐   You   are   adept   at  
running  and/or  providing  for  your  clan.  You  and  select  members  of  your  party  do  not  have  
to   pay   a   Cost   of   Living   price   if   they   are   members   of   your   clan,   they   always   have   a   place   to  
sleep,  eat,  and  live  at  the  clan  hall.  In  addition,  when  receiving  Gil  rewards  after  completing  a  
quest  or  hunt  for  your  clan,  increase  the  amount  of  Gil  received  by  20%.  
 
Improved   Caution:   A   gunner   of   8th   level   or   higher   can   no   longer   grant   Combat   Advantage.   This  
defense   denies   any   job   or   creature   the   chance   to   use   Sneak   Attack   on   you   by   using   Combat  
Advantage,  unless  the  attacker  has  at  least  four  more  levels  than  you  do.  
 
Longshot:   At   11th   level,   a   gunner   gains   Longshot   as   a   bonus   Augment,   even   if   you   don't   meet   the  

  31  
requirements   for   it.   If   you   already   have   Longshot   or   gain   it   later,   you   gain   an   extra   benefit   (Longshot  
+).  You  can  now  fire  a  weapon  at  its  maximum  range  increment  without  penalty.  
 
Burst  Shot:  At  14th  level,  you  fire  potent  and  piercing  shots  that  refuse  to  bounce  off  of  tough  hide  or  
armor.  Your  attacks  ignore  the  first  3  points  of  Physical  or  Perfect  Defense  whenever  you  attack  an  
enemy  with  a  firearm.  
 
Deadeye:  At  16th  level,  your  Aimed  Shots  become  truly  devastating.  Add  your  Mind  Modifier  to  each  
die  of  bonus  damage  performed  with  an  Aimed  Shot.  For  instance,  a  gunner  with  an  MND  Modifier  of  
+2   with   a   +6D6   Aimed   Shot   bonus   now   deals   +6D6   +   12   points   of   damage   with   an   Aimed   Shot.  
Critical  Hits  can  still  apply  to  this  damage.  
 
True  Shot:  At  20th  level,  you  never  miss.  When  making  an  Aimed  Shot,  you  add  your  whole  gunner  
level   instead   of   the   usual   ½   to   the   accuracy   of   the   shot.   You   also   add   your   MND   modifier   to   the  
accuracy  of  all  ranged  attacks  made.  In  addition,  a  natural  1  on  the  dice  roll  is  never  considered  an  
automatic  miss  for  you.  
 
Techniques  
 
Basic  Tier  
 
Concentrate  -­‐  Use:  Action  -­‐  You  focus  intently  on  your  target,  it  may  be  nimble,  but  it  can't  dodge  a  
bullet.   You   must   be   wielding   a   firearm.   Choose   one   target   within   range   of   your   weapon;   if   that   target  
is  still  in  range  at  the  start  of  your  next  turn,  your  next  attack  against  it  ignores  its  Agility  bonus  to  
Evasion.  You  can  stack  this  technique  with  other  attacks  (Such  as  an  Aimed  Shot  or  Cheap  Shot)  so  
long  as  the  target  remains  within  range  and  you  do  not  attack  another  creature.  
 
Potshot  -­‐  Use:  Action  -­‐  You  sacrifice  range  for  power.  You  must  be  wielding  a  firearm.  The  maximum  
range  for  this  attack  is  1/5th  of  your  weapon's  first  range  increment.  Add  +4  to  your  Accuracy  and  
damage  roll.  This  technique  stacks  with  the  bonuses  granted  by  the  Point-­‐Blank  Shot  Augment.  
 
Barrel  Bash  -­‐  Use:  Standard  -­‐  An  enemy  gets  too  close  for  comfort,  so  what  do  you  do?  Smack  him  
across  the  face  with  your  gun,  of  course!  You  must  be  wielding  a  firearm.  Roll  for  a  standard  melee  
attack   with   an   improvised   weapon   (your   gun),   this   attack   does   not   take   the   penalties   for   attacking  
with  an  improvised  weapon.  In  addition  to  dealing  damage  on  a  successful  hit,  the  enemy  is  stunned  
for  1  round.  A  Critical  Hit  will  also  leave  them  disabled  for  1D4  rounds.  If  this  attack  is  used  with  a  
hand  cannon,  it  also  deals  1D4  points  of  lethal  damage.  This  technique  is  ineffective  against  creatures  
that  are  immune  to  being  stunned.  Aimed  Shot  cannot  be  used  with  this  technique.  
 
Distracting   Shot   -­‐   Use:   Reaction   -­‐   You   might   have   missed,   but   the   noise   from   your   shot   distracts  
your  enemy  long  enough  that  the  next  attack  against  it  won't!  Use  this  technique  when  you  miss  an  
attack  with  a  firearm.  The  missed  target  takes  a  -­‐2  penalty  to  Evasion  until  it  is  attacked  again  or  until  
the  start  of  your  next  turn,  whichever  comes  first.  
 
Missed  Hit  -­‐  Use:  Reaction  -­‐  You  didn't  hit  the  foe  you  were  aiming  for,  but  his  friend  wasn't  so  lucky.  
Use   this   technique   when   you   miss   an   attack   with   a   firearm,   if   there   is   an   enemy   adjacent   to   your  
target,   that   enemy   takes   damage   equal   to   your   AGI   Modifier.   Aimed   Shot   cannot   apply   to   this  
technique.  This  technique  ignores  Physical  Defense.  
 
Eleshot   -­‐   Use:   Action   -­‐   A   flaming   shot   or   shocking   bullets,   it's   all   good.   You   must   be   wielding   a  
firearm.  Choose  an  element  (Fire,  Lightning,  Ice,  Water,  Wind  or  Earth),  this  attack  replaces  regular  
damage   with   damage   of   the   chosen   element   (thus   attacking   Magickal   Defense),   but   otherwise  
functions  like  a  normal  attack.    
 
Advanced  Tier  

32    
 
Scattershot  -­‐  Use:  Action  -­‐  Your  bullet  splits  apart  mid-­‐flight,  hitting  multiple  enemies  at  once.  You  
must  be  wielding  a  firearm  to  use  this  technique.  This  attack  is  a  6  square  cone-­‐shaped  burst.  Make  a  
single  attack  against  every  creature  in  the  cone.  However,  the  damage  dealt  is  lowered  by  one  dice  
category   (D12>D10>D8>D6>D4>D3>).   If   this   technique   is   used   with   Aimed   Shot,   only   the   target   of  
your  Aimed  Shot  receives  the  bonus  damage.  
 
Cheap   Shot   -­‐   Use:   Action   -­‐   Armor?   What   Armor?   You   must   be   wielding   a   Firearm.   Make   a   Ranged  
Attack   against   a   foe   in   range   of   your   weapon   and   deal   regular   damage   on   a   successful   hit.   This  
technique  ignores  Physical  Defense.  
 
Item  Shot  -­‐  Use:  Action  -­‐  You  hastily  stuff  a  Restorative  Item  into  your  cannon  and  fire  it  at  an  ally  
who  desperately  needs  it.  You  must  be  wielding  a  hand  cannon  to  use  this  technique.  You  take  one  
Restorative  Item  (and   only  a  Restorative  Item),  such  as  a  Potion  or  Ether,  from  your  inventory  and  
fire   it   from   your   cannon   at   an   ally.   The   maximum   range   for   this   technique   is   within   the   first   range  
increment   of   your   cannon.   Your   ally   can   voluntarily   be   hit   by   this   technique   as   long   as   he/she   knows  
that   you're   aiming   a   helpful   item   at   him   or   her,   instead   of   a   deadly   projectile.   Otherwise,   you   must  
make   an   attack   roll   as   usual.   If   the   "attack"   hits,   instead   of   taking   damage,   your   ally   immediately  
receives  the  benefits  of  the  item  used.  
 
Blowback  -­‐  Use:  Action  -­‐  Normal  protocol  states  that  you  shouldn't  fire  a  hand  cannon  while  it's  up  
to  your  face,  but  it'll  hurt  them  more  than  it'll  hurt  you.  You  must  be  wielding  a  hand  cannon.  Take  
1D8   points   of   damage.   Make   a   regular   attack   against   an   enemy,   if   this   attack   hits,   add   double   the  
amount  of  damage  you  took  to  the  damage  dealt  and  the  enemy  is  knocked  prone.  
 
Salvage  –  Use:  Passive  –  Waste  not.  This  technique  can  be  used  whenever  you  successfully  disarm  a  
trap.  You  gain  one  piece  of  loot  for  successfully  doing  so;  the  loot  acquired  is  at  the  GM’s  discretion.  
 
Blur   -­‐   Use:   Reaction   -­‐   You   dodge   a   bullet.   In   order   to   use   this   technique,   you   must   be   attacked   with   a  
basic  attack  by  a  projectile  from  a  firearm.  The  attack  automatically  misses.  
 
Heroic  Tier  
 
Disarming   Shot   -­‐   Use:   Action   -­‐   You   shoot   your   enemy's   sword   right   out   of   his   hand.   You   must   be  
wielding   a   firearm   to   use   this   technique.   Make   a   disarm   attempt   against   a   foe   in   range   of   your  
weapon  using  the  standard  disarming  rules.  
 
Mind  Blow  -­‐  Use:  Action  -­‐  Your  shot  drains  your  foe  not  only  of  its  health,  but  also  its  Mist.  You  must  
be   wielding   a   firearm.   Make   a   standard   attack   against   an   opponent   in   range   of   your   weapon.   On   a  
successful  hit,  all  HP  damage  dealt  is  also  taken  from  MP.  If  damage  to  this  enemy  is  already  taken  
from   MP   due   to   a   special   ability   (such   as   MP   Shield),   this   attack   still   does   HP   damage.   This   technique  
may  target  either  Physical  or  Magickal  Defense  at  the  Gunner’s  choice.  
 
Piercing  Shot  -­‐  Use:  Action  -­‐  Your  shot  goes  straight  through  the  first  enemy,  and  goes  directly  into  
the  next  one,  and  the  next  one,  and  the  next  one...  You  must  be  wielding  a  firearm.  This  attack  is  a  line  
with   a   maximum   range   that   is   equal   to   your   weapon's   first   range   increment.   Make   a   basic   attack   and  
deal   regular   damage   to   all   targets   in   the   line.   If   you   use   this   technique   with   Aimed   Shot,   only   the  
target  of  your  Aimed  Shot  receives  the  extra  damage  
 
Confusion  Shot  -­‐  Use:  Action  -­‐  One  well-­‐placed  shot  has  your  enemy  stumbling  around  like  an  idiot.  
You  must  be  wielding  a  firearm.  Make  a  regular  attack  against  one  enemy  and  deal  regular  damage  
on  a  hit.  In  addition,  the  enemy  must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  Your  
MND  Modifier)  or  become  Confused  for  1D4  +1  rounds.  
 
Lucky  Shot  -­‐  Use:  Action  -­‐  With  a  flourish  of  your  gun  and  without  even  looking,  you  fire  a  shot  that  

  33  
could   either   wind   up   a   disaster   or   decapitate   your   enemy,   whatever   chance   decides.   You   must   be  
wielding   a   firearm.   Choose   a   target   and   roll   a   D%,   and   consult   the   table   below.   Aimed   Shot   cannot  
apply  to  this  technique.  
• 01-­‐05  -­‐  Malfunction:  Your  Firearm  gets  jammed  and  a  standard  action  is  required  to  remove  the  
faulty  ammunition  out  of  the  chamber.  
• 06-­‐50  -­‐  Inaccurate  Chance:  Miss  your  target  completely.  
• 51-­‐75  -­‐  Extra  Shot:  Deal  regular  weapon  damage  to  target.  
• 76-­‐94  -­‐  Lethal  Shot:  Deal  critical  weapon  damage  to  target.  
• 95-­‐99  -­‐  Vorpal  Shot:  The  target  takes  critical  damage  and  must  make  a  Resilience  Save  with  a  DC  
equal   to   the   half   of   the   damage   dealt   or   die.   Targets   immune   to   Instant   Death   do   not   need   to  
make  this  save.  
• 100  -­‐  Devastating  Shot:  Instant  Death,  no  saving  throw.  Targets  immune  to  Instant  Death  instead  
take  critical  maximum  weapon  damage.  
 
Legendary  Tier  
 
Stop   Shot   -­‐   Use:   Action   -­‐   One   well-­‐placed   bullet   stops   your   enemy   right   in   its   tracks.   You   must   be  
wielding   a   firearm.   Make   a   regular   attack   against   your   enemy   and   deal   regular   damage   on   a   hit.   In  
addition,   the   enemy   must   make   a   Resilience   Save   (DC   10   +   3   Per   Character   Tier   +   Your   MND  
modifier)  or  be  Stopped  for  1D4  +1  rounds.  
 
Charm  Shot  -­‐  Use:  Action  -­‐  You  make  an  enemy  your  friend,  even  though  you  just  shot  him  in  the  gut.  
You   must   be   wielding   a   firearm.   Make   a   standard   attack   against   an   enemy   within   range   of   your  
weapon.  Deal  regular  damage  on  a  hit,  in  addition,  the  enemy  must  make  a  Resilience  Save  (DC  10  +  3  
Per  Character  Tier  +  Your  SPR  Modifier)  or  become  Charmed  for  1D4+1  rounds.  
 
Trigger  Happy  -­‐  Use:  Action  -­‐  You  unload  on  a  single  target  with  a  rapid  barrage  of  gunfire.  You  must  
be  wielding  a  firearm.  Roll  a  1D4+2  and  then  make  that  number  of  standard  ranged  attacks  against  
your  target.  If  you  used  Aimed  Shot  with  this  technique,  the  bonus  damage  only  applies  to  the  first  
shot.  Critical  hits  do  not  knock  the  target  one  square  away  until  the  technique  ends.    
 
Snipe   -­‐   Use:   Action   -­‐   MP   Cost:   24   -­‐   Your   enemy   may   be   on   the   other   side   of   the   city,   but   you   still   nail  
that  headshot.  You  must  be  wielding  a  firearm.  Deal  an  instant  Critical  Hit  to  a  single  enemy  you  can  
see   and   deal   maximum   damage.   Range   is   not   a   factor.   You   may   add   Aimed   Shot   damage   to   this  
technique.   If   the   enemy   is   immune   to   Critical   Hits,   then   this   attack   just   deals   normal   damage.   This  
technique  ignores  Physical  Defense.  
 

34    
Hunter  
 
Skilled   stalkers   of   beasts   and   monsters   that   can   survive   indefinitely   in   the   wilderness,   hunters   are  
scouts,   rangers,   and   mercenaries   who   typically   care   only   about   their   next   mark.   They   can   be  
fearsome   assassins,   absolutely   deadly   with   their   bows   and   knives,   or   kindly   woodsmen,   eagerly  
helping  lost  travelers  make  it  out  of  the  forest  alive.  
 
Role  
 
Hunters  are  offensive  damage  dealers  and  monster  hunters,  effective  against  their  preferred  enemies  
and   helpful   in   all   other   battles,   they   can   either   stand   back   and   pelt   their   enemies   with   arrows   or   join  
in  on  the  front  lines  to  keep  the  monsters  busy.  Agility  is  important  for  hunters,  as  they  do  not  wear  
heavy  armor  and  most  favor  the  use  of  a  bow.  Strength  is  a  good  secondary  Statistic  for  hunters,  as  it  
aids  in  front  line  combat  and  the  use  of  a  great  bow.  Wise  hunters  know  much  about  the  forest  and  
beasts  within  it,  and  several  of  their  techniques  are  based  on  Mind.  
 
Statistics  
• Starting  HP:  10  +  Vitality  Score  
• HP  Gain  per  level:  5  +  VIT  modifier  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  MGC  modifier  
• Starting  Gil:  800  Gil  
• Job   Skills   (4   +   MND   modifier   skill   ranks   per   level.):   Athletics,   Bartering,   Crafting,   Dungeoneering,   Endurance,  
Nature,  Perception,  Profession,  Ride,  Stealth.  
 
Job  Features  
 
Weapon   and   Armor   Proficiency:   Hunters   are   proficient   with   simple   weapons,   light   blades,  
weighted  weapons,  bows,  and  light  armor.  

The Hunter  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques  


Basic   1   +3   +1   +2   Favored Mark, Monster Empathy, Track   1  
2   +3   +2   +3   Huntsman Augment   1  
3   +4   +2   +3   Endurance, Favored Terrain   2  
4   +4   +2   +4   Pet   2  
5   +5   +3   +4   Huntsman Augment   2  
Advanced   6   +6   +3   +5   2nd Favored Mark   3  
7   +6   +4   +5   Woodland Stride   3  
8   +7   +4   +6   2nd Favored Terrain   4  
9   +8   +4   +6   Avoidance   4  
10   +8   +5   +7   Huntsman Augment   4  
Heroic   11   +9   +5   +7   3rd Favored Mark, Quarry   5  
12   +9   +6   +8   Camouflage   5  
13   +10   +6   +8   3rd Favored Terrain   6  
14   +10   +6   +9   Huntsman Augment   6  
15   +11   +7   +9   Improved Avoidance   7  
Legendary   16   +12   +7   +10   4th Favored Mark,   8  
17   +12   +8   +10   Hide in Plain Sight   8  
18   +13   +8   +11   4th Favored Terrain   9  
19   +14   +8   +11   Improved Quarry   9  
20   +15   +9   +12   Huntmaster   10  
 
Favored  Mark:  At  1st  level,  a  hunter  selects  a  monster  type  from  the  Favored  Mark  table  presented  
below.   You   gain   a   +2   competence   bonus   on   Accuracy,   History,   Insight,   Magicks,   Nature,   Perception  
and   Wordplay   checks   that   involve   your   Favored   Mark.   When   in   combat   with   your   favored   mark,   you  

  35  
are   considered   to   have   used   Libra   against   it,   even   if   the   mark   has   an   ability   that   denies   the   use   of  
Libra.  Whenever  the  hunter  deals  damage  of  any  sort  to  his  Favored  Mark,  he  may  choose  to  deal  an  
additional  1D6  points  of  damage  to  it.  This  damage  overcomes  any  Resistances  or  Defense  the  mark  
may  have  to  the  damage  dealt,  and  is  not  affected  by  any  modifiers  or  critical  hits.  
 
At   5th,   10th,   15th,   and   as   part   of   the   Huntmaster   special   ability,   the   Hunter   can   choose   another  
Favored  Mark,  with  the  same  abilities  granted  above.  In  addition,  any  bonuses  accrued  from  previous  
Favored  marks  increase  by  2  and  the  bonus  damage  increases  by  one  die.  
 
Track:   Hunters   add   their   hunter   Level   (minimum   1)   to   Perception   Checks   when   finding   and  
following  tracks.  
 
Monster   Empathy:   A   hunter   can   use   Wordplay   to   affect   the   attitude   of   monsters   as   well   as  
humanoids.   You   use   body   language   and   vocalizations,   instead   of   language   and   reasoning   to   sway   the  
attitude   of   beasts.   This   ability   works   only   on   monsters   with   Magick,   Mind,   and   Spirit   scores.   If   the  
creature   has   no   score   in   one   of   these   statistics,   then   you   cannot   use   this   ability   on   that   creature  
unless  it  is  one  of  your  Favored  Marks.  
 
Huntsman   Augment:   At   levels   2,   5,   10,   and   14,   a   Hunter   gains   a   bonus   Augment   chosen   from   the  
following  list:    
 
Enduring:   Hunters   gain   Enduring   as   a   bonus   Augment   at   3rd   level.   If   you   already   have   the   Enduring  
augment,  then  you  gain  the  Diehard  augment  instead.  
 
Favored   Terrain:   At   3rd   level,   and   every   5   levels   thereafter,   a   hunter   chooses   a   Favored   Terrain  
presented   in   the   table   below.   Whenever   you   are   in   a   Favored   Terrain,   you   gain   a   +2   competence  
bonus   to   your   Speed,   and   Perception,   Stealth,   Endurance,   Nature,   and   Dungeoneering   checks.   In  
addition,   you   leave   no   tracks   when   in   your   terrain   unless   you   wish   to.   Whenever   you   gain   another  
Favored  Terrain,  the  bonuses  granted  from  your  previous  Favored  Terrains  increase  by  2.    
 
Pet:  At  4th  level,  you  gain  the  assistance  and  loyalty  of  a  faithful  pet;  choose  a  creature  from  the  list  
below:  Chocobo,  Wolf,  Floateye,  Tomato,  Dreamhare,  Cockatrice,  Steeling,  Cactite,  Dire  Rat,  Sleipner,  
Wildsnake.  
 
Woodland  Stride:  At  7th  level,  a  hunter  may  move  through  any  sort  of  undergrowth  (such  as  natural  
thorns,   briars,   overgrown   areas,   and   similar   terrain)   at   his   normal   speed   and   without   taking   damage  
or   suffering   any   other   impairment.   Thorns,   briars,   and   overgrown   areas   that   are   enchanted   or  
magickally  manipulated  to  impede  motion  still  affect  you.  
 
Avoidance:  At  9th  level,  a  hunter  can  avoid  even  magickal  and  unusual  attacks  with  great  agility.  If  
you’re  targeted  by  an  attack  that  normally  deals  half  damage  on  a  miss,  you  instead  take  no  damage  if  
the  attack  misses.  Avoidance  can  be  used  only  if  the  hunter  is  wearing  light  or  no  armor.  A  helpless  
hunter  does  not  gain  the  benefit  of  Avoidance.  
 
 
Quarry:   At   11th   level,   a   hunter   can,   as   a   passive   action,   designate   a   creature   that   is   one   of   your  
Favored   Marks   and   that   you   can   see   as   your   Quarry.   You   cannot   choose   another   Quarry   until   the   one  
you  have  designated  is  dead  or  otherwise  incapacitated  and  removed  from  battle.  You  gain  a  bonus  to  
Accuracy   and   damage   rolls   equal   to   ½   your   level   against   your   Quarry.   Critical   hit   multipliers   are  
increased  by  one  against  your  quarry  (X2  becomes  X3,  X3  becomes  X4).  
 
Camouflage:   At   12th   level,   a   hunter   can   use   the   Stealth   skill   to   hide   in   any   of   his   favored   terrains,  
even  if  the  terrain  doesn't  grant  cover  or  concealment.  
 
Improved   Avoidance:   At   15th   level,   a   hunter's   avoidance   improves.   This   ability   works   like  

36    
avoidance,   except   that   while   the   hunter   still   takes   no   damage   on   a   miss   against   attacks   that   would  
normally  deal  half  damage,  he  henceforth  takes  only  half  damage  when  hit  by  an  attack  that  deals  half  
damage  on  a  miss.  A  helpless  hunter  does  not  gain  the  benefit  of  improved  avoidance.  
 
Hide   in   Plain   Sight:   At   17th   level,   a   hunter   in   any   of   your   favored   terrains   can   use   Stealth   to   hide  
even  while  being  observed.  
 
Improved   Quarry:   At   19th   level,   a   hunter's   Quarry   is   in   for   a   really   bad   day.   The   bonuses   gained  
when   you   designate   a   Quarry   are   now   equal   to   your   Hunter   level.   All   of   your   attacks   ignore   your  
Quarry’s  Defenses.    
 
Huntmaster:  At  20th  level,  you  become  the  bane  of  all  monsters.  You  gain  another  Favored  Mark.  All  
bonus  damage  dealt  to  all  of  your  Favored  Marks  increases  to  6D6.  All  skill  bonuses  and  checks  made  
concerning   the   Marks   increase   to   +12.   In   addition,   once   per   day,   you   may   make   a   fatal   blow   to   an  
enemy  you  have  marked  as  your  Quarry.  As  an  Action,  make  a  single  attack  against  your  Quarry.  If  
the  attack  hits,  the  target  takes  damage  normally  and  must  make  a  Resilience  Save  or  die.  The  DC  of  
this  save  is  equal  to  10  +  Your  hunter  level  +  your  Mind  Modifier.  You  can  choose  instead  to  deal  an  
amount  of  nonlethal  damage  equal  to  the  creature's  current  Hit  Points.  A  successful  save  negates  this  
damage.    
 
Techniques  
 
Basic  
 
Concentrate   -­‐   Use:   Action   -­‐   You   focus   intently   on   your   target,   it   may   be   nimble,   but   it   can't   dodge   an  
arrow.  You  must  be  wielding  a  Bow.  Choose  one  target  within  range  of  your  weapon;  if  that  target  is  
still   in   range   at   the   start   of   your   next   turn,   your   next   attack   against   it   ignores   its   Agility   bonus   to  
Evasion.  You  can  stack  this  technique  with  other  attacks  (such  as  Focus)  so  long  as  the  target  remains  
within  range  and  you  do  not  attack  another  creature.  
 
Focus  -­‐  Use:  Action  -­‐  You  slow  your  breathing  and  omit  the  sounds  of  battle  in  order  to  calmly  and  
efficiently  deliver  your  next  strike.  Your  next  attack  has  an  increased  damage  die  of  2  (i.e.  an  attack  
that  deals  1D10  points  of  damage  now  deals  3D10).  
 
Burial   -­‐   Use:   Action   -­‐   You   utter   a   quick   prayer   to   honor   the   dead   and   strike.   That's   one   less   skeleton  
on  the  battlefield.  Choose  one  undead  target  within  range  and  make  a  standard  attack  against  it,  if  the  
attack  hits,  roll  a  1D%  instead  of  normal  damage.  If  the  result  is  equal  to  or  more  than  the  undead's  
current  HP,  then  it  is  slain  (no  save).  If  the  result  is  less  than  the  undead's  current  HP,  then  the  attack  
fails.  Undead  immune  to  instant  death  attacks  are  immune  to  this  technique.  
 
Take   Aim   -­‐   Use:   Action   -­‐   You   let   your   target   know   that,   yes;   you   can   hit   it   whenever   you   want   to.  
Choose   one   target   within   range   of   your   weapon   and   deal   damage   to   it   equal   to   your   Agility   Modifier.  
This  technique  ignores  Physical  Defense.  
 
Oust  -­‐  Use:  Action  -­‐  You  attempt  to  make  a  monster  flee  the  scene,  sure  you  won't  get  its  loot,  but  it's  
still   one   less   monster   to   deal   with.   Choose   one   target   that   can   see   and   hear   you   and   it   must   be   one   of  
your   Favored   Marks.   Roll   a   D20   and   add   your   level   and   Mind   Modifier   against   a   DC   of   10   +   the  
target's  level  +  its  Spirit  Modifier.  If  you  succeed,  the  target  flees  the  battle.  You  do  not  gain  EXP  from  
the  target  or  loot  for  this  encounter.  You  may  confront  the  target  in  a  later  Encounter  and  gain  EXP  
and  loot  from  it.  
 
Swallowtail   -­‐   Use:   Action   -­‐   With   a   flourish,   you   swing   your   blade   in   a   graceful,   yet   deadly   circle.   You  
must  be  wielding  a  melee  weapon.  Make  a  basic  attack  against  all  adjacent  enemies.  
 
Advanced  

  37  
 
Doublestrike   -­‐   Use:   Action   -­‐   You   attack   twice   in   quick   succession.   Make   two   basic   attacks   against  
one  enemy.  Use  only  your  base  Accuracy  bonus  to  determine  your  attack  bonus,  additional  modifiers,  
such  as  your  STR  or  AGI,  or  masterwork  weaponry,  are  lost  for  the  purposes  of  this  attack,  but  still  
apply   to   damage,   if   applicable.   Critical   hits   do   not   knock   the   target   one   square   away   until   the  
technique  ends.  
 
Beso   Toxico   -­‐   Use:   Action   -­‐   Poison   tipped   arrow   or   venom   laced   blade,   it's   all   good.   Make   a   basic  
attack  against  your  target,  if  successful,  the  enemy  must  also  make  a  Resilience  Save  (DC  10  +  3  Per  
Character   Tier   +   your   Mind   Modifier)   or   contract   poison   for   a   number   of   rounds   equal   to   ½   your  
hunter  level.  
 
Called  Shot  -­‐  Use:  Action  -­‐  This  shot  will  cost  your  enemy  an  arm  or  a  leg.  Make  a  basic  attack  against  
your  target,  on  a  successful  hit,  the  enemy  must  also  make  a  Resilience  Save  (DC  10  +  3  Per  Character  
Tier   +   your   Mind   Modifier)   or   become   either   immobilized   or   disabled   (hunter's   choice)   for   a   number  
of  rounds  equal  to  ½  your  hunter  level.  
 
Blackout   -­‐   Use:   Action   –   Ugh,   right   in   the   eye...   Make   a   basic   attack   against   your   target,   on   a  
successful  hit,  the  enemy  must  also  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  your  Mind  
Modifier)  or  become  blinded  for  a  number  of  rounds  equal  to  ½  your  hunter  level.  
 
Archer's   Bane   -­‐   Use:   Reaction   -­‐   You   dodge   an   arrow.   In   order   to   use   this   technique,   you   must   be  
attacked  normally  with  a  projectile  launched  from  a  bow.  The  attack  automatically  misses.  
 
Lightning  Strike  -­‐  Use:  Action  -­‐  Your  attack  flies  so  fast  that  your  foe  can't  even  react  to  it.  Make  a  
Basic   Attack   against   your   target.   Your   target   cannot   activate   any   Reactions   regards   to   this   attack  
(Such  as  Counter  or  Archer's  Bane).  
 
Heroic  
 
Triplestrike  -­‐  Use:  Action   -­‐  You  attack  thrice  in  quick  succession.  Make  three  basic  attacks  against  
one  enemy.  Use  only  your  base  Accuracy  bonus  to  determine  your  attack  bonus,  additional  modifiers,  
such  as  your  STR  or  AGI,  or  masterwork  weaponry,  are  lost  for  the  purposes  of  this  attack,  but  still  
apply   to   damage,   if   applicable.   Critical   hits   do   not   knock   the   target   one   square   away   until   the  
technique  ends.  
 
Cupid  -­‐  Use:  Action  -­‐  Your  arrow  lightly  pricks  your  enemy,  but  that's  okay,  because  now  he's  on  your  
side.   You   must   be   wielding   a   bow.   Make   a   basic   attack   against   your   enemy,   if   hit   hits,   instead   of  
regular  damage,  the  enemy  must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  Your  Mind  
modifier)  or  become  Charmed  for  a  number  of  rounds  equal  to  ½  your  Hunter  level.  
 
Conceal  -­‐  Use:  Action  -­‐  You  fade  into  the  background.  Become  Invisible  until  the  end  of  the  encounter  
or  your  next  attack,  whichever  comes  first.  
 
Marksman's   Spite   -­‐   Use:   Action   -­‐   Fatally   injured,   you   show   your   enemy   what   it's   like   to   feel   your  
pain.   You   must   be   wielding   a   bow.   Make   a   basic   attack   against   your   enemy,   on   a   successful   hit,  
instead   of   regular   damage,   you   deal   damage   equal   to   the   difference   between   your   max   HP   and  
current  HP.  This  technique  ignores  Physical  Defense.  
 
Piercing   Blow   -­‐   Use:   Action   -­‐   Your   blade   goes   through   the   first   enemy,   and   into   the   poor   sap   behind  
him.   You   must   be   wielding   a   melee   weapon.   This   attack   is   a   Line   2.   Make   a   basic   attack   against   all  
targets.   The   closest   enemy   takes   one   and   a   half   times   (X1.5)   damage   on   a   successful   hit,   while   the  
second  one  takes  normal  damage.  
 
Sonic  Boom  -­‐  Use:  Action  -­‐  Your  arrow  doesn't  actually  hit  anyone.  But  the  shockwave  it  created  as  it  

38    
flew  by  is  enough  to  suggest  otherwise.  You  must  be  wielding  a  bow.  This  attack  is  a  basic  attack  with  
a   range   of   6   Squares   and   is   a   Burst   1.   All   targets   in   the   area   take   2D8   Physical   Damage   and   half  
damage  on  a  miss.  This  technique  ignores  Physical  Defense.  
 
Legendary  
 
Ultima  Shot  -­‐  Use:  Action  -­‐  MP  Cost:  50  -­‐  You  imbue  your  arrow  with  an  awesome  energy,  capable  of  
reducing  any  foe  into  a  scorch  mark.  You  must  be  wielding  a  bow.  Make  a  basic  against  one  enemy.  
This   attack   ignores   all   Defenses.   This   attack   deals   10D10+50   points   of   non-­‐elemental   damage   on   a  
successful  hit.  
 
Checkmate   -­‐   Use:   Action   -­‐   Your   enemy's   going   to   be   feeling   that   attack   in   a   moment.   Make   a   basic  
attack   against   an   enemy   in   range,   on   a   successful   hit,   the   enemy   must   make   a   Resilience   Save   (DC   15  
+  3  Per  Character  Tier  +  Your  Mind  Modifier)  or  become  afflicted  with  Doom  3.  Enemies  immune  to  
Instant  Death  effects  are  immune  to  this  affect.  
 
Arrow  Storm  -­‐  Use:  Action  -­‐  You  aim  high  and  let  fly  a  storm  of  arrows  upon  the  battlefield.  You  must  
be   wielding   a   bow.   Make   a   basic   attack   against   every   enemy   you   can   see   within   8   squares.   Deal  
double  damage  to  any  Favored  Marks  you  hit.  This  doubled  damage  also  includes  bonus  damage  for  
being  a  favored  mark.  
 
Barrage   -­‐   Use:   Action   -­‐   Your   sudden   onset   of   attacks   leaves   your   foe   reeling.   Make   four   basic   attacks  
against   one   foe.   Use   only   your   base   Accuracy   bonus   to   determine   your   attack   bonus,   additional  
modifiers,  such  as  your  STR  or  AGI,  or  masterwork  weaponry,  are  lost  for  the  purposes  of  this  attack,  
but  still  apply  to  damage,  if  applicable.  Critical  hits  do  not  knock  the  target  one  square  away  until  the  
technique  ends.  
 
Vitals   Shot   -­‐   Use:   Action   -­‐   You're   not   sure   what   you   hit,   but   that   particular   organ   isn't   going   to   be  
useful  for  a  while.  Make  a  basic  attack  against  your  target,  on  a  successful  hit,  deal  damage  normally  
and   the   target   must   make   a   successful   Resilience   Save   (DC   =   10   +   3   Per   Character   Tier   +   Your   Agility  
Modifier)  in  order  for  nothing  else  to  happen.  On  a  failed  save,  roll  a  1D6  and  consult  the  table  below.  
Status  effects  last  until  the  end  of  the  encounter.    
1. Target  is  afflicted  with  Sap.  
2. Target  is  Blinded.  
3. Target  is  Slowed.  
4. Target  is  Addled  (Cannot  use  Techniques).  
5. Target  loses  all  active  buffs  and  positive  status  effects.  
6. Target's  HP  is  reduced  to  1.  This  affect  occurs  after  damage  is  applied  normally,  if  the  damage  was  enough  to  KO  the  target,  
then  this  affect  does  not  apply.  
 

  39  
Monk  
 
Martial  artists  who  focus  on  bodily  and  mental  perfection  and  forgo  the  use  of  weapons,  monks  are  
physical  brawlers  and  grapplers.  They  believe  that  their  body  is  the  best  weapon  they  have,  and  fight  
accordingly.  Monks  may  appear  as  harmless  combatants,  but  one  won't  be  thinking  so  when  they  find  
oneself  unconscious  with  a  nasty  bruise  on  their  face.  Monks  rarely  have  a  significant  impact  in  the  
world   of   Ivalice,   those   who   know   of   their   prowess   respect   them   accordingly,   but   monks   don't  
generally  flaunt  their  abilities  until  the  need  for  them  arises.  
 
Role  
 
Monks   are   frontline   fighters.   They   dodge   and   weave   blows   and   return   with   punches   and   kicks   as  
deadly   as   any   weapon.   While   they   distrust   the   use   of   swords   and   other   such   manufactured   weapons,  
they  are  not  above  using  fist  protection  and  add-­‐ons  such  as  knuckles  or  claws  when  the  going  gets  
rough.   Strength   is   a   very   important   Statistic   for   monks,   as   a   powerful   punch   requires   force.   Agility   is  
also  important,  as  monks  wear  little  to  no  armor  and  need  to  be  able  to  dodge  blows.  Spirit  is  another  
important  score,  as  many  of  their  techniques  and  abilities  are  tied  to  Spirit.    
 
Statistics  
• Starting  HP:  8  +  Vitality  Score.  
• HP  Gain  per  level:  4  +  VIT  Modifier  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  MGC  Modifier  
• Starting  Gil:  400  Gil  
• Job   Skills   (4   +   MND   Modifier   Skill   Ranks   per   level.):   Acrobatics,   Athletics,   Crafting,   Endurance,   Heal,   Insight,  
Perception,  Profession,  Stealth,  Wordplay.  
 
Job  Features  
 
Weapon   and   Armor   Proficiency:   Monks   are   proficient   with   the   use   of   simple   and   martial   weapons,  
and   light   armor.   Monks   are   not   proficient   with   any   weapon   that   does   slashing   or   piercing   damage,  
with  the  exception  of  claws,  poles,  and  knuckles.  
 

The  Monk  

Tier   Level   Accuracy   Pummel   Resilience   Evasion   Special   Techniques  


Unarmed  Strike,  Pummel,  Improved  
Basic   1   +3   +1/+1   +1   +2   1  
Grapple  
  2   +3   +1/+1   +2   +3   Avoidance,  Bonus  Augment   1  
  3   +4   +2/+2   +2   +3   Caution,  Maneuver  Training,  Still  Mind   2  
  4   +4   +2/+2   +2   +4   Ki  Pool   2  
  5   +5   +3/+3   +3   +4   High  Jump,  Unscarred  +1   2  
Advanced   6   +6   +4/+4/+2   +3   +5   Purity  of  Body   3  
  7   +6   +4/+4/+2   +4   +5   Bonus  Augment   3  
  8   +7   +5/+5/+3   +4   +6   -­‐   4  
  9   +8   +6/+6/+4   +4   +6   Improved  Avoidance   4  
  10   +8   +6/+6/+4   +5   +7   Improved  Caution,  Unscarred  +2   4  
Heroic   11   +9   +7/+7/+5/+3   +5   +7   Diamond  Body,  Bonus  Augment   5  
  12   +9   +7/+7/+5/+3   +6   +8   -­‐   5  
  13   +10   +8/+8/+6/+4   +6   +8   Diamond  Soul   6  
  14   +10   +8/+8/+6/+4   +6   +9   -­‐   6  
  15   +11   +9/+9/+7/+5   +7   +9   Unscarred  +3   7  
Legendary   16   +12   +10/+10/+8/+6/+4   +7   +10   Bonus  Augment   8  
  17   +12   +10/+10/+8/+6/+4   +8   +10   Timeless  Body   8  
  18   +13   +11/+11/+9/+7/+5   +8   +11   Tongue  of  the  Sun  and  Moon   9  
  19   +14   +12/+12/+10/+8/+6   +8   +11   -­‐   9  
  20   +15   +13/+13/+11/+9/+7   +9   +12   Unscarred  +4,  Perfect  Self,   10  

40    
 
Unarmed  Strike:  A  monk  receives  Brawler  as  a  bonus  Augment  at  first  level.  Unarmed  strikes  may  
be  made  with  elbows,  fists,  knees,  or  feet,  enabling  the  monk  to  strike  even  with  full  hands.  Unarmed  
strikes  are  not  considered  to  be  “off-­‐hand,”  so  the  monk  receives  full  STR  bonus  on  damage  rolls  with  
unarmed  strikes.  
 
The  monk  may  inflict  nonlethal  damage  with  an  unarmed  strike  with  no  penalty  to  their  attack  roll.  
 
A   monk’s   unarmed   strikes   are   considered   to   be   natural   weapons   with   regard   to   spell   effects   that  
enhance  natural  weapons.  To  gain  effects  that  only  enhance  manufactured  weapons,  the  monk  must  
have  equipped  knuckles  or  claws.  
 
Monks   also   inflict   more   damage   with   unarmed   strikes   than   normal   people   do,   according   to   the  
following  chart:  
 
Monk  Tier   Small  Monk  Damage   Medium  Monk  Damage   Large  Monk  Damage  
Basic   1d4   1d6   1d8  
Advanced   1d6   1d8   2d6  
Heroic   1d8   1d10   2d8  
Legendary   1d10   2d6   3d6  
 
Pummel:  Starting  at  1st  level,  a  monk  may  make  a  flurry  of  attacks  known  as  a  Pummel  as  an  action  
so  long  as  the  monk  does  not  move  in  the  same  round  it  uses  Pummel.  The  monk  may  make  one  
additional  attack  (as  Dual  Wield)  using  any  combination  of  unarmed  strikes,  natural  weapons,  pole  
attacks,  disarm,  sunder,  or  trip  maneuvers,  applying  their  full  STR  bonus  for  all  successful  hits.  A  
monk  wielding  weapons  other  than  poles,  claws  or  knuckles  may  not  use  those  weapons  in  a  Pummel  
sequence.  Refer  to  the  Monk  table  for  the  base  accuracy  and  number  of  Pummel  attacks  the  monk  
may  make.  

Damage   done   by   Pummel   attacks   is   completely   unmodified   and   uses   only   the   base   die   for   damage;  
you   do   not   add   STR   to   the   damage   dealt   or   masterwork   quality.   However,   a   monk’s   Pummel  
automatically   ignores   defenses   equal   to   the   monk’s   level,   save   for   Perfect   Defenses.   Bonus   damage  
die,  such  as  additional  elemental  damage,  still  applies.  Critical  hits  do  not  knock  the  target  one  square  
away  until  the  Pummel  ends.  
 
Improved  Grapple:  At  1st  level,  the  monk  receives  the  Improved  Grapple  Augment  for  free.  
 
Avoidance:  At  2nd  level  or  higher,  a  monk  can  avoid  damage  from  many  area-­‐effect  attacks.  If  a  monk  
avoids  an  attack  that  normally  deals  half  damage  on  a  miss,  they  instead  take  no  damage.  Avoidance  
can   be   used   only   if   a   monk   is   wearing   light   armor   or   no   armor.   A   helpless   monk   does   not   gain   the  
benefit  of  avoidance.  
 
Bonus  Augment:  At  2nd  level  and  every  5  levels  thereafter,  and  at  20th  level,  a  monk  may  select  a  
bonus  Augment.  These  Augments  must  be  taken  from  the  following  list,  Dodge,  Swiftness,  and  Throw  
Anything.  At  6th  level,  the  following  Augments  are  added  to  the  list:  Improved  Disarm,  and  Improved  
Trip.   At   10th   level,   the   following   Augments   are   added   to   the   list:   Improved   Critical.   A   monk   need   not  
have  any  of  the  prerequisites  normally  required  for  these  Augments  to  select  them.  
 
Caution:   At   3rd   level,   a   monk   gains   the   ability   to   react   to   danger   before   your   senses   would   normally  
allow  you  to  do  so.  You  cannot  be  caught  flat-­‐footed,  nor  do  you  lose  your  AGI  bonus  to  evasion  if  the  
attacker   is   invisible.   You   still   lose   your   Agility   bonus   to   Evasion   if   immobilized.   A   monk   with   this  
ability   can   still   lose   their   Agility   bonus   to   evasion   if   an   opponent   successfully   uses   the   feint   action  
against  them.  
 
If  a  monk  already  has  Caution  from  a  different  class,  they  automatically  gain  improved  Caution  (see  

  41  
below)  instead.  
 
 
Maneuver   Training:   At   3rd   level,   a   monk   adds   your   SPR   modifier   when   calculating   your   Combat  
Maneuver  Bonus.    
 
Still   Mind:   A   monk   of   3rd   level   or   higher   gains   a   +2   bonus   on   resilience   saves   against   mind-­‐affecting  
spells  and  effects.  
 
Ki  Pool:  At  4th  level,  a  monk  gains  a  pool  of  ki  points,  supernatural  energy  you  can  use  to  accomplish  
amazing  feats.  The  number  of  points  in  a  monk's  ki  pool  is  equal  to  the  monk’s  Spirit  modifier.  
The  Monk  may  spend  their  ki  points  on  the  following  powers:  
• Chakra:  Spend  1  ki  point  as  an  Action  to  recover  one  adjacent  ally’s  HP  and  MP  by  a  number  of  d6  equal  to  half  the  
monk’s  class  level.  
• Holy   Strike:   Spend   1   ki   point   as   a   Passive   Action.   All   the   monk’s   attacks   until   the   end   of   your   next   turn   are   Holy-­‐
elemental  and  thus  target  Magickal  Defense.  
• Holy  Sign:  Spend  2  ki  point  as  an  Action  to  cast  Dispel  at  no  MP  cost,  using  the  monk’s  class  level  as  the  caster  level.  
• Exorcise:   Spend   3   ki   points   as   an   Action   to   use   Sanctify   (see   paladin).   Exorcise   is   a   single-­‐target   melee   touch   attack.  
Paladin  and  monk  levels  stack  for  the  purposes  of  using  Sanctify  or  Exorcise.  
• Withering   Strike:   Spend   3   ki   points   as   an   Action.   On   a   successful   melee   attack   roll,   for   every   8   HP   below   the   monk’s  
maximum,  the  monk  inflicts  1d8  weapon-­‐elemental  or  dark  damage.  This  attack  ignores  Magickal  Defense.  
• Lifebane:   Spend   4   ki   points.   On   a   successful   melee   attack,   the   target   makes   a   Resilience   Save   (DC   =   10   +   3   Per  
Character   Tier   +   SPR   mod).   On   a   failure   of   5   or   more,   the   victim   dies   (blocked   by   instant   death   immunity).   On   a  
failure   by   less   than   5,   the   target   is   Doomed   5   (blocked   by   doom   immunity)   and   takes   1d4   damage   for   every   two  
monk  levels  the  attacker  has.  On  a  successful  save,  the  victim  takes  the  damage  but  receives  no  status.  
• Revive:   Spend   5   ki   points.   Cast   Raise,   using   the   monk’s   class   level   as   the   caster   level.   The   target   must   be   adjacent   to  
the  monk.  
A  Monk’s  ki  pool  is  replenished  after  an  Extended  rest.  
 
Unscarred:   As   a   monk   continues   their   training,   they   become   more   adept   at   taking   maximum  
advantage  of  their  body  when  at  peak  health.  Starting  at  5th  level,  the  monk,  when  at  full  HP,  receives  
a   +1   competence   bonus   to   Evasion,   Accuracy,   damage   rolls,   and   Resilience.   This   bonus   lasts   until   the  
monk  takes  damage  of  any  kind,  from  any  source  (including  ability  damage).  This  bonus  increases  by  
one  every  five  levels,  to  a  cap  of  +4  at  20th  level.  The  bonus  to  damage  rolls  can  apply  to  Pummel.  
 
High   Jump:   At   5th   level,   a   monk   adds   your   level   to   all   Athletics   checks   made   to   jump,   both   for  
vertical   jumps   and   horizontal   jumps.   In   addition,   you   always   count   as   having   a   running   start   when  
making   jump   checks   using   Athletics.   By   spending   1   point   from   your   ki   pool   as   a   passive   action,   a  
monk  gains  a  +20  bonus  on  Athletics  checks  made  to  jump  for  1  round.  
 
Purity  of  Body:  At  6th  level,  a  monk  gains  immunity  to  the  Disease  status  effect.  
 
Improved  Avoidance:  At  9th  level,  a  monk's  avoidance  ability  improves.  He  still  takes  no  damage  on  
a   miss   against   attacks   that   would   otherwise   deal   half   damage,   but   henceforth   he   takes   only   half  
damage  on  a  successful  hit  from  an  attack  that  would  deal  half  damage  on  a  miss.  A  helpless  monk  
does  not  gain  the  benefit  of  improved  avoidance.  
 
Improved  Caution:  A  monk  of  10th  level  or  higher  can  no  longer  be  flanked.   This  defense  denies  a  
thief   the   ability   to   sneak   attack   the   character   by   flanking   you,   unless   the   attacker   has   at   least   four  
more  thief  levels  than  the  target  has  monk  levels.  
 
If   a   character   already   has   Caution   (see   above)   from   another   class,   the   levels   from   the   classes   that  
grant  Caution  stack  to  determine  the  minimum  thief  level  required  to  flank  the  character.  
 
Diamond  Body:  At  11th  level,  a  monk  gains  immunity  to  Poison  and  Venom.  
 
Diamond   Soul:   At   13th   level,   a   monk   gains   natural   Magick   Defense   equal   to   ½   your   current   Monk  
level.  

42    
 
Timeless  Body:  At  17th  level,  a  monk  no  longer  takes  penalties  to  ability  scores  for  aging  and  cannot  
be   magically   aged.   Any   such   penalties   that   you   have   already   taken,   however,   remain   in   place.   Age  
bonuses  still  accrue,  and  you  still  die  of  old  age  when  your  time  is  up.  
 
Tongue  of  the  Sun  and  Moon:  A  monk  of  17th  level  or  higher  can  speak  with  any  living  creature.  
 
Perfect  Self:  At  20th  level,  a  monk  becomes  a  magical  creature.  You  are  forevermore  treated  as  an  
outsider   rather   than   as   a   humanoid   for   the   purpose   of   spells   and   magical   effects.   Additionally,   the  
monk  gains  Perfect  Defense  10/Dark,  which  allows  you  to  ignore  the  first  10  points  of  damage  from  
any   attack   made   by   a   non-­‐Dark   source   or   by   any   natural   attack   made   by   a   creature   that   doesn’t   have  
similar  Perfect  Defense.  Unlike  other  outsiders,  you  can  still  be  brought  back  from  the  dead  as  if  you  
were  a  member  of  your  previous  creature  type.  
 
Techniques  
 
Basic  Tier  
 
Air   Render   -­‐   Use:   Action   -­‐   Your   punch   shatters   the   veil   of   the   very   air   itself   and   rocks   your   target  
from   a   distance.   Make   a   standard   ranged   attack   against   a   target   within   4   squares.   On   a   successful   hit,  
that  target  takes  1D8+AGI  Mod  damage.  This  technique  ignores  Physical  Defense.  
 
Roundhouse   -­‐   Use:   Action   -­‐   You   deliver   an   impressive   spinning   attack   against   everyone   around   you.  
Make  a  standard  attack  against  all  adjacent  creatures  and  deal  regular  damage  on  a  hit.  If  one  of  these  
attacks  misses,  then  all  attacks  following  it  during  this  technique  automatically  miss  as  well.  
 
Somersault  -­‐  Use:  Action  -­‐  You  deliver  an  impressive  kick  whilst  flipping  away  from  your  opponent.  
Make  a  standard  melee  attack  against  an  opponent  and  move  two  squares.  
 
Hone   Senses   -­‐   Use:   Action   -­‐   You   focus   on   the   heat   of   the   battle   and   slow   your   breathing,   readying  
your   next   important   strike   to   count.   Your   attacks   gain   the   Keen   property   until   the   end   of   the  
encounter.  If  your  attacks  already  have  the  Keen  property,  then  the  Keen  bonus  is  increased  by  one.  
 
Inner   Calm   -­‐   Use:   Action   -­‐   You   clear   your   mind   of   negative   thoughts   and   take   a   moment   to   meditate.  
With  a  clear  head,  you  can  move  more  gracefully  across  the  battlefield.  Until  the  end  of  the  encounter,  
you  gain  a  +4  Dodge  Bonus  to  your  Evasion.  
 
Advanced  Tier  
 
Furore  -­‐  Use:  Action  -­‐  You  spin  in  a  violent  circle,  shoving  back  all  opponents  nearby  to  give  yourself  
some   breathing   room.   Make   a   standard   attack   against   all   adjacent   creatures,   this   attack   only   deals  
half   damage   on   a   successful   hit,   but   every   creature   hit   by   the   attack   is   pushed   back   1   square   directly  
away  from  you.  
 
Meteor  Drive  -­‐  Use:  Action  -­‐  You  show  your  enemy  what  exactly  a  "Haymaker"  is.  Make  a  standard  
attack   against   an   enemy   and   deal   regular   damage   to   it   on   a   successful   hit.   Your   target   is   moved   2  
squares  directly  away  from  you  and  is  knocked  prone.  If  you  use  this  technique  as  part  of  a  charge,  
deal   maximum   damage   on   a   successful   hit.   If   this   attack   is   a   critical   hit,   the   target   is   knocked   back   an  
additional  2  squares  and  is  stunned  until  the  end  of  its  next  turn.  
 
Cross  Counter  -­‐  Use:  Action  -­‐  Your  enemy  believes  he  is  ready  for  you.  You  swiftly  prove  him  wrong.  
Make   a   standard   melee   attack   against   one   adjacent   enemy.     If   this   enemy   has   or   would   be   allowed   to  
use  Counter,  Blink  Counter  or  a  similar  Reaction  in  regards  to  this  attack.  That  enemy  is  denied  that  
action  and  this  attack  deals  double  damage.  
 

  43  
Counter   –   Use:   Reaction   –   Your   enemy   attacks   you,   but   you   are   ready   for   him.   This   technique   can  
only  be  used  when  an  enemy  adjacent  to  you  targets  you  with  any  attack.  The  attack  is  resolved  as  
usual,  after  which  you  may  make  a  basic  melee  attack  against  that  enemy.  
 
Helm  Smash  –  Use:  Action  –  You  punch  your  foe  right  in  the  face,  leaving  it  reeling  in  pain.  Make  a  
standard   melee   attack   against   one   enemy.   In   addition   to   dealing   normal   damage   on   a   hit,   that   enemy  
must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  You  SPR  Modifier)  or  be  stunned  for  1  
round.  Enemies  immune  to  critical  hits  are  immune  to  the  stun  effect.  
 
Smash   –   Use:   Action   –   Oops,   that   wasn’t   your   potion   was   it?   Make   a   standard   melee   attack   against  
one  enemy.  Deal  regular  damage  on  a  hit  and  that  enemy  must  make  a  Resilience  Save  (DC  10  +  3  Per  
Character   Tier   +   You   SPR   Modifier)   or   have   one   random   restorative   item   or   accessory   in   its  
possession  destroyed.  
 
Heroic  
 
Aurablast  –  Use:  Action  –  Your  punch  creates  a  small  explosion  of  air.  This  technique  functions  like  
Air  Render,  except  it  is  a  burst  1  instead  of  just  a  single  target.  
 
Earth  Render  –  Use:  Action  –  You  leap  up  and  slam  the  ground  with  tremendous  force,  causing  the  
earth   itself   to   erupt   in   protest   underneath   your   enemies’   feet.   This   technique   is   a   line   with   a   range   of  
6.   Make   a   basic   melee   attack   against   each   creature   in   the   line.   A   successful   hit   does   1D12   Earth  
damage   and   the   target   falls   prone.   A   miss   halves   this   damage   and   the   target   does   not   fall   prone.   This  
technique  ignores  Physical  Defense.  
 
Blink   Counter   –   Use:   Reaction   -­‐   Your   counter   sends   your   foe   reeling   backwards.   This   technique  
functions  like  Counter,  except  that  on  a  successful  hit,  your  target  is  knocked  back  1  square  directly  
away  from  you.  If  your  target  cannot  be  knocked  back  due  to  an  obstacle,  then  it  is  knocked  prone  
instead.  
 
Scream  –  Use:  Action  –  You  let  loose  a  terrifying  battle  cry  charged  with  ki,  shattering  the  defenses  of  
your   surrounding   foes.   Every   enemy   adjacent   to   you   must   make   a   Resilience   Save   (DC   10   +   3   Per  
Character  Tier  +  Your  SPR  Modifier)  or  have  every  positive  status  effect  it  is  enjoying  removed,  as  if  
with  Dispel.  
 
Smite  of  Rage  –  Use:  Action  –  You  let  the  rage  of  battle  fuel  your  next  attack,  making  the  battle  for  
your  opponent  much  harder.  Make  a  standard  melee  attack  against  one  enemy.  In  addition  to  dealing  
normal   damage   on   a   hit,   that   enemy   must   make   a   Resilience   Save   (DC   10   +   3   Per   Character   Tier   +  
Your  SPR  Modifier)  or  be  afflicted  by  one  of  the  status  effects  listed  below  for  1D4  rounds.  Roll  a  1D6  
to  determine  the  status  effect.  
1. Poison.  
2. Slow.  
3. Silence.  
4. Stunned.  
5. Immobilize.  
6. Disable.  
Legendary  
 
Dark  Strike  –  Use:  Action  –  You  use  your  own  life  energy  to  deliver  a  piercing  attack.  Take  1/8th  of  
your  total  HP  in  damage.  This  attack  is  a  line  2.  Make  a  standard  melee  attack  against  all  enemies  in  
this  line.  Deal  critical  damage  on  a  successful  hit.  If  you  roll  a  critical  hit  against  one  or  both  of  the  
enemies,  they  must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  Your  SPR  Modifier)  or  die.  
Enemies  immune  to  instant  death  need  not  make  this  save.  This  technique  ignores  Physical  Defense.  
 
Inner  Focus  –  Use:  Action  –  You  accelerate  your  body’s  natural  healing  properties  for  a  short  while.  
Gain  Regen  for  a  number  of  rounds  equal  to  your  SPR  modifier.  In  addition  you  remove  all  debuffs  

44    
that  afflict  you,  as  if  you  had  used  Esuna.  
 
100  Fists  –  Use:  As  Pummel  –  You  start  punching  and  refuse  to  stop.  You  must  have  your  maximum  
ki  points  to  use  this  technique.  Spend  all  your  ki  points.  This  technique  functions  as  Pummel  with  the  
following  exceptions.    Make  an  attack  with  your  highest  Pummel  attack  bonus,  if  this  strike  hits,  you  
may   continue   to   make   this   attack   so   long   as   you   keep   hitting.   If   you   miss,   you   may   make   another  
attack  at  your  next  highest  Pummel  attack  bonus  and  continue  making  attacks  with  this  bonus  until  
you  miss.  Repeat  this  process  until  you  reach  your  lowest  Pummel  attack  bonus,  at  which  point  the  
technique  ends  on  a  miss.  The  technique  also  ends  if  the  target  is  reduced  to  0  HP.  Critical  hits  do  not  
knock  the  target  one  square  away  until  the  technique  ends.  
 
Reflex   –   Use:   Reaction   –   It’ll   take   a   little   bit   more   than   that   to   hit   you.   This   technique   can   be   used  
whenever  you  are  targeted  by  any  basic  attack.  The  attack  automatically  misses.  
 
Ki  Blast  –  Use:  Action  –  You  use  the  essence  of  your  spirit  to  rock  your  foe.  This  technique  can  only  
be   used   when   you   have   no   ki   points   available.   Deal   instant   2D6   damage   for   every   ki   point   you   are  
missing  to  one  enemy  within  3  squares.  This  technique  ignores  Physical  Defense.  
 
 

  45  
Paladin  
 
In  every  generation,  there  are  a  few  who  emerge  as  true  heroes,  fighting  the  forces  of  injustice  and  
shadow.   Many   of   these   heroic   souls   wield   the   job   of   paladin;   divinely   blessed   warriors   who   wield  
powerful  knight  swords  and  holy  energy  with  equal  vigor.  They  fearlessly  defend  the  weak  from  the  
would-­‐be   predators   that   seek   to   ruin   them,   or   hunt   the   restless   shades   of   the   walking   dead   in   the  
dark  corners  of  Ivalice.  
   
Role  
 
Paladins   are   tanks,   with   access   to   heavy   weapons   and   armor.   They   are   found   at   the   front   line,  
vanquishing  foes  and  supporting  allies.  Experienced  paladins  have  access  to  White  Magicks,  and  all  
paladins  have  techniques  that  aid  their  allies.  Strength  is  important  for  a  paladin,  as  they  need  to  be  
good  melee  fighters.  Spirit  is  tied  to  many  of  their  abilities  and  techniques  as  well  as  spell  casting.  A  
decent  Magick  insures  mid-­‐level  paladins  to  have  an  effectively  large  MP  Pool.  
 
Statistics  
 
• Starting  HP:  10  +  Vitality  Score  
• HP  Gain  per  level:  5  +  VIT  Modifier  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  MGC  Modifier  
• Starting  Gil:  1200  Gil  
• Job   Skills   (4   +   MND   Modifier   Skill   ranks   per   level.):   Athletics,   Bartering,   Crafting,   Endurance,   Heal,  History,   Insight,  
Profession,  Ride,  Wordplay  
 
Job  Features  
 
The  Paladin  

Tier   Level   Accuracy     Resilience   Evasion   Special   Techniques   Spells    


Basic   1   +2   +3   +0   Cover,  Disarm,  Subdue   1   -­‐  
  2   +3   +3   +0   Grace,  Nurse   1   -­‐  
  3   +3   +4   +1   Aura  of  Courage,  Mercy   2   -­‐  
  4   +4   +4   +1   Divine  Health   2   -­‐  
  5   +4   +5   +1   Divine  Soul,  Mount   2   -­‐  
Advanced   6   +5   +6   +2   Sanctify  LV.  1,  Magick,  Mercy   3   1  
  7   +5   +6   +2   -­‐   3   2  
  8   +6   +7   +2   Aura  of  Resolve   4   2  
  9   +6   +8   +3   Mercy   4   3  
  10   +7   +8   +3   -­‐   4   3  
Heroic   11   +7   +9   +3   Sanctify  LV.  2   5   4  
  12   +8   +9   +4   Mercy   5   5  
  13   +8   +10   +4   -­‐   6   5  
  14   +9   +10   +4   Holy  Aura   6   6  
  15   +9   +11   +5   Mercy   7   6  
Legendary   16   +10   +12   +5   Sanctify  LV.  3   8   7  
  17   +10   +12   +5   Aura  of  Righteousness   8   8  
  18   +11   +13   +6   Mercy   9   8  
  19   +11   +14   +6   -­‐   9   9  
  20   +12   +15   +6   Champion   10   10  
 
Weapon  and  Armor  Proficiencies:  Paladins  are  proficient  with  simple  weapons,  light  blades,  heavy  
blades,  weighted  weapons,  polearms,  heavy  armor,  light  armor,  mystic  armor,  and  shields.  
 
Subdue:   Paladins   are   taught   to   avoid   killing   whenever   possible,   and   are   trained   in   pulling   their  
punches.  Paladins  take  no  penalty  when  trying  to  inflict  nonlethal  damage  with  any  melee  weapon.    
 

46    
Disarm:   The   paladin   is   trained   in   disarming   their   foe.   The   paladin   gains   +4   to   combat   maneuver  
checks  to  disarm  or  avoid  being  disarmed.    
 
Cover:  A  paladin  seeks  to  prevent  harm  to  their  allies.  The  paladin  may,  as  an  Action,  act  to  prevent  
harm   to   an   adjacent   ally   this   turn   and   declare   this   ally   covered.   Any   damage   or   attack   effects   that  
would   hit   the   ally   hit   the   Paladin   instead,   regardless   of   the   Paladin's   Evasion   or   Resilience.   The  
covered   unit   receives   a   +1   bonus   to   Evasion   and   Resilience.   If   the   covered   unit   moves,   the   Paladin  
moves   with   it   up   to   their   maximum   movement,   staying   adjacent   to   the   unit.   If   the   paladin   cannot  
remain  adjacent,  the  cover  is  broken.  Cover  is  maintained  until  it  is  broken  due  to  movement  or  the  
paladin  declares  the  cover  broken  or  decides  to  cover  a  different  ally.  At  6th  level,  the  paladin  may  
select   a   cover   target   from   a   distance   up   to   the   Paladin's   movement   speed,   moving   into   the   target’s  
square  and  bumping  them  to  an  adjacent  square  immediately  if  they  are  attacked,  or  to  the  nearest  
available   square   if   attack   by   an   area   of   effect   attack.   If   the   Paladin   cannot   reach   the   target   using  
normal  movement,  the  cover  is  broken.  A  Paladin  may  only  cover  one  ally  per  round,  at  the  beginning  
of  his  next  turn;  he  may  declare  a  different  ally  the  subject  of  his  or  her  cover.  
 
Grace:   At  2nd  level,  the  paladin  learns  to   move   and  act   with   grace   and   honor.   Add   double   your   Spirit  
modifier  to  your  resilience  saves.  
 
Nurse:  At  2nd  level,  a  paladin  can  heal  his  own  wounds  or  the  wounds  of  an  ally  by  channeling  holy  
energy.   As   an   action,   you   can   heal   an   amount   of   HP   equal   to   your   Magick   modifier   +   your   Spirit  
Modifier   +   your   Paladin   level   to   yourself   or   an   adjacent   ally.   You   can   use   this   ability   a   number   of  
times  per  day  equal  to  3  +  your  Spirit  modifier.  
 
Aura  of  Courage:  At  3rd  level,  a  paladin  is  immune  to  Fear  (magickal   or  otherwise).  Each   ally  within  
10   feet   of   you   gains   a   +4   morale   bonus   on   Resilience   Saves   against   fear   effects.   This   ability   functions  
only  while  you  are  conscious,  not  if  you  are  unconscious  or  dead.    
 
Mercy:   At   3rd   level,   and   every   three   levels   after   that,   a   paladin's   Nurse   ability   also   begins   to   heal  
status  ailments  and  provide  bonuses.  Choose  one  extra  effect  from  the  list  below  that's  within  your  
Tier.  Positive  effects  created  from  your  Nurse  have  an  effective  Spell  level  equal  to  your  Paladin  level.  
 
Basic  
• Fatigue:  Remove  the  Fatigued  status.  
• Sleep:  Remove  the  Sleep  status.  
• Poison:  Remove  the  Poison  status.  
• Oil:  Remove  the  Oil  status.  
• Adjacent:  Nurse  affects  the  Paladin  and  all  adjacent  allies.  
 
Advanced  
• Blind:  Remove  the  Blind  status.  
• Disable:  Remove  the  Disable  status.  
• Immobilized:  Remove  the  Immobilized  status.  
• Silence:  Remove  the  Silence  status.  
• Petrify:  Remove  the  Petrified  status.  
• Slow:  Remove  the  Slow  status.  
• Protect:  Casts  Protect.  
• Shell:  Casts  Shell.  
 
Heroic  
• Raise:  Brings  a  KO'd  ally  to  Critical  Health  (20%)  level.  Then  the  ally  is  healed  normally.  
• Doom:  Removes  the  Doom  status.  
• Disease:  Remove  the  Disease  status.  Healing  is  applied  after  the  status  is  removed.  
• Curse:  Remove  the  Cursed  status.  
• Stop:  Remove  the  Stop  status.  
• Addle:  Remove  the  Addled  status.  
• Haste:  Casts  Haste.  
• Vanish:  Casts  Vanish.  
 

  47  
Legendary  
• Life:  Resurrects  a  KO  ally  and  brings  the  ally  to  Critical  Health  level.  Then  the  ally  is  healed  normally.  
• Zombie:  Remove  the  Zombie  status.  
• Re-­‐raise:  Casts  Re-­‐raise.  
 
Divine  Health:  At  4th  level,  a  paladin  becomes  immune  to  the  Poison  and  Disease  statuses.  
 
Divine   Soul:   The   inner   light   of   the   paladin   enables   them   to   resist   Holy   attacks.   At   5th   level,   you  
receive  half  damage  from  Holy  damage  (healing  spells  bypass  this).  This  increases  to  Immune  at  10th  
level  (still  bypassed  by  healing  spells).  At  20th  level,  the  paladin  is  so  attuned  to  Holy  power  that  they  
absorb  Holy  damage  regardless  of  equipment  or  status.  They  also  become  immune  to  Zombification  
at  5th  level  (except  via  Zombie  Powder,  but  a  paladin  gets  +4  to  resilience  saves  against  it  at  5th  level,  
plus  another  +2  at  10th  and  15th  level).    
 
Mount:   At   5th   level,   a   paladin   gains   access   to   a   faithful,   loyal,   and   unusually   intelligent   yellow  
chocobo   mount.   This   chocobo   functions   just   like   any   other   chocobo   does,   except   that   it   has   a   Mind  
score   of   6,   is   trained   for   combat,   and   doesn't   possess   Speluncaphobia   (Fear   of   going   into   caves   or  
dungeons)  or  Mist  Fear.  
 
In  addition,  you  gain  the  Mounted  Combat  Augment  if  you  do  not  already  have  it.  
 
Once  per  day,  as  an  Action,  you  may  magickally  call  your  mount  to  your  side.  The  mount  immediately  
appears  adjacent  to  you.  You  can  use  this  ability  once  per  day  at  5th  level,  and  one  additional  time  
per  day  for  every  4  levels  thereafter,  for  a  total  of  four  times  per  day  at  17th  level.  
 
At  11th  level,  your  mount  gains  Magick  Defense  equal  to  the  your  level.  
 
At  15th  level,  the  mount  becomes  a  White  Chocobo.  
 
Should  your  mount  die,  you  may  not  summon  another  mount  for  30  days  or  until  you  gain  a  paladin  
level,   whichever   comes   first.   During   this   30-­‐day   period,   you   take   a   –1   penalty   on   accuracy   and  
weapon  damage  rolls.  
 
Sanctify:  At  6th  level,  the  paladin  can  channel  Holy  energy  to  smite  the  undead.  Using  Sanctify  is  an  
action   with   a   range   of   4   Squares   and   an   area   of   1   Square.   Undead   with   3   or   less   Levels   than   the  
paladin's  class  level  are  destroyed  with  no  save.  Undead  with  Levels  up  to  the  Paladin's  level  plus  the  
Paladin’s   SPR   modifier   make   a   Resilience   Save   (DC   =   10   +   3   Per   Character   Tier   +   SPR   Mod)   or   be  
destroyed.  On  a  successful  save,  they  take  2D6  Holy  damage.  Undead  with  more  Levels  take  the  holy  
damage  as  above,  halving  it  on  a  successful  Resilience  Save.  Sanctify  can  be  used  a  number  of  times  
per  day  equal  to  your  SPR  Modifier.  
 
Every  5  levels  after  obtaining  this  ability,  it  gets  stronger.  
 
At  11th  level,  the  range  increases  to  5  Squares  and  it  becomes  a  Blast  1.  The  damage  increases  to  4D8  
Holy.  
 
At  16th  level,  the  range  increases  to  6  Squares  and  it  becomes  a  Blast  2.  The  Paladin  adds  their  MGC  
modifier  to  their  SPR  modifier  to  determine  HD  of  undead  affected,  the  uses  of  Sanctify  per  day,  and  
the  saving  throw  DC.  The  damage  die  is  also  increased  to  6D10.  
 
Magick:  The  paladin  may  begin  casting  spells  from  the  White  and  Green  Magicks  Schools  (as  a  White  
Mage  would)  at  6th  level.  Caster  level  (and  Tier  level)  is  equal  to  the  paladin’s  class  level  –  5  (plus  any  
levels   of   other   caster   classes   the   paladin   has   taken).   Also,   a   paladin   cannot   learn   a   Green   Magicks  
spell  that  causes  a  negative  status  effect  (Such  as  Sleep,  Poison,  Oil,  etc.).  
 

48    
Aura  of  Resolve:  At  8th  level,  a  paladin  is  immune  to  the  Charm  status.  Each  ally  within  2  Squares  of  
you  gains  a  +4  morale  bonus  on  Resilience  Saves  against  the  Charm  status.  
 
This  ability  functions  only  while  you  are  conscious,  not  if  you  are  unconscious  or  dead.  
 
Holy   Aura:   At   14th   level,   a   paladin's   weapons   are   treated   as   Holy-­‐elemental   for   the   purposes   of  
overcoming  Perfect  Defense.  Any  attack  made  against  an  enemy  within  2  Squares  of  you  is  treated  as  
Holy-­‐elemental  for  the  purposes  of  overcoming  Perfect  Defense.  
 
This  ability  functions  only  while  you  are  conscious,  not  if  you  are  unconscious  or  dead.  
 
Aura   of   Righteousness:   At   17th   level,   a   paladin   gains   Perfect   Defense   5/Dark   and   immunity   to  
compulsion   spells   and   abilities   (such   as   Confusion).   Each   ally   within   2   squares   of   you   gains   a   +4  
morale  bonus  on  resilience  saves  against  compulsion  effects.  
 
This  ability  functions  only  while  you  are  conscious,  not  if  you  are  unconscious  or  dead.  
 
Champion:   At   20th   level,   your   name   goes   down   in   the   history   books   as   a   name   of   glory,   victory,   and  
justice.  You  become  immune  to  the  Dark  element  (thus  making  your  Perfect  Defense  into  a  straight  
5/-­‐).  Additionally,  whenever  you  attack  an  Undead  with  a  melee  attack,  it  is  subject  to  your  Sanctify  
effect,  regardless  of  your  remaining  uses  of  Sanctify.  
 
Techniques  
 
Basic  
 
War  Cry  -­‐  Use:  Action  -­‐  You  let  loose  a  resounding  roar  for  victory,  and  inspire  your  allies.  You  and  
any  allies  that  hear  you  gain  a  +2  morale  bonus  to  Resilience  Saves  for  the  rest  of  the  encounter.    
 
Defend  -­‐  Use:  Action  -­‐  You  adopt  a  defensive  and  agile  stance.  Cast  Shell  and  Protect  on  yourself  with  
a  caster  level  of  1,  but  with  no  MP  cost.  
 
Discipline  -­‐  Use:  Action  -­‐  You  call  upon  you  memories  of  training  and  practice  to  aid  you  in  battle.  
For  1D4  +  your  Spirit  Modifier  rounds,  you  receive  a  +2  Competence  bonus  to  Accuracy  and  damage  
rolls.  
 
Parley   -­‐   Use:   Action   -­‐   You   try   and   persuade   a   foe   to   surrender,   reasoning   that   his   wounds   are   too  
great   and   that   continued   battle   is   pointless.   Make   a   Wordplay   check   against   one   foe   who   can   see,  
hear,   and   understand   you   (DC   10   +   Foe’s   Spirit   Modifier   +   ½   its   current   HP).   On   a   successful   roll,   the  
foe  agrees  to  quit  the  field.  Treat  the  foe  as  slain  in  terms  of  encounter  progress  and  EXP  gain,  but  
you  do  not  gain  any  of  its  loot  or  Gil  except  for  what  it  leaves  behind.  
 
Holy   Circle   –   Use:   Action   –   MP   Cost:   8   -­‐   You   bless   the   area   around   you,   creating   a   holy   circle   that  
makes  the  undead  uncomfortable.  You  create  an  aura  around  you  with  a  radius  of  2  squares,  this  aura  
moves   with   you.   Any   undead   within   the   aura   that   tries   to   make   an   attack   of   any   sort   must   make   a  
resilience  save  (DC  10  +  3  Per  Character  Tier  +  Your  Spirit  modifier)  or  lose  the  attack  and  the  action  
used  to  make  it.  This  aura  lasts  for  1D4  rounds.  
 
Advanced  
 
Divine   Emblem   -­‐   Use:   Action   -­‐   MP   Cost:   16   -­‐   You   summon   a   sacred   mark   before   using   your   next  
divine  ability,  making  it  stronger.  The  next  time  you  use  an  attack  that  deals  Holy  damage,  increase  
the   Damage   Die   by   1.   If   you   use   Sanctify   after   using   this   technique,   the   HD   of   undead   that   can   be  
affected  is  increased  by  one  and  the  Save  DC  is  increased  by  2.  Additionally,  any  ability  that  uses  the  
DC  for  Sanctify  is  also  increased  by  2.  

  49  
 
Rend  Weapon  -­‐  Use:  Action  -­‐  "Careful,  you  might  hurt  someone  with  that!"  Make  a  sunder  attempt  
and  double  your  Strength  modifier  in  terms  of  this  attempt  (both  to  hit  and  to  damage).    
 
Mow  Down  -­‐  Use:  Action,  See  text  -­‐  You  go  all-­‐out  on  one  foe.  Make  a  basic  attack  and  deal  critical  
damage   on   a   successful   hit   (double   critical   on   a   critical   hit),   but   you   grant   Combat   Advantage   and  
take   a   -­‐4   penalty   to   your   Evasion   until   the   start   of   your   next   turn.   You   are   also   considered   to   have  
and  use  the  Cleave  Augment  for  this  attack.    
 
Saint   Cross   -­‐   Use:   Action   -­‐   MP   Cost:   15   -­‐   A   powerful   beam   of   light   erupts   from   the   ground   around  
you.   Deal   2D12   Holy   damage   to   all   adjacent   enemies,   a   successful   Resilience   Save   (DC   =   Sanctify)  
halves  this  damage.  This  attack  ignores  Magick  Defense.  
 
Soul   Sphere   -­‐   Use:   Action   -­‐   You   sever   your   foe's   tie   to   the   Mist.   This   technique   has   a   range   of   4  
Squares,  your  foe  must  make  a  Resilience  Save  (DC  =  Sanctify)  or  lose  2D12  MP.  
 
Heroic  
 
Aura  -­‐  Use:  Action  -­‐  MP  Cost:  24  -­‐  You  empower  your  Aura  to  an  almost  overwhelming  level.  Death  
will  not  claim  you  anytime  soon.  Cast  Reraise  and  Regen  on  yourself  at  caster  level  6.    
 
Meltdown  -­‐  Use:  Action  -­‐  You  sacrifice  yourself  with  the  hopes  that  your  foes  are  coming  with  you.  
Inflict  your  Character  Level  in  D12  fire  damage  to  all  adjacent  units.  A  successful  resilience  save  (DC  
10  +  3  Per  Character  Tier  +  your  Charisma  modifier)  halves  this  damage.  You  then  are  reduced  to  0  
HP.  This  attack  ignores  all  defenses.  
 
Rasp  -­‐  Use:  Action  -­‐  MP  Cost:  4  -­‐  You  create  a  burst  of  energy  that  drains  the  Mist  from  your  foes.  This  
Technique  functions  as  the  spell  Rasp,  with  a  caster  level  equal  to  your  Paladin  level.  
 
Astra  -­‐  Use:  Action  -­‐  MP  Cost:  12  -­‐  You  utter  a  prayer  of  safety  for  you  and  your  allies.  You  and  any  
ally   within   2   Squares   of   you   gain   immunity   from   any   negative   status   effects   for   1D4   rounds.   This  
technique  does  not  remove  any  status  effects  already  afflicted  on  you  or  an  ally.  
 
Bulwark   -­‐   Use:   Action   -­‐   Nothing   harms   you,   nothing   stops   you,   and   even   the   most   terrifying   army   in  
Ivalice  couldn't  destroy  you  if  they  wanted  to.  Until  the  start  of  your  next  turn,  you  are  immune  to  all  
damage,  but  automatically  fail  all  Resilience  Saves.  
 
Legendary  
 
Holy   Blade   -­‐   Use:   Action   -­‐   MP   Cost:   12   -­‐   Your   sword   glows   with   an   awesome   power,   its   burning  
blade  telling  you  to  defeat  your  foe.  Make  a  basic  attack  against  one  foe;  the  damage  on  a  successful  
hit  is  tripled  and  Holy-­‐elemental.  Sanctify  can  apply  to  the  target  without  spending  a  use  of  Sanctify.  
This  attack  ignores  defenses.  
 
Stasis  Sword  -­‐  Use:  Action  -­‐  You  stop  evil  in  its  tracks.  This  attack  has  a  range  of  4  Squares.  Inflict  
damage  as  a  normal  melee  attack  on  a  successful  ranged  attack;  increase  the  base  weapon  die  by  one.  
In  addition,  the  enemy  must  make  a  Resilience  Save  (DC  =  Sanctify)  or  be  Stopped  for  1D4  rounds.    
 
Retribution   -­‐   Use:   Reaction   -­‐   You   let   your   enemy   feel   your   pain.   This   Technique   can   be   used  
whenever  you  take  damage  from  an  enemy's  attack.  That  enemy  loses  as  much  HP  as  you  do,  no  save.  
 
Reflex   –   Use:   Reaction   –   It’ll   take   a   little   bit   more   than   that   to   hit   you.   This   technique   can   be   used  
whenever  you  are  targeted  by  any  basic  attack.  The  attack  automatically  misses.  
 
Final  Stand  –  Use:  Reaction  –  You  refuse  to  die  before  winning  this  pivotal  battle.  This  technique  can  

50    
only  be  used  when  you  are  reduced  to  0  HP  or  less.  Your  HP  is  restored  to  1  and  you  become  immune  
to  all  damage  for  the  rest  of  the  encounter.  In  addition,  your  Accuracy  for  all  attacks  is  doubled  and  
every  hit  is  considered  a  Critical  Hit  that  ignores  all  Defenses.  At  the  end  of  the  encounter,  you  die.  

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Red  Mage  
 
Red   mages   are   skilled   spell   casters   and   jack-­‐of-­‐trades   that   specializes   in   many   fields,   but   master  
none.  They  can  sustain  frontline  combat,  cast  offensive  spells,  and  support  the  party  with  defensive  
spells,   but   their   melee   capabilities   are   outshined   by   soldiers   and   paladins,   and   have   nowhere   near  
the   mental   capability   of   white   or   black   mages.   Red   mages   in   the   world   of   Ivalice   are   typically  
adventurers  and  storytellers,  offering  their  skills  for  the  right  cause  (or  price).  
 
Role  
 
Red  mages  are  supporters,  whether  it’s  in  combat  or  spell  casting.  They  can  maintain  themselves  on  
the  frontline,  but  once  they  run  out  of  MP  they’re  almost  as  vulnerable  as  a  white  or  black  mage.  They  
know  many  spells,  but  cannot  learn  the  most  powerful  ones  in  Ivalice.  They  make  fine  party  leaders  
or  new  members,  as  they  are  easily  capable  of  boosting  the  party  effectiveness  as  a  whole.  Magick  is  
easily   the   most   important   Statistic   for   a   red   mage,   for   spell   casting   and   their   techniques.   Strength  
lends  to  their  melee  capabilities,  and  Mind  gives  them  access  to  a  necessary  plethora  of  skills.  
 
Statistics  
• Starting  HP:  8  +  Vitality  Score  
• HP  Gain  per  level:  4  +  VIT  Modifier  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  MGC  Modifier  
• Starting  Gil:  800  Gil  
• Job   Skills   (6+   MND   Modifier   Skill   Ranks   per   level):   Acrobatics,   Crafting,   Dungeoneering,   Heal,   History,   Insight,  
Magicks,  Nature,  Perception,  Profession,  Stealth,  Wordplay.  
 
Job  Features  
 
The  Red  Mage  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques   Spells    


Basic   1   +2   +1   +1   Red  Magick,  Red  Lore,  Prestidigitation   1   2  
  2   +3   +2   +2   Minor  Mastery   1   3  
  3   +3   +2   +2     1   4  
  4   +4   +2   +2   Bonus  Augment   2   5  
  5   +4   +3   +3   Lore  Master   2   6  
Advanced   6   +5   +3   +3   Avoidance,  Minor  Mastery   3   7  
  7   +5   +4   +4     3   8  
  8   +6   +4   +4   Bonus  Augment   3   9  
  9   +6   +4   +4     4   10  
  10   +7   +5   +5   Jack-­‐of-­‐All-­‐Trades   4   11  
Improved  Avoidance,  Moderate  
Heroic   11   +7   +5   +5   5   12  
Mastery  
  12   +8   +6   +6   Bonus  Augment   5   13  
  13   +8   +6   +6     5   14  
  14   +9   +6   +6   Convert   6   15  
  15   +9   +7   +7     6   16  
Legendary   16   +10   +7   +7   Bonus  Augment,  Moderate  Mastery   7   17  
  17   +10   +8   +8     7   18  
  18   +11   +8   +8     7   19  
  19   +11   +8   +8     8   20  
  20   +12   +9   +9   Bonus  Augment,  Red  Master   8   22  
 
 
Weapon   and   Armor   Proficiency:   simple   weapons,   light   blades,   mystic   weapons,   light   armor,   and  
mystic  armor.  
 

52    
Red   Magick:   Red   mages   are   among   the   most   versatile   spell   casters   in   Ivalice,   but   pay   for   their  
versatility  in  power.  At  first  level,  a  red  mage  must  choose  two  spell  lists  out  of  Black,  Arcane,  Green  
or   White   Magicks,   and   must   choose   a   spell   from   the   lists   you   choose   (For   example,   a   1st   level   red  
mage  can  choose  Black  and  White  Magicks,  and  may  know  Fire  and  Cure,  but  not  Fire  and  Thunder  or  
Cure  and  Dia).  As  a  red  mage  learns  new  spells,  you  cannot  know  more  than  4  spells  in  a  particular  
tier   per   tier   level   (I.E:   A   maximum   of   4   Basic   Black   Magicks   spells   and   4   Advanced   Black   Magicks  
spells).  You  can  only  learn  spells  within  or  below  your  Tier.  
 
When   you   level   up   into   a   new   Tier,   you   may   also   gain   access   to   a   new   list   of   Magicks,   or   you   may  
“level  up”  one  of  your  existing  tiers  to  allow  access  to  Advanced  Tier  Magicks.  However,  red  mages  
cannot  learn  Heroic  or  Legendary  Tier  spells.  
 
In  order  for  you  to  cast  a  spell,  you  must  have  a  Magick  Score  of  at  least  12.  For  Advanced  Tier  spells,  
you  must  have  a  Magick  of  at  least  14.  
 
Red   Lore:   Red   Mage’s   learn   a   lot   in   their   travels   and   studies,   and   add   ½   their   red   mage   level  
(minimum  1)  to  all  Dungeoneering,  History,  Magicks,  and  Nature  checks.  
 
Prestidigitation:   Mages   of   any   sort   are   practiced   in   using   Magicks   to   aid   in   many   differing  
endeavors.  Using  Magicks  in  mundane,  everyday  occurrences  is  known  as  Prestidigitation,  a  catchall  
term  for  different  uses  of  Magicks.  Uses  of  Prestidigitation  include  but  are  not  limited  to:  summoning  
forth  a  bright  light  (6  Squares)  on  an  object,  such  as  the  tip  of  a  staff,  or  a  hat,  or  a  rock,  lighting  and  
snuffing   torches   and   small   campfires,   cleaning   food,   water,   surfaces,   etc.,   lifting   up   to   5   pounds   of  
material   4   squares   away   from   you   and   bringing   to   your   hands,   opening   or   closing   an   unlocked  
container   or   door,   creating   light   and   special   effects,   and   other   various   cosmetic   or   creative   effects.  
Really  the  only  limits  Prestidigitation  has  is  that  it  cannot  be  used  to  deal  or  heal  damage,  interrupt  
spell  casting,  emulate  a  spell  or  spell  effect  or  even  be  used  for  combat  purposes  at  all.  It  cannot  be  
used  to  accomplish  high-­‐end  magickal  effects  or  stimulate  a  response  from  or  alter  magickal  items.  
Prestidigitation  is  simply  tricks  and  effects  used  to  make  life  easier  for  the  humble  and  lazy  mage.  
 
Minor  Mastery:  As  red  mages  become  more  experienced  and  powerful,  they  learn  useful  tricks  and  
techniques  to  give  themselves  an  edge  while  fighting.  At  2nd  and  6th  level,  you  may  choose  one  of  the  
abilities  from  the  list  below.  
• Weapon  Bond:  Choose  one  weapon  you  are  proficient  with,  you  gain  the  Weapon  Specialization  Augment  for  that  
weapon,  even  if  you  do  not  meet  the  requirements.  
• Bonus   Spell   Augment:   You   gain   an   Augment   selected   from   the   Spell   Augment   list.   You   must   meet   the  
requirements.  
• Magick  Attack  Bonus:  Spells  that  deal  HP  damage  gain  a  +2  bonus  to  the  damage  dealt.  This  bonus  can  apply  to  
overcoming  Magick  Defense.  
• Body  and  Mind:  Increase  your  maximum  MP  and  HP  by  5.  
 
Bonus  Augment:  At  4th  level,  and  every  four  levels  thereafter,  a  red  mage  may  choose  an  Augment  
from  the  list  provided;  you  must  meet  the  requirements  for  this  Augment.  LIST  WIP  
 
Lore   Master:   At   5th   level,   a   red   mage   becomes   so   knowledgeable   that   he   can   summon   information  
instantly.   You   may   take   10   on   all   skills   that   are   affected   by   your   Red   Lore   ability   that   you   have   ranks  
in,  even  during  circumstances  where  this  would  normally  not  be  allowed.  In  addition,  once  per  day,  
you  may  take  20  on  a  skill  affected  by  Red  Lore,  even  if  you  have  no  ranks  in  it.  
 
Avoidance:   at   6th   level,   a   red   mage   can   avoid   even   magickal   and   unusual   attacks   with   great   agility.   If  
a   red   mage   avoids   an   attack   that   normally   deals   half   damage   on   a   miss,   they   instead   take   no   damage.  
Avoidance   can   be   used   only   if   the   red   mage   is   wearing   light   armor,   mystic   armor   or   no   armor.   A  
helpless  red  mage  does  not  gain  the  benefit  of  Avoidance.  
 
Jack-­of-­All-­Trades:   At   10th   level,   a   red   mage   can   use   any   skill,   even   if   the   skill   normally   requires  
training  to  be  used.  At  16th  level,  the  red  mage  considers  all  skills  to  be  job  skills.  At  19th  level,  the  red  

  53  
mage  can  take  10  on  any  skill  check,  even  if  it  is  not  normally  allowed.  
 
Improved   Avoidance:   At   11th   level,   a   red   mage’s   Avoidance   ability   improves.   You   still   take   no  
damage   on   a   miss   against   attacks   that   would   otherwise   deal   half   damage,   but   henceforth   you   take  
only  half  damage  on  a  successful  hit  from  an  attack  that  would  deal  half  damage  on  a  miss.  A  helpless  
red  mage  does  not  gain  the  benefit  of  Improved  Avoidance.  
 
Moderate   Mastery:   As   the   red   mage   expands   their   repertoire   of   power,   they   become   true   experts   at  
everything  they  do.  At  11th  and  16th  level,  you  may  choose  one  of  the  abilities  from  the  list  below:  
• High  Spell:  In  order  to  choose  this  ability,  you  must  have  access  to  and  know  at  least  one  Advanced  Tier  spell.  You  
may   learn   one   Heroic   Tier   spell   from   the   same   school   of   Magicks.   For   example,   if   you   have   access   to   Advanced   Tier  
Black  Magicks  and  know  Fira,  you  may  choose  one  Heroic  Tier  Black  Magicks  spell,  such  as  Firaga.  This  spell  does  
count  toward  your  allotted  known  spells  list  and  you  must  have  a  Magick  of  16  in  order  to  learn  the  spell.  
• Battle  Studies:  Your  adept  studies  of  the  way  combat  works  allows  you  to  use  your  brain  over  brawn.  You  may  now  
add  your  Magick  modifier  in  addition  to  your  Strength  when  determining  attack  and  damage  rolls  and  overcoming  
defenses.  
• Contact  Magick:  You  can  use  your  personal  strength  to  empower  your  spells.  You  may  add  your  Strength  modifier  
to   your   Magick   Accuracy   and   add   your   Strength   modifier   to   any   damage   you   deal   with   a   spell   you   cast   and   for  
overcoming  defenses.  
 
Convert:   At   14th   level,   when   the   need   arises   you   can   swap   the   values   of   your   current   HP   and   current  
MP   as   a   standard   action.   You   cannot   use   this   ability   if   you   have   0   MP.   You   can,   however,   use   this  
ability  if  you  have  0  or  less  HP,  and  are  somehow  still  conscious.  
 
Red   Master:   You   are   a   Jack-­‐and-­‐Master-­‐of-­‐all-­‐trades.   You   add   half   of   your   class   level   to   all   untrained  
skill  checks,  and  your  training  bonus  for  any  current  skills  you  have  a  rank  in  increases  to  +6,  instead  
of   the   usual   +3.   Furthermore,   you   receive   a   +4   bonus   to   all   of   the   following   rolls:   Attack   Rolls,  
Damage  Rolls  (including  overcoming  defenses),  Resilience  Saves,  Statistic  Checks,  and  Magick  Attack  
Rolls  and  Damage  Rolls.  
 
Techniques  
 
Basic  Tier  
 
Libra  –  Use:  Action  –  You  call  upon  months  of  reading  and  study  to  identify  the  vital  health,  defenses,  
elemental   weakness,   and   strengths   of   your   Foes.   You   can   immediately   discern   all   enemies’   within  
your  light  of  sight’s  maximum  and  current  HP  value,  Evasion,  Defenses,  which  elements  (if  any)  it  is  
weak  against,  and  which  elements  (if  any)  it  is  strong  against.  Some  enemies  cannot  be  targeted  with  
this  ability.  
 
Counterspell  –  Use:  Reaction  –  You  fight  Fire  with  Fire.  This  Technique  can  only  be  used  if  you  are  
targeted  with  a  spell  that  you  know.  The  spell  being  cast  at  you  is  resolved  as  usual,  but  as  a  Reaction,  
you  may  opt  to  cast  the  spell  back  at  the  caster,  so  long  as  you  have  the  MP  required  for  it.  You  may  
only  make  one  Counterspell  per  round.  
 
Spell  Strike  –  Use:  Action  –  MP  Cost:  See  Text  –  You  imbue  your  weapon  with  Magicks  and  use  it  to  
enhance   your   strike.   Make   a   basic   attack   against   your   target,   on   a   successful   hit,   deal   damage   as  
usual,  in  addition,  you  also  immediately  cast  any  Offensive  Magicks  spell  you  know  and  use  it  on  the  
target  of  your  attack  (Such  as  Fire,  or  Blind),  spending  MP  as  usual.  Spells  with  an  Area  of  Effect  are  
unleashed  as  normal  with  the  target  as  the  center  point,  but  do  not  affect  you.  
 
Sticky  Fingers  –  Use:  Reaction  –  You  catch  the  knife  that  was  thrown  at  you.  This  technique  can  be  
used   when   an   item   that   is   now   a   projectile   from   a   weapon   or   a   weapon   from   the   Thrown   Weapon  
category   is   thrown   at   you   and   you   have   a   free   hand.   You   catch   that   item   with   your   free   hand.   You  
cannot  catch  bullets  or  arrows  with  this  techniques.  
 
Advanced  Tier  

54    
 
Doublecast  –  Use:  Action  –  MP  Cost:  See  Text  –  You  cast  two  spells  in  a  row  directly  after  each  other.  
Choose   two   spells   you   know,   you   may   cast   both   of   them.   They   need   not   target   the   same   area   or  
enemy  or  even  be  different  spells.  You  spend  MP  as  usual  for  casting  both  spells.    
 
Compression  –  Use:  Action  –  You  tighten  your  spell’s  area  to  a  single  target  to  deliver  a  devastating  
blow.   You   may   use   this   technique   when   you   cast   a   spell   that   has   an   area   of   effect.   That   spell’s   area   is  
reduced  to  a  single  target,  but  you  gain  a  +2  bonus  to  the  Magick  Attack  roll,  in  addition,  if  the  spell  
deals  damage,  you  may  increase  the  damage  die  by  one  (2D6  becomes  3D6,  etc.).  
 
Expansion   –   Use:   Action   –   You   surprise   a   group   of   enemies   by   spreading   out   a   spell   that   would   only  
have   hit   one   of   them.   You   may   use   this   technique   when   you   cast   a   spell   that   targets   one   person.   That  
spell’s  area  is  increased  to  a  Burst  1,  but  you  take  a  -­‐2  penalty  to  the  Magick  Attack  roll,  in  addition,  if  
the   spell   deals   damage,   the   damage   die   is   decreased   by   one   (2D6   becomes   1D6,   etc).   If   the   damage   is  
already   limited   to   one   die,   than   the   die   roll   is   decreased   to   the   next   lowest   die   (D6   becomes   a   D4,  
etc.).  
 
Archer’s   Bane   –   Use:   Reaction   –   You   dodge   an   arrow.   In   order   to   use   this   technique,   you   must   be  
attacked  normally  with  a  projectile  launched  from  a  Bow.  The  attack  automatically  misses.  
 
 
Heroic  Tier  
 
Triplecast  –  Use:  Action  –  MP  Cost:  See  Text  –  You  cast  three  spells  in  a  row  directly  after  each  other.  
Choose  three  spells  you  know,  you  may  cast  all  of  them.  They  need  not  target  the  same  area  or  enemy  
or  even  be  the  same  spells.  You  spend  MP  as  usual  for  casting  all  three  spells.      
 
Spellbreaker   –   Use:   Passive   –   Near   death,   you   put   everything   you   have   into   your   Magicks.   This  
technique   is   activated   whenever   you   enter   the   HP   Critical   state.   As   long   as   you   are   HP   Critical,   spells  
that  deal  (or  heal)  damage  do  their  maximum  damage.  
 
Mad   Science   –   Use:   Action   –   MP   Cost:   8   –   You   have   no   idea   what   this   will   do,   only   that   it’ll   help.  
Choose  one  ally  within  10  squares  that  you  have  line  of  sight  to  or  yourself.  Roll  a  D10  and  consult  
the  table  below.  That  ally  or  yourself  gains  the  listed  status  or  effect.  For  statuses  with  durations,  or  
variables  depending  on  caster  level,  use  your  caster  level.  
1. Protect  –  Cast  Protect.  
2. Shell  –  Cast  Shell.  
3. Haste  –  Cast  Haste.  
4. Reflect  –  Cast  Reflect.  
5. Berserk  –  Target  is  Berserk  for  the  rest  of  the  encounter.  
6. Heal  2D6  HP  
7. Vanish  –  Target  is  invisible  until  it  attacks  or  until  the  end  of  the  encounter.  
8. Bravery  –  Cast  Bravery.  
9. Faith  –  Cast  Faith.  
10. Float  –  Cast  Float.  
 
Pierce   –   Use:   Passive   –   MP   Cost:   4   –   With   just   a   bit   of   added   oomph,   you   can   shatter   your   foe’s  
Magickal   defenses.   You   can   use   this   technique   when   you   cast   a   spell   at   an   enemy   with   the   Shell   or  
Reflect  buffs.  The  buffs  are  ignored  in  terms  of  the  spell  you  cast.  
 
Legendary  Tier  
 
Scan  –  Use:  Action  –  MP  Cost:  18  –  You  swiftly  conjure  runes  that  exposes  your  enemy’s  weakness  
and   removes   its   strengths.   This   technique   functions   like   Libra,   with   the   following   exceptions:   This  
technique   only   targets   one   enemy.   It   removes   all   buffs   that   the   targeted   enemy   enjoys,   as   Dispel,   and  
functions  even  on  enemies  normally  immune  to  Libra.  
 

  55  
Truth   –   Use:   Action   –   Out   of   mana,   you   channel   the   latent   mist   in   the   area   to   conjure   something,  
anything.   Roll   a   D20   and   consult   the   table   below,   you   may   immediately   cast   the   spell   rolled   at   no   MP  
cost.  
1. Fire  
2. Dark  
3. Thunder  
4. Gravity  
5. Blizzard  
6. Blind  
7. Protect  
8. Water  
9. Berserk  
10. Cure  
11. Confuse  
12. Aero  
13. Shell  
14. Rasp  
15. Bane  
16. Quake  
17. Poison  
18. Sleep  
19. Oil  
20. Holy  
 
Fusion  –  Use:  Action  –  You  pack  every  offensive  spell  you  can  conceivably  cast  into  one  devastating  
package.   This   technique   allows   you   to   cast   as   many   offensive   spells   you   have   the   MP   for   at   once,  
whilst  following  the  rules  below:  The  damage  dice  is  the  largest  dice  of  the  spells  cast,  meaning  that  if  
the  strongest  spell  you  cast  deals  damage  in  D10s,  then  every  additional  spell  added  adds  more  D10s  
to   the   damage,   every   offensive   spell   added   increases   the   damage   dice   by   an   amount   equal   to   it’s   tier,  
1   dice   for   Basic,   2   for   Advanced,   and   3   for   Heroic,   assuming   you   have   the   High   Spell   class   feature.  
Spells  that  inflict  status  effects  have  the  effects  apply  after  damage  is  dealt.  Regardless  of  the  area  of  
effect  and  range  for  the  spells  cast,  this  Technique  can  only  target  one  creature  within  12  squares  of  
you.     In   order   to   determine   elemental   damages,   divide   the   number   of   elements   used   by   the   total  
damage  dice,  this  number  represents  how  much  damage  each  element  does.  The  remainder  of  dice  
goes  into  the  first  elemental  spell  added.  
 
Reflex   –   Use:   Reaction   –   It’ll   take   a   little   bit   more   than   that   to   hit   you.   This   technique   can   be   used  
whenever  you  are  targeted  by  any  basic  attack.  The  attack  automatically  misses.  
 

56    
Soldier  
 
Soldiers   are   competent   warriors   and   mercenaries   that   live   and   die   by   the   sword.   Or   axe.   Or   spear.  
Unlike  paladins,  they  come  from  more  varied  routes.  They  could  be  mercenaries,  guardsmen,  thugs,  
army  men,  cadets,  or  just  someone  who  needed  a  hobby.  Able  to  wield  a  wide  variety  of  weapons  and  
armor,  soldiers  are  feared  men  on  the  battlefield.  In  Ivalice,  soldiers  are  looked  upon  as  role  models,  
who  forge  the  sword  and  shield  of  their  country.  
 
Role  
 
Soldiers   belong   on   the   frontline.   With   an   array   of   techniques   to   keep   the   enemy’s   attention,   they  
make   sure   that   the   squishy   wizards   can   do   their   job   without   the   worry   of   a   monster   breathing   down  
their   back.   Strength   is   clearly   their   most   important   Statistic,   as   it   aids   in   wielding   swords   and  
weapons,   overcoming   defense,   and   in   using   their   techniques.   Vitality   gives   a   soldier   more   health   and  
allows  him  to  stay  alive  even  longer.  Agility  aids  in  their  Evasion,  making  them  even  more  frustrating  
combatants  and  keeping  them  alive.  
 
Statistics  
 
• Starting  HP:  10  +  Vitality  Score  
• HP  Gain  per  level:  5  +  VIT  Modifier  
• Starting  MP:  4  +  Magick  Score  
• MP  Gain  per  level:  2  +  MGC  Modifier  
• Starting  Gil:  1000  Gil  
• Job   Skills   (2   +   MND   Modifier   Skill   Ranks   per   level):   Athletics,   Crafting,   Dungeoneering,   Endurance,   Engineering,  
Perception,  Pilot,  Profession,  Ride,  Wordplay.  
 
 
 
 
Job  Features  
 
 

The  Soldier  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques    


Basic   1   +2   +2   +0   Bonus  Augment   1  
  2   +3   +3   +0   Bonus  Augment,  Bravery  +1   2  
  3   +3   +3   +1   Armor  Training   2  
  4   +4   +4   +1   Bonus  Augment   3  
  5   +4   +4   +1   Weapon  Training   3  
Advanced   6   +5   +5   +2   Bonus  Augment,  Shieldbearer,  Bravery  +2   4  
  7   +5   +5   +2   Armor  Training   4  
  8   +6   +6   +2   Bonus  Augment   5  
  9   +6   +6   +3   Weapon  Training   5  
  10   +7   +7   +3   Bonus  Augment,  Bravery  +3   6  
Heroic   11   +7   +7   +3   Armor  Training,  Monkey  Grip   7  
  12   +8   +8   +4   Bonus  Augment   7  
  13   +8   +8   +4   Weapon  Training   8  
  14   +9   +9   +4   Bonus  Augment,  Bravery  +4   8  
  15   +9   +9   +5   Armor  Training   9  
Legendary   16   +10   +10   +5   Bonus  Augment,  Weapon  of  Choice   10  
  17   +10   +10   +5   Weapon  Training   10  
  18   +11   +11   +6   Bonus  Augment,  Bravery  +5   11  
  19   +11   +11   +6   Armor  Training   11  
  20   +12   +12   +6   Bonus  Augment,  Weapon  Master   12  
 

  57  
Weapon   and   Armor   Proficiency:   simple   weapons,   light   blades,   heavy   blades,   weighted   weapons,  
polearms,  bows,  light  armor,  heavy  armor,  and  shields.  
 
Bonus   Augment:   At   1st   level,   and   at   every   even   level   thereafter,   a   soldier   gains   a   bonus   Augment  
chosen  from  the  combat  Augment  list  in  addition  to  the  Augments  gained  from  regular  advancement;  
essentially  meaning  that  the  soldier  gets  an  Augment  at  every  level.  
 
Bravery:   At   2nd   level,   the   soldier   gains   a   +1   bonus   on   Resilience   Saves   against   Fear.   This   bonus  
increases  by  +1  for  every  four  levels  beyond  2nd.  
 
Armor   Training:   Starting   at   3rd   level,   a   Soldier   learns   to   be   more   maneuverable   while   wearing  
armor.  Whenever  you  are  wearing  armor,  he  reduces  the  armor  check  penalty  by  1  (to  a  minimum  of  
0)  and  increases  the  maximum  Agility  bonus  allowed  by  his  armor  by  1.  Every  four  levels  thereafter  
(7th,  11th,  15th  and  19th),  these  bonuses  increase  by  +1  each  time,  to  a  maximum  –5  reduction  of  the  
armor  check  penalty  and  a  +5  increase  of  the  maximum  Agility  bonus  allowed.  
 
In  addition,  a  Soldier  reduces  the  movement  penalty  of  armor  by  1  at  7th  level.  This  bonus  increases  
to  2  at  15th  level.  The  movement  penalty  can  be  reduced  to  a  maximum  of  0  this  way  (You  can’t  gain  
movement  by  using  this  ability).  
 
Weapon  Training:  Starting  at  5th  level,  the  soldier  can  select  one  group  of  weapons  with  which  you  
are  proficient  (such  as  Heavy  Blades  or  Bows).  Whenever  you  attack  with  a  weapon  from  this  group,  
you  gain  a  +1  bonus  on  Accuracy  and  damage  rolls.  Every  four  levels  thereafter  (9th,  13th,  and  17th),  
you  become  further  trained  in  another  group  of  weapons.  You  gain  a  +1  bonus  on  Accuracy  and  
damage  rolls  (including  overcoming  defenses)  when  using  a  weapon  from  this  group;  in  addition,  the  
bonuses  granted  by  previous  weapon  groups  increase  by  +1  each.  For  example,  when  you  reach  9th  
level,  you  receive  a  +1  bonus  on  Accuracy  and  damage  rolls  with  one  weapon  group  and  a  +2  bonus  
on  Accuracy  and  damage  rolls  with  the  weapon  group  selected  at  5th  level.  A  soldier  also  adds  this  
bonus  to  any  combat  maneuver  checks  made  with  weapons  from  this  group.  This  bonus  also  applies  
to  the  soldier’s  Combat  Maneuver  Defense  when  defending  against  disarm  and  sunder  attempts  
made  against  weapons  from  this  group.  
 
Shieldbearer:  Rare  is  the  soldier  who  goes  without  a  shield.  At  6th  level,  a  soldier  who  wields  a  shield  
adds  half  of  the  shield’s  Base  Evasion  bonus  to  their  Physical  Defense.  
 
Monkey  Grip:  At  11th  level,  a  soldier  becomes  so  proficient  in  the  art  of  weaponry  that  you  are  
strong  enough  to  wield  even  2  handed  melee  weapons  in  just  one  hand.  Doing  so  means  that  you  
cannot  add  half  of  your  strength  score  again  to  the  damage  you  deal  with  a  2  handed  weapon  wielded  
in  one  hand.  
 
Weapon  of  Choice:  At  16th  level,  the  soldier  finds  that  he  or  she  prefers  one  particular  class  of  
weapon,  and  has  mastered  the  art  of  using  it.  Choose  one  type  of  weapon,  such  as  a  greatsword,  axe,  
or  spear.  This  weapon  becomes  your  weapon  of  choice.  Critical  hit  multipliers  with  this  weapon  
increase  by  one  (X2  becomes  X3,  X3  becomes  X4).  When  a  soldier  who  wields  this  weapon  makes  a  
basic  attack,  the  soldier  can  make  two  attacks  with  that  weapon  with  no  penalty.  
 
Weapon  Master:  At  20th  level,  the  soldier’s  skill  with  his  chosen  weapon  is  legendary.  As  long  as  the  
soldier  wields  his  weapon  of  choice,  he  cannot  be  disarmed  or  disabled.  All  attacks  made  with  his  
weapon  of  choice  overcome  all  defenses,  even  Perfect  Defense.  
 
Techniques  
 
Basic  
   
First  Aid  –  Use:  Action  –  You  hastily  bandage  together  some  injuries.  Recover  1D6  HP.  

58    
 
Rend  Power  –  Use:  Action   –  You  bruise  your  enemy’s  muscles,  making  his  attacks  weaker.  Make  a  
Basic  Attack  against  your  opponent,  on  a  successful  hit,  that  opponent  must  make  a  Resilience  Save  
(DC  =  10  +  3  Per  Character  Tier  +  Your  STR  Modifier)  or  suffer  a  -­‐2  penalty  to  physical  attack  damage  
for  the  rest  of  the  encounter.  
 
Rend   MP   –   Use:   Action   –   “You   honestly   thought   I’d   let   you   cast   that   Blizzard   again?”   Make   a   Basic  
Attack  against  your  opponent,  on  a  successful  hit;  the  damage  dealt  for  this  attack  is  also  subtracted  
from  the  enemy’s  current  MP.  
 
Rend  Magick  –  Use:  Action  –  This  ought  to  bring  that  spell  caster  down  a  peg.  Make  a  basic  attack  
against  your  opponent,  on  a  successful  hit,  that  opponent  must  make  a  Resilience  Save  (DC  =  10  +  3  
Per  Character  Tier  +  Your  STR  Modifier)  or  suffer  a  -­‐2  penalty  to  magick  attack  damage  for  the  rest  of  
the  encounter.  
 
Rend  Speed  –  Use:  Action  –  “Whoa!  Slow  down  there!”  Make  a  Basic  Attack  against  your  opponent,  
on   a   successful   hit,   that   opponent   must   make   a   Resilience   Save   (DC   =   10   +   3   Per   Character   Tier   +  
Your  STR  Modifier)  or  suffer  a  -­‐4  penalty  to  Speed  for  the  rest  of  the  encounter.  
 
Rush  –  Use:  Action  –  Your  powerful  blow  sends  your  target  reeling  back.  Make  a  Basic  Attack  against  
your   opponent,   on   a   successful   hit,   that   opponent   is   also   pushed   back   1   square   directly   away   from  
you.  If  this  attack  is  a  critical  hit,  then  the  opponent  is  knocked  back  2  squares  and  falls  prone.  
 
Advanced  
 
Blitz  –  Use:  Action  –  You  attack  with  nigh  indefensible  speed,  but  sacrifice  the  full  strength  of  your  
attack.  Make  a  Basic  Attack  against  your  opponent,  your  Accuracy  for  this  attack  is  doubled,  but  the  
damage  dealt  is  halved.  
 
Beat  Down  –  Use:  Action  –  You  wind  up  for  a  powerful  strike  that  could  easily  rend  your  opponent  
apart,   at   the   cost   of   accuracy.   Make   a   Basic   Attack   against   your   opponent,   your   Accuracy   for   this  
attack  is  halved,  in  addition,  you  are  treated  as  if  you  have  and  are  using  the  Power  Attack  Augment  
when  using  this  technique,  even  if  you  do  not  have  it.  Deal  double  damage  on  a  successful  hit.  
 
Air  Render  –  Use:  Action  –  Your  strike  shatters  the  veil  of  the  very  air  itself  and  rocks  your  target  
from   a   distance.   Make   a   standard   ranged   attack   against   a   target   within   4   squares.   On   a   successful   hit,  
that  target  takes  1D8+AGI  Mod  damage.  This  technique  ignores  Physical  Defense.  
 
Wild  Swing  –  Use:  Action  –  You  swing  your  weapon  in  a  stylish,  yet  vicious  circle,  striking  at  every  
enemy  around  you.  Make  a  Basic  Attack  against  all  adjacent  enemies.  
 
Back   Draft   –   Use:   Action   –   You   recklessly   throw   yourself   at   your   opponent   like   a   meteor.   Make   a  
basic  attack  against  your  opponent  and  deal  1.5X  damage  on  a  successful  hit.  You  then  take  ¼  of  the  
damage  dealt.  
 
Provoke  –  Use:  Action  –  “WHAT  DID  YOU  SAY!?”  Choose  an  enemy  that  can  see  and  hear  you.  That  
enemy   must   make   a   Resilience   Save   (DC   10   +   3   Per   Character   Tier   +   Your   STR   Modifier)   or   be  
inflicted  with  Berserk  for  1D4  Rounds.  The  afflicted  enemy  must  choose  you  as  its  target  while  it  is  
Berserk  unless  you  fall  unconscious  or  the  enemy  sees  that  you  are  otherwise  out  of  the  encounter,  in  
which  case  Berserk  functions  normally.    
 
Heroic  
 
Aurablast  –  Use:  Action  –  Your  strike  creates  a  small  explosion  of  air.  This  technique  functions  like  
Air  Render,  except  it  is  a  burst  1  instead  of  just  a  single  target.  

  59  
 
Greased  Lightning  –  Use:  Action  –  Your  attack  strikes  so  quickly  that  your  foe  can’t  even  react  to  it.  
Make   a   Basic   Attack.   Your   target   cannot   activate   any   Reactions   regards   to   this   attack   (Such   as  
Counter  or  Archer’s  Bane).  
 
Armor   Crush   –   Use:   Action   –   Your   strike   weakens   your   opponent’s   defenses.   Make   a   Basic   Attack  
against  your  opponent,  on  a  successful  hit,  that  opponent  must  make  a  Resilience  Save  (DC  =  10  +  3  
Per  Character  Tier  +  Your  STR  Modifier)  or  suffer  a  -­‐2  Penalty  to  its  physical  defense  for  the  rest  of  
the  encounter.  
 
Mind  Crush  –  Use:  Action  –  Your  strike  makes  your  foe  more  susceptible  to  Magicks.  Make  a  Basic  
Attack  against  your  opponent,  on  a  successful  hit,  that  opponent  must  make  a  Resilience  Save  (DC  =  
10  +  3  Per  Character  Tier  +  Your  STR  Modifier)  or  suffer  a  -­‐2  Penalty  to  its  magick  defense  for  the  
rest  of  the  encounter.    
 
Shield   Slam  –   Use:   Action  –   Bonk!  You  must  be  wielding  a  shield  to  use  this  technique.  Make  a  Basic  
Attack  against  your  opponent  that  deals  1D6+  your  STR  mod  damage.  On  a  successful  hit,  the  target  is  
pushed  back  one  square  and  must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  Your  STR  
Modifier)  or  fall  prone  and  be  Stunned  for  1d4+1  rounds.  
 
Opportunity   Attack   –   Use:   Reaction   –   You   strike   your   foe   as   it   attempts   to   move   away   from   you.  
This   technique   can   only   be   used   when   an   opponent   attempts   to   leave   a   square   within   reach   of   a  
melee  weapon  you  are  wielding.  Make  a  basic  attack  against  that  opponent.  
 
Legendary  
 
Soul   Crush   –   Use:   Action   –   You   unleash   the   perfect   attack   against   perfect   defense.   Make   a   Basic  
Attack   against   your   opponent.   On   a   successful   hit,   this   attack   ignores   all   defenses   and   your   opponent  
must   make   a   Resilience   Save   (DC   =   10   +   3   Per   Character   Tier   +   Your   STR   Modifier)   or   suffer   a   -­‐4  
Penalty  to  all  of  its  defenses  for  the  rest  of  the  encounter.  
 
Lifetap   –   Use:   Action   –   You   crush   your   foe   with   a   defense-­‐shattering   blow.   Make   a   Basic   Attack  
against   your   opponent.   On   a   successful   hit,   instead   of   dealing   damage,   the   opponent   must   make   a  
Resilience  Save  (DC  =  10  +  3  Per  Character  Tier  +  Your  STR  Modifier)  or  have  it’s  current  HP  reduced  
by  half.  
 
Bonecrusher  –  Use:  Reaction  –  You  counter  with  a  bone  shattering  attack.  This  technique  can  only  
be  used  when  an  enemy  adjacent  to  you  targets  you  with  any  attack.  The  attack  is  resolved  as  usual,  
after  which  you  may  make  a  basic  melee  attack  against  that  enemy  that  deals  50%  more  damage  on  a  
successful  hit.  
 
Bitter   End   –   Use:   Action   –   MP   Cost:   20   –   You   unleash   a   flurry   of   relentless   blows   that   are   easily  
capable   of   taking   an   opponent   out   of   the   fight.   Make   four   basic   attacks   against   one   opponent.   For  
each   successful   hit,   increase   the   damage   die   of   the   next   attack   by   one   (1D8   becomes   2D8   becomes  
3D8   and   finally   4D8   with   four   successful   hits,   this   does   extend   to   bonus   damage,   if   any).   On   2  
successful   hits,   the   opponent   is   stunned   for   one   round.   On   3   successful   hits,   the   opponent   is   also  
disabled  for  2  rounds.  On  4  successful  hits,  the  opponent  is  knocked  back  2  squares,  falls  prone,  and  
is  immobilized  for  2  rounds.  Critical  Hits  do  not  knock  the  target  back  until  the  end  of  the  technique.  
 
Ultima  Charge  –  Use:  Action-­‐  MP  Cost:  50  –  Your  weapon  shines  with  an  overwhelmingly  powerful  
light,   letting   your   next   foe   know   that   they   are   about   to   enter   a   world   of   pain.   You   must   be   wielding   a  
Melee  Weapon.  Make  a  basic  attack  against  your  foe.  This  attack  ignores  all  defenses.  Deal  10D10+50  
points  of  damage  on  a  successful  hit.  
 

60    
Thief  
 
Sly  tricksters  that  specialize  in  getting  what  other  people  don’t  want  them  to  get,  thieves  are  a  varied  
lot,   ranging   from   street   urchins   to   treasure   hunters   and   travelers.   Some   steal   just   to   survive   while  
others   see   it   as   sport.   Some   steal   from   the   corrupt   and   wealthy,   others   from   anyone   who   isn’t   paying  
attention.  Whatever  their  reason,  thieves  are  skilled  and  nimble  combatants,  who  do  what  their  job  
implies.   They   can   steal   the   weapon   out   of   a   foe’s   hand,   the   pouch   on   their   belts,   or   their   lives   with  
devastating  sneak  attacks.  
 
Role  
 
Thieves   are   strikers,   circling   the   battle   to   look   for   an   enemy   who   isn’t   paying   attention   and   then  
strike  at  them.  They  easily  maneuver  the  battlefield,  dodging  blows  and  distracting  enemies.  Agility  is  
their  most  important  Statistic,  as  their  skills,  techniques,  and  lightly  armored  frames  rely  on  it.  Mind  
is   also   helpful,   as   smart   and   advanced   thieves   can   be   even   better   at   their   jobs   by   cleverly   stealing  
things  that  shouldn’t  be  physically  possible  to  steal…  
 
Statistics  
 
• Starting  HP:  8  +  Vitality  Score  
• HP  Gain  per  level:  4  +  VIT  Mod  
• Starting  MP:  6  +  Magick  Score  
• MP  Gain  per  level:  3  +  MGC  Modifier  
• Starting  Gil:  800  Gil  
• Job   Skills   (8+   MND   Modifier   Skill   Ranks   per   level):   Acrobatics,   Athletics,   Bartering,   Crafting,   Dungeoneering,  
Engineering,  Insight,  Perception,  Pilot,  Profession,  Stealth,  Streetwise,  Thievery,  Wordplay.    
 
Job  Features  
 
The  Thief  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques    


Basic   1   +2   +0   +3   Sneak  Attack  +1d6,  Trapfinder   1  
  2   +3   +0   +3   Avoidance,  Talent   2  
  3   +3   +1   +4   Sneak  Attack  +2d6,  Trap  Sense  +1   2  
  4   +4   +1   +4   Talent,  Caution   3  
  5   +4   +1   +5   Sneak  Attack  +3d6   3  
Advanced   6   +5   +2   +6   Talent,  Trap  Sense  +2,  Pathfinder   4  
  7   +5   +2   +6   Sneak  Attack  +4d6   4  
  8   +6   +2   +7   Improved  Caution,  Talent   5  
  9   +6   +3   +8   Sneak  Attack  +5d6  Trap  Sense  +3   5  
  10   +7   +3   +8   Advanced  Talents,  Talent   6  
Heroic   11   +7   +3   +9   Sneak  Attack  +6d6,  Safeguard   7  
  12   +8   +4   +9   Talent,  Trap  Sense  +4   7  
  13   +8   +4   +10   Sneak  Attack  +7d6   8  
  14   +9   +4   +10   Talent   8  
  15   +9   +5   +11   Sneak  Attack  +8d6,  Trap  Sense  +5   9  
Legendary   16   +10   +5   +12   Talent,  Trick  Attack   10  
  17   +10   +5   +12   Sneak  Attack  +9d6   10  
  18   +11   +6   +13   Talent,  Trap  Sense  +6   11  
  19   +11   +6   +14   Sneak  Attack  +10d6   11  
  20   +12   +6   +15   Master  Thief,  Talent   12  
 
Weapon  and  Armor  Proficiency:  Simple  weapons,  light  blades,  martial  weapons,  thrown  weapons,  
and  light  armor  
 
Sneak   Attack:   If   a   thief   can   catch   an   opponent   off-­‐guard,   then   you   can   strike   a   vital   spot   for   extra  
damage.   Whenever   your   opponent   grants   Combat   Advantage   (E.I.   It’s   Flanked,   Prone,   Helpless,  

  61  
Stunned,  Etc.)  you  can  deal  a  sneak  attack.  This  extra  damage  is  1d6  at  1st  level,  and  increases  by  1d6  
every  two  Thief  levels  thereafter.  This  damage  overcomes  any  Resistances  or  Defense  the  mark  may  
have   to   the   damage   dealt,   and   is   not   affected   by   any   modifiers   or   critical   hits.   Ranged   attacks   can  
count  as  sneak  attacks  only  if  the  target  is  within  30  feet.  
 
With   a   weapon   that   deals   nonlethal   damage   (like   an   improvised   weapon,   or   an   unarmed   strike),   a  
Thief  can  make  a  sneak  attack  that  deals  nonlethal  damage  instead  of  lethal  damage.  You  cannot  use  a  
weapon   that   deals   lethal   damage   to   deal   nonlethal   damage   in   a   sneak   attack,   not   even   with   the   usual  
–4  penalty.  
 
The  thief  must  be  able  to  see  the  target  well  enough  to  pick  out  a  vital  spot  and  must  be  able  to  reach  
such  a  spot.  A  Thief  cannot  sneak  attack  while  striking  a  creature  with  concealment.  
 
Trapfinder:  A  thief  adds  ½  of  its  level  to  Perception  skill  checks  made  to  locate  traps  and  to  Thievery  
skill  checks  made  to  disarm  them  (minimum  +1).  
 
Avoidance:   at   6th   level,   a   thief   can   avoid   even   magickal   and   unusual   attacks   with   great   agility.   If   a  
thief   avoids   an   attack   that   normally   deals   half   damage   on   a   miss,   they   instead   take   no   damage.  
Avoidance  can  be  used  only  if  the  thief  is  wearing  light  armor,  mystic  armor  or  no  armor.  A  helpless  
thief  does  not  gain  the  benefit  of  Avoidance.  
 
Talent:  At  2nd  level,  a  thief  starts  learning  a  slew  of  helpful  abilities  that  aid  in  and  out  of  combat.  You  
gain   an   additional   Talent   for   every   2   levels   of   thief   attained   after   2nd   level.   A   thief   cannot   select   an  
individual  Talent  more  than  once.  
Talents   marked   with   an   asterisk   (*)   add   effects   to   your   sneak   attack.   Only   one   of   these   talents   can   be  
applied  to  an  individual  attack  and  the  decision  must  be  made  before  the  attack  roll  is  made.  
The  Thief  Talents  are  as  follows:  
• Bleeding  Attack*:  A  thief  with  this  ability  can  cause  living  opponents  to  bleed  by  hitting  them  with  a  sneak  attack.  
This  attack  causes  the  target  to  take  1  additional  point  of  damage  each  round  for  each  die  of  the  thief’s  sneak  attack  
(i.e.  4d6  equals  4  points  of  bleed).  Bleeding  creatures  take  that  amount  of  damage  every  round  at  the  start  of  each  of  
their  turns.  The  bleeding  can  be  stopped  by  a  DC  15  Heal  check  or  the  application  of  any  effect  that  heals  hit  point  
damage   (Such   as   a   Cure   spell   or   a   Potion).   Bleeding   damage   from   this   ability   does   not   stack   with   itself.   Bleeding  
damage  bypasses  any  defenses  the  creature  might  possess.  
• Combat  Trick:  A  thief  that  selects  this  talent  gains  a  bonus  Combat  Augment  (see  Augments).  
• Fast  Stealth:  This  ability  allows  a  thief  to  move  at  full  speed  using  the  Stealth  skill  without  penalty.  
• Finesse:  A  thief  that  selects  this  talent  gains  Weapon  Finesse  as  a  bonus  Augment.  
• Initiative:  A  thief  that  selects  this  talent  gains  a  +4  competence  bonus  to  their  speed.  
• Ledge   Walker:   This   ability   allows   a   thief   to   move   along   narrow   surfaces   at   full   speed   using   the   Acrobatics   skill  
without  penalty.  In  addition,  a  Thief  with  this  talent  is  not  flat-­‐footed  when  using  Acrobatics  to  move  along  narrow  
surfaces.  
• Minor  Magicks:  Choose  a  Basic  Tier  spell  from  the  Black  or  Arcane  Magicks  spell  list.  You  learn  that  spell  and  can  
cast  it  as  a  black  mage  would.  You  must  have  a  Magick  score  of  at  least  12  in  order  to  select  this  talent.  
• Quick  Disable:  It  takes  a  thief  with  this  ability  half  the  normal  amount  of  time  to  disable  a  trap  using  the  thievery  
skill  (minimum  1  round).  
• Bounce  Back:  Once  per  day,  a  thief  with  this  ability  can  gain  a  number  of  temporary  hit  points  equal  to  the  thief’s  
level.   Activating   this   ability   is   a   passive   action   that   can   only   be   performed   when   you   are   brought   to   below   0   hit  
points.  This  ability  can  be  used  to  prevent  you  from  dying.  These  temporary  hit  points  last  for  1  minute.  If  the  thief’s  
hit  points  drop  below  0  due  to  the  loss  of  these  temporary  hit  points,  you  fall  unconscious  and  continue  dying  as  
normal.  
• Rogue  Crawl:  While  prone,  a  thief  with  this  ability  can  move  at  full  speed,  but  cannot  run.  
• Jump  Up:  A  thief  with  this  ability  can  stand  up  from  a  prone  position  as  a  passive  action.    
• Surprise  Attack:  During  a  surprise  round,  opponents  are  always  considered  to  be  granting  Combat  Advantage  to  a  
thief  with  this  ability,  even  if  they  have  already  acted.  
• Trap  Spotter:  Whenever  a  thief  with  this  talent  comes  within  10  feet  of  a  trap;  you  receive  an  immediate  Perception  
skill  check  to  notice  the  trap.  The  GM  makes  this  check  in  secret.  
• Weapon  Training:  A  thief  that  selects  this  talent  gains  ‘’Weapon  Focus’’  as  a  bonus  Augment.  
 
Trap  Sense:  At  3rd  level,  a  thief  gains  an  intuitive  sense  that  alerts  you  to  danger  from  traps,  giving  
you  a  +1  dodge  bonus  to  Evasion  against  attacks  made  by  traps.  These  bonuses  rise  to  +2  when  the  
Thief  reaches  6th  level,  to  +3  when  you  reach  9th  level,  to  +4  when  you  reach  12th  level,  to  +5  at  15th,  
and  to  +6  at  18th  level.  

62    
 
Caution:  Starting  at  4th  level,  you  can  react  to  danger  before  your  senses  would  normally  allow  you  
to   do   so.   You   retain   your   Agility   bonus   to   Evasion   (if   any)   even   if   you   are   caught   flat-­‐footed   or   struck  
by  an  invisible  attacker.  However,  you  still  lose  your  Agility  bonus  to  Evasion  if  immobilized.  
 
If   you   already   have   Caution   from   a   different   job,   you   automatically   gain   Improved   Caution   instead  
(see   below),   and   the   levels   from   the   job   that   grants   Caution   stack   to   determine   the   minimum   level  
required  to  flank  you.  
 
Pathfinder:   At   6th   level,   a   thief   becomes   adept   at   spotting   not   only   traps,   but   hidden   and   secret  
passages   as   well.   When   a   thief   comes   within   10   feet   of   a   secret   passage   or   doorway,   the   thief  
automatically   gets   a   Perception   check   to   spot   it.   In   addition,   the   thief   gains   their   Trapfinder   bonus   to  
spotting  traps  added  to  this  Perception  check.  
 
Improved   Caution:   A   thief   of   8th   level   or   higher   can   no   longer   be   flanked.   This   defense   denies   a  
different  thief  the  ability  to  sneak  attack  the  character  by  flanking  her,  unless  the  attacker  has  at  least  
four  more  thief  levels  than  the  target  does.  
 
If   a   character   already   has   Caution   (see   above)   from   another   class,   the   levels   from   the   classes   that  
grant  Caution  stack  to  determine  the  minimum  thief  level  required  to  flank  the  character.  
 
Advanced   Talents:   At   10th   level,   and   every   two   levels   thereafter,   a   thief   can   choose   one   of   the  
following  advanced  talents  in  lieu  of  a  regular  thief  Talent.  
•   Crippling  Strike*:  A  thief  with  this  ability  can  sneak  attack  opponents  with  such  precision  that  your  blows  weaken  
and  hamper  them.  An  opponent  damaged  by  one  of  your  sneak  attacks  also  takes  2  points  of  Strength  damage.  
•   Defensive  Roll:  With  this  advanced  talent,  the  thief  can  roll  with  a  potentially  lethal  blow  to  take  less  damage  from  it  
than  you  otherwise  would.  Once  per  day,  when  you  would  be  reduced  to  0  or  fewer  hit  points  by  damage  in  combat  
(from  a  weapon  or  other  blow,  not  a  spell  or  special  ability),  you  can  attempt  to  roll  with  the  damage.  To  use  this  
ability,  the  thief  must  attempt  a  Resilience  Save  (DC  =  damage  dealt).  If  the  save  succeeds,  you  take  only  half  damage  
from  the  blow;  if  it  fails,  you  take  full  damage.  You  must  be  aware  of  the  attack  and  able  to  react  to  it  in  order  to  
execute   the   defensive   roll—if   you   are   denied   Agility   bonus   to   evasion,   you   can’t   use   this   ability.   Since   this   effect  
would  not  normally  allow  a  character  to  make  a  save  for  half  damage,  your  avoidance  ability  does  not  apply  to  the  
defensive  roll.  
•   Dispelling  Attack*:  Opponents  that  are  dealt  sneak  attack  damage  by  a  thief  with  this  ability  are  affected  by  Dispel.  
The   caster   level   for   this   ability   is   equal   to   the   thief’s   level.   A   thief   must   have   the   major   magic   talent   before   choosing  
dispelling  attack.  
•   Improved   Avoidance:   This   works   like   Avoidance,   except   that   while   you   still   take   no   damage   on   a   miss   against  
attacks  that  would  otherwise  deal  half  damage,  henceforth  you  take  only  half  damage  on  a  successful  hit  from  an  
attack  that  would  deal  half  damage  on  a  miss.  A  helpless  thief  does  not  gain  the  benefit  of  Improved  Avoidance.  
•   Major  Magicks:  Choose  an  Advanced  Tier  spell  from  the  Black  or  Arcane  spell  list.  You  learn  that  spell  and  can  cast  it  
as  a  Black  Mage  would.  You  must  have  a  Magick  score  of  at  least  14  to  select  this  talent.  
•   Skill  Mastery:  The  thief  becomes  so  confident  in  the  use  of  certain  skills  that  you  can  use  them  reliably  even  under  
adverse  conditions.  Upon  gaining  this  ability,  you  select  a  number  of  skills  equal  to  3  +  your  Mind  modifier.  When  
making  a  skill  check  with  one  of  these  skills,  you  may  take  10  even  if  stress  and  distractions  would  normally  prevent  
you   from   doing   so.   A   thief   may   gain   this   special   ability   multiple   times,   selecting   additional   skills   for   skill   mastery   to  
apply  to  each  time.  
•   Slippery   Mind   (Ex):   This   ability   represents   the   thief’s   ability   to   wriggle   free   from   magickal   effects   that   would  
otherwise   control   or   compel   you.   If   a   thief   with   slippery   mind   is   affected   by   an   effect   that   would   either   give   you   the  
Confused,  Charmed,  Berserk,  or  other  mind-­‐effecting  statuses,  and  fail  your  resilience  save,  you  can  attempt  it  again  
1  round  later  at  the  same  DC.  You  get  only  this  one  extra  chance  to  succeed  on  the  saving  throw.  
•   Augment:  A  thief  may  gain  any  Augment  that  you  qualify  for  in  place  of  a  thief  talent.  
 
Safeguard:   A   good   thief   knows   how   to   hold   on   to   not   only   what   they   steal,   but   what   they   could   have  
stolen  from  them.  At  11th  level,  any  and  all  attempts  for  another  person  to  use  the  Thievery  against  
you  to  pilfer  an  item  on  your  person  fails.  In  addition,  if  you  have  clear  line  of  sight  to  anyone  using  
Thievery  to  steal  an  item,  you  immediately  see  the  attempt.  
 
Trick   Attack:   The   best   thief   knows   how   to   deal   damage   and   make   it   look   like   someone   else   did   it.   At  
16th  level,  when  a  thief  makes  a  Sneak  Attack  from  a  flanking  position  with  an  ally,  they  may  instead  
as   their   Action   declare   a   Trick   Attack   on   their   target.   The   thief   does   not   attack   the   target   on   their  

  63  
turn,  but  on  their  ally’s  turn  if  the  ally  attacks  the  thief’s  target,  the  thief  may  then,  as  a  reaction,  make  
a  Trick  Attack,  which  is  treated  as  a  basic  attack.  On  a  successful  hit,  the  Trick  Attack  is  considered  a  
critical  hit  (in  addition  to  sneak  attack  damage)  that  came  from  the  ally,  instead  of  the  thief.  
 
Master  Thief:  Nothing  in  Ivalice  is  safe  from  your  grasp.  At  level  20,  any  Stealth  and  Thievery  checks  
you   make   are   considered   to   be   natural   20s.   In   addition,   whenever   you   make   a   sneak   attack,   you   may  
make   a   Master   Strike   and   add   one   of   the   three   following   effects   to   the   attack:   Sleep   for   1D4   hours,  
Immobilized  and  Disabled  for  2D6  rounds,  or  slain.  Regardless  of  the  effect  chosen,  the  target  gets  a  
Resilience  Save  to  negate  the  additional  effect.  The  DC  of  this  save  is  equal  to  10  +  3  Per  Character  
Tier   +   your   Mind   modifier.   Once   a   creature   has   been   the   target   of   a   master   strike,   regardless   of  
whether  or  not  the  save  is  made,  that  creature  is  immune  to  that  thief’s  master  strike  for  24  hours.  
Creatures  that  are  immune  to  sneak  attack  damage  are  also  immune  to  this  ability.  
 
 
Techniques  
 
Basic  Tier  
 
Dash  –  Use:  Passive  –  You  dart  across  the  battlefield  before  anyone  else  reacts.  This  technique  can  be  
used  any  time  an  encounter  starts.  You  go  first,  regardless  of  your  speed.  After  the  first  round,  you  
move  in  accordance  to  your  speed  as  normal.  If  another  creature  in  combat  has  a  similar  ability  or  
technique  that  allows  them  to  go  first,  both  creatures  must  roll  off  as  normal.  
 
Flee  –  Use:  Action  –  A  good  Thief  knows  that  outrunning  those  he  or  she  steals  from  is  always  first  
priority.   Use   this   technique   before   you   make   a   Move   Action.   When   you   move,   you   move   at   your  
Movement  +2,  this  movement  ignores  difficult  terrain  and  is  not  effected  by  Athletics  or  Acrobatics  
checks  (I.E.  When  climbing  a  surface  or  swimming,  you’re  not  reduced  to  half  of  your  speed).  
 
Steal   –   Use:   Action   –   You   swipe   some   random   object   from   your   opponent’s   pouch   in   the   midst   of  
combat.  Make  a  Thievery  check  against  an  adjacent  opponent  with  a  DC  equal  to  10  +  The  Opponent’s  
HD   or   Level   +   The   Opponent’s   Agility   Modifier   +   The   Opponents   Perception   Skill   Bonus.   Success  
grants   you   one   random   object   chosen   from   the   Opponent’s   possessions   that   the   opponent   is   not  
currently  wielding  or  wearing.  If  no  such  possessions  are  available,  this  technique  fails.  
 
Razor’s  Edge  –  Use:  Action  –  With  a  bit  of  focus,  you  concentrate  entirely  on  becoming  untouchable  
on  the  battlefield.    You  gain  a  +4  Dodge  bonus  to  your  Evasion  until  the  end  of  the  encounter.  
 
Distraction   –   Use:   Action   –   “Hey!   Look   over   there!”   Choose   one   enemy   within   4   squares   of   you.   That  
enemy  must  make  a  Resilience  Save  (DC  =  10  +  3  Per  Character  Tier  +  Your  MND  Modifier)  or  grant  
Combat  Advantage  to  you  until  the  end  of  your  next  turn.  
 
Counter   –   Use:   Reaction   –   Your   enemy   attacks   you,   but   you   are   ready   for   him.   This   technique   can  
only  be  used  when  an  enemy  adjacent  to  you  targets  you  with  any  attack.  The  attack  is  resolved  as  
usual,   after   which   you   may   make   a   basic   melee   attack   against   that   enemy.   You   cannot   use   Sneak  
Attack  with  a  Counter.  
 
Advanced  Tier  
 
Clever   Strike   –   Use:   Action   –   As   long   as   your   ally   distracts   your   foe,   you   can   land   devastating   blows.  
This  Technique  can  be  used  against  a  foe  adjacent  to  an  ally.  Make  a  Basic  Attack.  Sneak  Attack  can  
apply  to  this  attack.  
 
Salvage  –  Use:  Passive  –  Waste  not.  This  technique  can  be  used  whenever  you  successfully  disarm  a  
trap.  You  gain  one  piece  of  loot  for  successfully  doing  so;  the  loot  acquired  is  at  the  GM’s  discretion.  

64    
 
Mug  –  Use:  Action  –  You  stab  your  opponent  before  making  off  with  one  of  his  valuables.  You  must  
have  Steal  to  learn  this  technique.  This  technique  functions  as  Steal,  but  in  addition  you  may  make  a  
basic  attack  against  the  target.  
 
Shadow  Stalk  –  Use:  Action  –  Your  strike  ensures  that  the  opponent  can  do  nothing  against  it.  Make  a  
basic   attack   against   your   opponent;   sneak   attack   can   apply   to   the   damage.   Your   target   cannot  
activate  any  Reactions  regards  to  this  attack  (Such  as  Counter  or  Archer’s  Bane).  
 
Life  Of  Crime  –  Use:  Action  –  The  more  you  swipe  from  your  opponents,  the  deadlier  you  get.  You  
must   know   the   Steal   technique   in   order   to   learn   this   technique.     Make   a   basic   attack   against   your  
opponent,   the   damage   for   this   attack   increases   by   one   damage   die   for   every   time   you   have  
successfully   used   the   Steal   technique   in   this   encounter   (e.g.   if   you   have   successfully   stolen   two   items  
and  your  attack  normally  deals  1D6  Damage,  it  instead  deals  3D6).  Sneak  attack  can  be  applied  to  this  
technique,  but  the  damage  die  for  sneak  attack  is  not  increased.  
 
Swarmstrike  –  Use:  Action  –  A  poisoned  blade  never  hurt  anyone.  You  must  be  wielding  a  slashing  
or   piercing   weapon   to   use   this   technique.   Make   a   basic   attack   against   an   opponent.   In   addition   to   the  
damage   dealt,   that   opponent   must   make   a   resilience   save   (DC   =   10   +   3   Per   Character   Tier   +   your   AGI  
mod)  or  contract  poison  until  the  end  of  the  encounter.  
 
Heroic  Tier  
 
Pilfer   Health   –   Use:   Action   –   You   somehow   swipe   your   opponent’s   life   force.   Make   a   basic   attack  
against  an  opponent.  You  regain  HP  equal  to  the  damage  you  deal.  Sneak  Attack  cannot  apply  to  this  
technique.  You  cannot  gain  HP  above  your  maximum  amount  using  this  technique  
 
Pilfer  Mist  –  Use:  Action  –  You  somehow  swipe  the  strength  of  your  opponent’s  tie  to  the  Mist.  Make  
a  basic  attack  against  an  opponent.  This  attack  damages  MP  instead  of  HP.  You  regain  MP  equal  to  the  
damage   you   deal.   Sneak   Attack   cannot   apply   to   this   technique.   You   cannot   gain   MP   above   your  
maximum  amount  using  this  technique.  
 
Snigger  –  Use:  Action  –  Hee  hee.  Choose  a  target  that  is  within  10  squares  of  you  who  can  hear  you.  
That  target  must  make  a  Resilience  Save  (DC  =  10  +  3  Per  Character  Tier  +  your  MND  modifier)  or  
become  Berserk  until  the  end  of  the  encounter.  If  you  attack  the  opponent  you  made  berserk,  you  can  
apply  sneak  attack  damage  to  it  without  the  need  for  flanking  or  combat  advantage.  
 
Traumatize   –   Use:   Action   –   You   make   your   foe’s   pain   go   from   bad   to   worse.   Make   a   basic   attack  
against  your  opponent.  This  attack  deals  an  extra  2  die  of  damage  for  every  status  ailment  your  target  
possesses   (e.g.   if   the   target   is   poisoned,   1D6   becomes   3D6.   If   the   target   is   poisoned   and   confused,  
then  1D6  becomes  5D6).  Sneak  attack  damage  can  also  benefit  from  this  technique,  in  addition  to  the  
normal  damage.  
 
Vanish  –  Use:  Action  –  You  fade  into  the  background.  Become  Invisible  until  your  next  attack  or  until  
the  end  of  the  encounter.  
 
Feint   –   Use:   Action   –   You   confuse,   confound,   and   seriously   hamper   your   foe,   making   him   a  
ridiculously   easy   target.   Choose   a   foe   adjacent   to   you,   that   foe   must   make   a   Resilience   Save   (DC   =   10  
+  3  Per  Character  Tier  +  your  MND  modifier)  or  suffer  a  -­‐10  penalty  to  its  Evasion  for  1D4  rounds.  
You   can   freely   make   Sneak   Attacks   against   a   Feinted   opponent   without   the   need   for   flanking   or  
combat  advantage.  
 
Legendary  Tier  
 
Borrowed  Time  –  Use:  Action  –  Time  is  a  precious  thing,  so  why  waste  your  own  when  you  can  take  

  65  
it   from   others?   Make   a   basic   attack   against   an   opponent.   Instead   of   dealing   damage,   that   opponent  
must  make  a  Resilience  Save  (DC  =  10  +  3  Per  Character  Tier  +  your  MND  modifier)  or  be  Stopped  for  
1d4+1  rounds.  You  gain  the  Haste  status  for  an  equal  amount  of  rounds.  
 
Despoil   –   Use:   Action   –   It’s   just   a   really   bad   day   for   your   target.   You   must   know   Mug   to   learn   this  
technique.  This  technique  functions  like  Mug,  except  that  you  are  considered  to  have  rolled  a  20  on  
your  thievery  check  for  the  Steal,  and  your  opponent  must  make  a  Resilience  Save  (DC  =  10  +  3  Per  
Character   Tier   +   your   MND   modifier)   or   be   afflicted   with   one   random   status   ailment   from   the   list  
below   until   the   end   of   the   encounter   (roll   a   D6   to   determine   the   status).   If   Sneak   Attack   is   applied   to  
this  technique,  roll  for  two  status  ailments,  rerolling  if  you  get  the  same  result.  
1. Venom.  
2. Slow.  
3. Disabled.  
4. Immobilized.  
5. Confused.  
6. Sleep.  
 
Soul   Swipe   –   Use:   Action   –   MP   Cost:   30   –   Eyes   are   the   windows   to   the   soul,   and   thieves   like   to   break  
windows   and   steal   what’s   inside.   Make   a   basic   attack   against   an   opponent.   On   a   successful   hit,  
instead   of   damage   the   target   must   make   a   Resilience   Save   (DC   =   10   +   3   Per   Character   Tier   +   your  
MND  modifier)  or  be  afflicted  with  Doom  3.  Targets  immune  to  instant  death  effects  are  immune  to  
this   technique.   If   you   successfully   Doom   your   target,   you   gain   Auto-­‐Life   until   the   end   of   the  
encounter.  
 
Assassin’s  Charge  –  Use:  Action  –  MP  Cost:  16  –  You  dash  forward  and  viciously  tear  apart  your  
opponents.  Move  3  squares.  You  may  make  3  basic  melee  attacks  against  any  opponents  adjacent  to  
you  at  any  point  during  this  movement.  Sneak  Attack  can  apply  to  these  attacks  if  circumstances  
allow  it.  If  you  have  the  Dual  Wield  augment  and  are  wielding  two  weapons,  you  may  make  5  attacks  
instead  of  3.  
 
Reflex   –   Use:   Reaction   –   It’ll   take   a   little   bit   more   than   that   to   hit   you.   This   technique   can   be   used  
whenever  you  are  targeted  by  any  basic  attack.  The  attack  automatically  misses.  

66    
White  Mage  
 
Supportive   spell   casters   that   focus   on   healing   and   buffing   the   party,   white   mages   keep   the   party  
moving   and   alive,   and   as   such   are   valuable   assets.   Many   white   mages   are   who   they   are   because   of  
duty  to  their  church  or  because  they  feel  the  drive  to  aid  others.  They  are  respected  in  the  world  of  
Ivalice  for  being  able  to  aid  others  and  to  guide  them.    
 
Role  
 
White  mages  are  supportive,  using  healing  and  defensive  Magicks  to  keep  the  party  alive  and  to  make  
their   jobs   easier.   When   not   healing,   they   can   lend   a   hand   in   combat   with   debuffing   Green   Magicks,  
and  by  using  blunt  weapons,  but  not  very  effectively.  Magick  is  an  important  Statistic  to  white  mages,  
as  it  provides  more  MP  and  it  affects  their  spells.  Spirit  is  tied  to  some  of  their  techniques  and  some  
of  their  potential  spells,  making  it  a  fine  ability  to  focus  on.  
 
Statistics  
 
• Starting  HP:  6  +  Vitality  Score  
• HP  Gain  per  level:  3  +  VIT  Modifier  
• Starting  MP:  10  +  Magick  Score  
• MP  Gain  per  level:  5  +  MGC  Modifier  
• Starting  Gil:  600  Gil  
• Job   Skills:   (2   +   MND   Modifier   Skill   Ranks   Per   Level):   Crafting,   Heal,   History,   Insight,   Magicks,   Nature,   Profession,  
Wordplay.  
 
Job  Features  
 
The  White  Mage  

Tier   Level   Accuracy   Resilience   Evasion   Special   Techniques     Spells    


Pray  1D6,  White  Lore,  Cure,  
Basic   1   +1   +2   +0   1   3  
Prestidigitation  
  2   +2   +3   +0   -­‐   1   4  
  3   +2   +3   +1   Pray  2D6   1   4  
  4   +2   +4   +1   Perfect  Health   2   5  
  5   +3   +4   +1   Pray  3D6   2   5  
Advanced   6   +3   +5   +2   Blessed  Arms   3   7  
  7   +4   +5   +2   Pray  4D6   3   8  
  8   +4   +6   +2   Divine  Caress   3   9  
  9   +4   +6   +3   Pray  5D6   4   10  
  10   +5   +7   +3   Improved  Perfect  Health   4   11  
Heroic   11   +5   +7   +3   Pray  6D6,  Mist  Flow   5   13  
  12   +6   +8   +4   -­‐   5   14  
  13   +6   +8   +4   Pray  7D6   5   15  
  14   +6   +9   +4   -­‐   6   16  
  15   +7   +9   +5   Pray  8D6   6   17  
Legendary   16   +7   +10   +5   Timeless  Body,  Serenity   7   19  
  17   +8   +10   +5   Pray  9D6   7   20  
  18   +8   +11   +6   -­‐   7   21  
  19   +8   +11   +6   Pray  10D6   8   22  
  20   +9   +12   +6   Channeling   8   24  
 
 
 
Weapon   and   Armor   Proficiency:   simple   weapons,   weighted   weapons   (except   for   axes),   mystic  
weapons,  light  armor,  mystic  armor  
 
Spells:   White   mages   begin   play   knowing   3   spells,   which   can   be   chosen   from   the   White   and   Green  

  67  
Magicks   spell   lists.   Once   you   have   chosen   your   spells,   they   cannot   be   changed.   As   you   gain   white  
mage  levels,  you  learn  new  spells.  White  mages  can  only  choose  spells  within  or  below  their  Tier,  (It’s  
impossible  for  a  Basic  Tier  white  mage  to  choose  a  Heroic  spell,  for  instance,  but  it  is  acceptable  for  a  
Heroic  Tier  white  mage  to  choose  a  Basic  Tier  spell.)  
 
In  order  for  you  to  cast  a  spell,  you  must  have  a  Magick  score  of  at  least  12.  For  every  Tier  beyond  
Basic,   you   must   have   a   Magick   score   2   higher   than   12   (14   for   Advanced,   16   for   Heroic,   and   18   for  
Legendary).  
 
White  Lore:  Spells  cast  by  white  mages  are  powerful.  When  you  cast  a  spell  from  the  White  or  Green  
Magicks   spell   list   that   deals   or   heals   damage,   add   your   white   mage   level   to   the   damage   dealt   or  
healed   up   to   a   maximum   of   the   Spell’s   tier   level   (+5   for   Basic,   +10   for   Advanced,   and   so   on).   This  
bonus  damage  does  not  factor  into  overcoming  Magick  Defense.  In  addition,  white  mages  are  reputed  
masters  of  healing,  and  add  their  class  level  to  their  Heal  skill  check.  
 
Pray:   A   white   mage’s   main   purpose   in   the   party   is   to   keep   everyone   alive   at   all   costs   and   destroy   the  
undead   that   plague   Ivalice.   As   an   Action,   a   white   mage   can   utter   a   sacred   prayer   that   revitalizes   your  
allies  and  harm  the  undead.  Praying  creates  a  burst  of  holy  energy  that  affects  all  allies  and  undead  
within  a  6  Square  radius  centered  on  the  white  mage.  Praying  restores  1D6  HP  to  all  allies  within  the  
burst,  and  undead  within  the  burst  must  make  a  Resilience  Save  (DC  10  +  3  Per  Character  Tier  +  Your  
SPR   Modifier)   or   take   1D6   points   of   damage   as   well.   This   die   increases   at   every   odd   level   of   white  
mage.  You  may  choose  to  include  or  exclude  yourself  from  the  effects  of  a  Prayer.  
 
Cure:   All   White   Mages   begin   play   knowing   the   Cure   Spell.   This   does   not   count   towards   a   white  
mage’s  total  amount  of  spells  known.  
 
Prestidigitation:   Mages   of   any   sort   are   practiced   in   using   Magicks   to   aid   in   many   differing  
endeavors.  Using  Magicks  in  mundane,  everyday  occurrences  is  known  as  Prestidigitation,  a  catchall  
term  for  different  uses  of  Magicks.  Uses  of  Prestidigitation  include  but  are  not  limited  to:  summoning  
forth  a  bright  light  (6  Squares)  on  an  object,  such  as  the  tip  of  a  staff,  or  a  hat,  or  a  rock,  lighting  and  
snuffing   torches   and   small   campfires,   cleaning   food,   water,   surfaces,   etc.,   lifting   up   to   5   pounds   of  
material   4   squares   away   from   you   and   bringing   to   your   hands,   opening   or   closing   an   unlocked  
container   or   door,   creating   light   and   special   effects,   and   other   various   cosmetic   or   creative   effects.  
Really  the  only  limits  Prestidigitation  has  is  that  it  cannot  be  used  to  deal  or  heal  damage,  interrupt  
spell  casting,  emulate  a  spell  or  spell  effect  or  even  be  used  for  combat  purposes  at  all.  It  cannot  be  
used  to  accomplish  high-­‐end  magickal  effects  or  stimulate  a  response  from  or  alter  magickal  items.  
Prestidigitation  is  simply  tricks  and  effects  used  to  make  life  easier  for  the  humble  and  lazy  mage.  
 
Perfect   Health:   White   mages   are   always   impeccably   clean   and   healthy.   At   4th   level,   you   gain  
immunity  to  the  Disease  status  effect.  
 
Blessed  Arms:  At  6th  level,  your  presence   in   a   fight  is   a   sign  of  light   and  holiness,  and  you   may   freely  
cause  your  allies  attacks  to  be  infused  with  holy  power  to  smite  your  enemies.  As  a  passive  action,  
whenever  you  or  an  ally  within  4  squares  of  you  attacks  an  enemy  with  a  weapon,  you  may  cause  that  
attack   to   deal   Holy   elemental   damage   instead   of   regular   damage,   forcing   it   to   overcome   Magickal  
Defense   instead   of   Physical   Defense.   Weapons   that   deal   bonus   elemental   damage   still   deal   that   listed  
damage.   In   addition,   if   Blessed   Arms   is   used   against   an   undead   creature,   the   attack   deals   an  
additional  1D6  Holy  damage  to  the  undead.  
 
Divine  Caress:  At  8th  level,  white  mages  work  to  ensure  that  status  effects  won’t  repeat  themselves  
on   an   ally.   Whenever   you   cast   a   spell   that   removes   a   status   effect   or   status   effects,   the   target   or  
targets  of  that  spell  gain  a  +4  bonus  on  their  next  save  to  resist  the  removed  status  or  statuses  until  
the  end  of  the  encounter.  This  affect  is  a  one-­‐time  bonus  and  only  applies  to  the  statuses  removed  by  
the  spell.  Once  another  save  has  been  made  against  the  status,  the  bonus  disappears.  
 

68    
Improved  Perfect  Health:  At  10th  level,  your  Perfect  Health  ability  improves  and  your  body  becomes  
immune  to  more  ailments.  You  gain  immunity  to  the  Poison  (and  Venom)  status  effect.  
 
Mist   Flow:   At   11th   level,   your   body   becomes   a   conduit   for   the   Mist,   and   Magicks   easily   flows   through  
you.   During   an   encounter,   your   MP   regenerates   at   a   slow   rate.   At   the   beginning   of   your   turn,   you  
regenerate   MP   equal   to   your   MGC   modifier.   And   your   MP   is   completely   restored   after   a   short   rest,   as  
opposed  to  an  extended  one.  
 
Timeless  Body:  At  16th  level,  your  body  becomes  immune  to  the  ravages  of  time  and  age,  and  you  no  
longer   take   Statistic   penalties   for   aging.   You   still   gain   the   Statistic   bonuses   and   still   die   when   your  
time   is   up.   In   addition,   white   mages   who   reach   this   level   of   power   become   gifted   with   naturally  
longer  lives,  and  increase  their  maximum  age  by  50%  (i.e.  A  Hume  that  would  live  to  be  100  instead  
lives  to  be  150).  
 
Serenity:  At  16th  level,  your  spells  become  truly  powerful  if  you  can  focus  on  them.  As  long  as  you  are  
at  full  health,  any  spells  cast  by  you  that  deal  or  heal  damage  deal  or  heal  an  additional  20%  (X1.2)  
more  damage,  rounded  down.  
 
Channeling:   At   20th   level,   you   become   so   adept   at   casting   spells   that   MP   becomes   less   of   a   limit.   The  
MP  costs  of  all  spells  cast  by  you  are  halved.  
 
 
Techniques  
 
Basic  
 
Libra  –  Use:  Action  –  You  call  upon  months  of  reading  and  study  to  identify  the  vital  health,  defenses,  
elemental  weakness,  and  strengths  of  your  foes.  You  can  immediately  discern  all  enemies  within  your  
light  of  sight’s  maximum  and  current  HP  value,  Evasion,  Defenses,  which  elements  (if  any)  it  is  weak  
against,  and  which  elements  (if  any)  it  is  strong  against.  Some  enemies  cannot  be  targeted  with  this  
technique.  
 
Divine   Seal   –   Use:   Move   –   You   weave   together   a   holy   rune   before   casting   a   spell   through   it,  
amplifying  its  power.  After  using  this  technique,  the  next  spell  you  cast  is  more  potent  than  usual.  If  
your  next  spell  heals  damage,  increase  the  damage  by  +4.  If  your  next  spell  causes  a  negative  status  
effect,   the   save   DC   for   that   check   is   increased   by   2   (DC   14   becomes   DC   16).   If   your   next   spell   does  
damage  and  causes  a  negative  status  effect,  then  apply  both  modifiers  mentioned  above  to  the  spell.  
This   effect   only   applies   to   one   spell   you   cast,   and   it   must   be   the   first   spell   you   cast   after   using   this  
Technique.  
 
Infuse  –  Use:  Action  –  You  sacrifice  your  remaining  Mist  power  to  greatly  heal  your  Ally.  Reduce  your  
MP   to   0.   One   ally   you   can   see   within   12   squares   of   you   is   healed   for   twice   the   amount   of   MP  
sacrificed.  
 
Healthgiver   –   Use:   Move   –   With   a   little   bit   of   focus,   you   modify   your   spells   to   affect   your   allies  
around   you.   The   next   spell   you   cast   that   targets   an   ally   is   instead   a   burst   2   centered   on   you   that  
targets  all  allies  in  the  burst,  including  you.  For  instance,  Protect  is  instead  a  burst  2  centered  on  you,  
that  grants  the  spell’s  effect  to  all  allies  within  the  burst.  
 
Advanced  
 
Spellbound   –   Use:   Action   –   MP   Cost:   5   –   You   place   an   arcane   rune   on   yourself   or   an   ally   who   is  
enjoying   a   positive   boost,   making   the   status   last   longer.   This   Technique   can   be   used   only   when   a  
single   positive   status   effect   is   placed   upon   you   or   an   ally   within   5   squares   of   you.   The   status   in  

  69  
question   lasts   50%   longer   than   usual.   This   Technique   only   applies   once   to   a   single   status,   but   can   be  
used  for  another  status  that  is  not  already  Spellbound.  For  a  status  with  the  descriptor  “for  the  rest  of  
encounter”   and   a   Spellbound   effect   is   placed   on   it,   the   status   carries   over   to   the   next   encounter   if   the  
character   receiving   the   benefit   of   the   status   does   not   take   an   extended   rest.   The   status   is   removed   at  
the  end  of  the  next  encounter.  
 
Hexed   –   Use:   Action   –   MP   Cost:   5   –   You   place   a   dark   curse   on   an   afflicted   enemy,   prolonging   its  
suffering.   This   Technique   can   be   used   only   when   a   single   negative   status   ailment   is   placed   upon   a  
unit  within  5  squares  of  you.  The  status  in  question  lasts  50%  longer  than  usual.  This  Technique  only  
applies   once   to   a   single   status,   but   can   be   used   for   another   status   that   is   not   already   Hexed.   For   a  
status  with  the  descriptor  “for  the  rest  of  encounter”  and  a  Hexed  effect  is  placed  on  it,  it  carries  over  
to  the  next  encounter  if  the  target  (assuming  it  survives)  does  not  take  an  extended  rest.  The  status  
ends  at  the  end  of  the  next  encounter.  
 
Swift   Casting   –   Use:   Move   –   You   hastily   weave   together   Magicks   as   the   situation   calls   for   it.   This  
technique   can   be   used   whenever   you   use   a   Magicks   with   a   casting   time   of   an   action.   Increase   the   MP  
cost  of  this  spell  by  50%  and  cast  the  spell  as  a  move  action;  you  cannot  use  an  action  to  cast  a  spell  
in  the  same  round  you  use  Swift  Casting.  
 
Shades  of  White  –  Use:  Action  –  You  may  be  out  of  MP,  but  that  doesn’t  mean  you  still  can’t  help.  Roll  
a  1D6  and  consult  the  table  below,  you  may  immediately  cast  the  spell  rolled  at  no  MP  cost.  
1. Protect  
2. Shell  
3. Bravery  
4. Faith  
5. Null  
6. Tranq  
 
 
Heroic  Tier  
 
Manafont  –  Use:  Passive  –  You  channel  the  Mist  in  a  moment  of  perfection  to  cast  a  single  spell  when  
it   counts.   This   technique   can   only   be   used   once   per   encounter.   Use   this   technique   when   you   cast   a  
spell.  That  spell  has  a  MP  cost  of  0.  However,  using  this  technique  effectively  severs  your  tie  to  the  
Mist  temporarily,  and  you  are  considered  Silenced  for  1D4  rounds  (but  can  still  speak).  In  addition,  
you  cannot  gain  MP  through  the  use  of  MP  restoring  abilities  or  items  until  the  Silence  effect  wears  
off.  
 
Barrier   –   Use:   Action   –   MP   Cost:   16   –   You   erect   a   protective,   mobile   barrier   around   you   and   your  
allies.  This  barrier  lasts  for  a  number  of  rounds  equal  to  your  Spirit  modifier,  has  a  burst  radius  of  2  
squares,   and   moves   with   you.   You   and   all   creatures   within   the   barrier   are   treated   as   though   you   cast  
Protect  and  Shell  of  them  for  as  long  as  the  barrier  remains  active  and  they  are  in  it.  Defense  bonuses  
do  stack  if  allies  already  have  Protect  or  Shell  cast  upon  them.  
 
Sacrifice  –  Use:  Action  –  You  unburden  your  soul  for  the  sake  of  your  friends.  Reduce  your  HP  to  0.  
All   allies   within   10   squares   of   you   are   fully   healed   and   have   their   status   ailments   removed,   as  
Esunaga.      
 
Absorb  MP  –  Use:  Reaction  –  You  turn  your  pain  into  fuel  for  your  next  spell.  Use  this  technique  as  
you   take   damage   from   a   spell.   You   regain   MP   equal   to   half   of   the   damage   taken;   you   cannot   go   above  
your  maximum  MP  limit  when  regaining  MP  using  this  method.  
 
Legendary  Tier  
 
Benediction   –   Use:   Action   –   MP   Cost:   See   text   –   You   proclaim   a   sacred   prayer   and   gaze   skyward,  
summoning  forth  a  blast  of  holy  energy  that  revitalizes  your  allies  and  decimates  your  enemies.  You  

70    
must  have  maximum  MP  to  use  this  technique.  Reduce  your  MP  to  0.  All  allies  within  10  squares  of  
you  have  their  HP  fully  restored  and  are  relieved  of  all  status  ailments,  as  Esunaga,  this  even  includes  
and  heals  KO’d  allies,  but  not  dead  ones.  All  enemies  within  10  squares  of  you  must  make  a  Resilience  
Save   (DC   =   10   +   3   Per   Character   Tier   +   your   SPT   mod)   or   take   6D10+30   Holy   Damage,   which  
overcomes  Magick  and  Perfect  Defenses,  and  have  all  of  their  positive  statuses  removed,  as  Dispel.    
 
Evade  Magick  –  Use:  Reaction  –  You  dodge  lightning…  and  Fire,  and  Blizzard,  and…  This  technique  
can  be  used  when  you  are  targeted  by  any  spell  (i.e.  the  spell  must  be  one  learned  from  a  provided  
spell   list)   that   deals   HP   (or   MP)   damage.   The   spell   automatically   misses   you   or   otherwise   fails   to  
affect  you.      
 
Degrees  of  White  –  Use:  Action  –  Even  when  you’re  low  on  MP,  you  manage  to  be  a  great  asset  to  the  
party.   Roll   a   1D6   and   consult   the   table   below,   you   may   immediately   cast   the   spell   rolled   at   no   MP  
cost.  
1. Protectga  
2. Shellga  
3. Valor  
4. Belief  
5. Reraise  
6. Holy  
   
 
 
 
 

  71  
Chapter Five: Advanced
Jobs & Multi-classing  

There  are  some  who  go  above  and  beyond  heroics  and  the  call  of  duty,  some  who  pursue  advanced  
teachings  and  callings,  some  who  specialize  in  uncommon  and  different  fields.  These  people  usually  
have  Advanced  Jobs.  Advanced  Jobs  are  to  Ivalice  Alliance  what  Prestige  Classes  are  to  Dungeons  &  
Dragons:   jobs   that   specialize   in   a   different,   more   unique   purpose.   Advanced   Jobs   are   named   so  
because   most   of   them   cannot   be   taken   at   first   level,   or,   indeed,   in   the   Basic   Tier.   All   of   them   have  
certain   requirements   that   must   be   met   before   your   character   can   obtain   levels   in   them.   Most  
Advanced  Jobs  are  acceptable  in  any  campaign,  but  it’s  always  a  good  idea  to  consult  with  your  GM  
before  necessarily  making  your  character  a  Ninja  in  a  game  about  political  intrigue  and  discussion.  
 
Advanced   Jobs   are   formatted   similarly   to   the   core   jobs   presented   in   this   book,   with   the   following  
exceptions:  
• Since  a  character  cannot  start  at  first  level  as  an  Advanced  Job,  the  corresponding  statistics  
related  to  starting  characters  have  been  removed,  such  as  Starting  HP/MP  and  Gil.  
• All   Advanced   Jobs   have   a   “Requirements”   quota   that   must   be   met   before   a   character   can  
even  take  a  single  level  in  the  job.  Once  a  character  meets  the  requirements,  he  or  she  may  
take  his  or  her  first  level  in  that  Advanced  Job  whenever  he  or  she  wishes.  
• No   Advanced   Jobs   have   more   than   10   levels.   Advanced   Jobs   are   meant   to   specialize   your  
character  into  a  certain  field  without  greatly  derailing  them  from  their  original  calling.  Most  
Time  Mages,  for  instance,  still  rely  on  their  roots  as  a  Black  or  Red  mage  to  see  them  through  
most  offensive  combat  situations.  
• Regardless  of  how  soon  or  quickly  you  meet  the  requirements;  you  cannot  take  levels  in  an  
Advanced   Job   until   you   make   the   Advanced   Tier   (level   6+).   This   does   mean   that   your   level   6  
job   can   be   an   advanced   tier   job,   (A   level   5   Gunner   going   into   level   6   as   an   Alchemist,   for  
instance.)  
 
Multi-­Classing  
 
In  Ivalice  it  is  not  uncommon  for  heroes  to  take  on  multiple  professions,  in  fact,  it’s  really  the  only  
way  to  play  the  game  beyond  level  20.  As  such,  whenever  your  character  levels  up,  he  or  she  make  
level  into  whichever  job  he  or  she  wishes.  Typically  most  characters  stick  to  the  job  they  already  have  
for  the  betterment  of  the  party  and  for  their  abilities,  after  all,  if  a  Black  Mages  chooses  to  level  in,  
say,  Soldier,  then  that  Black  Mage  will  never  get  the  chance  to  learn  Channeling  unless  the  campaign  
goes  above  20  levels.  This  is  the  only  real  penalty  for  multi-­‐classing;  Ivalice  is  a  world  rife  with  
diversity  and  opportunity,  and  it  would  seem  unfair  to  limit  the  players  in  the  scope  of  who  they  
want  their  character  to  be  because  of  job  limitations.  
 
When  multi-­‐classing  into  a  new  job  for  the  first  time,  treat  the  job  as  though  you  were  merely  leveling  
up  in  it  and  not  starting  as  a  1st  character  level.  Hence,  you  don’t  add  the  starting  HP/MP  values  to  
your  HP/MP,  but  instead  the  HP/MP  gained  per  level  values.  Neither  do  you  gain  that  job’s  starting  
gil.  However,  you  do  gain  that  Job’s  Skills,  Features,  Bonuses,  and  Proficiencies,  as  usual.

72    
The  Advanced  Jobs  of  Ivalice  are  as  follows:  
 
Alchemist  
 
Potions   have   to   come   from   somewhere,   do   they   not?   Ivalice   is   a   world   rife   with   tecknological   and  
magickal   wonders,   and   Alchemists   are   dedicated   solely   to   the   cause   of   studying,   analyzing,   and  
manipulating  these  wonders  in  fantastick  ways.  Far  from  simple  “potion  makers”,  Alchemists  utilize  
the   entire   plethora   of   reagents,   relics,   remnants,   and   restoratives   Ivalice   has   to   offer   to   make  
tecknological   miracles   happen   at   the   workbench   and   through   their   custom-­‐made   hand-­‐cannons.  
Though  they  aren’t  mages  per  se,  they  can  craft  so  many  amazing,  wonderful  tools  and  trinkets  that  
they  might  as  well  be.  
 
Role  
 
Alchemists  can  be  various  things  to  a  well-­‐rounded  or  wanting  party;  falling  into  whatever  role  the  
group   might   need   one   for.   Damage   dealing?   Not   a   problem.   Support?   Consider   it   done.   Crowd  
Control?  Easy.  The  major  drawback  to  this  diversity  is  the  sheer  cost  required  to  keep  up  with  it,  and,  
by  association,  proximity  to  advanced  civilization.  Alchemy  is  not  a  cheap  job,  by  any  means.    Mind  is  
easily   their   most   important   ability,   as   it’s   crucial   for   Crafting,   a   vital   part   of   nearly   all   of   their   job  
features  and  techniques.  Agility  is  also  important,  as  their  modus  operandi  in  combat  involves  their  
Alchemy   Cannons,   which   are   modified   Hand-­‐cannons,   and   thus   primarily   based   on   ranged   attacks.  
Gunners   are   easily   the   most   suitable   candidates   for   this   job,   Moogle   gunners   in   particular,   though  
anyone  with  an  excellent  Craft  skill  can  pick  up  this  job  without  much  issue.  
 
Requirements  
 
• Skills:    Craft  5  ranks,  Bartering  5  ranks.  
• Augments:  Master  Craftsman,  Craft  Magick  Arms  and  Armor  
• Alchemy   Cannon:   As   part   of   initiation   into   this   Advanced   Job,   you   must   spend   no   less   than   1   week   creating   and  
constructing  your  very  own,  personal  Alchemy  Cannon.  Your  Alchemy  Cannon  will  be  your  most  essential  tool  as  an  
Alchemist  in  and  out  of  combat,  and  no  Alchemist  in  Ivalice  can  go  by  his  or  her  advertised  profession  without  one  
such  cannon.  Crafting  an  Alchemy  Cannon  functions  like  crafting  a  Magick  Weapon,  with  the  following  exceptions:  In  
order   to   create   an   Alchemy   Cannon,   you   must   first   possess   a   Hand-­‐Cannon,   any   model   will   do.   You   must   then  
purchase  the  necessary  parts,  blueprints,  pieces,  reagents,  and  modifications  needed  to  transform  the  Hand-­‐Cannon  
into  an  Alchemy  Cannon.  In  large  cities  and  metropolises,  these  parts  usually  sell  for  30,000  Gil,  before  Bartering.  In  
smaller  cities  or  rural  areas,  these  parts  are  rare  and  the  price  is  naturally  higher,  commonly  being  doubled  or,  even  
tripled.   In   wilder   reaches   and   un-­‐advanced   civilizations,   these   parts   might   not   even   be   available   at   all.   Once   you  
have  these  parts,  you  must  then  successfully  complete  a  Skill  Challenge  consisting  of  5  Craft  rolls,  3  of  which  must  
beat   a   DC   26   (you   can   accept   aid   from   other   party   members   in   making   these   checks).   You   need   not   worry   about  
breaking   or   having   to   repurchase   parts   on   a   failed   challenge;   Alchemy   Cannons   are   made   of   stern   stuff,   even   in  
pieces,  and  will  not  break  or  be  ruined  due  to  botched  Craft  rolls.  If  you  do  fail  the  challenge,  however,  you  must  
dedicate   another   week   of   work   in   order   to   attempt   it   again.   Once   you   successfully   complete   the   challenge,   your  
Alchemy  Cannon  is  complete  (stats  for  Alchemy  Cannons  can  be  found  under  its  Job  Feature  description)  and  you  
can  take  your  first  level  as  an  Alchemist.  
 
Statistics  
• HP  Gain  per  Level:  4  +  VIT  modifier  
• MP  Gain  per  Level:  4  +  MGC  modifier  
• Job  Skills  (4  +MND  modifier  skill  points/level):  Bartering,  Crafting,  Engineering,  Heal,  Magicks,  Nature,  Perception,  
Pilot,  Profession,  and  Thievery.  
 
Job  Features  
 
(WIP)  
 

  73  
Blue  Mage  
 
There  are  many  creatures  and  beasts  in  Ivalice  that  have  unique  abilities  and  access  to  the  Mist  that  
most  mages  will  forever  remain  perplexed  about,  and  wonder  why  they  can’t  use  the  Mist  like  those  
monsters  can.  Blue  Mages  are  above  those  other  mages,  and  figure  that  the  best  way  to  understand  
how  a  Monster  uses  its  skill  is  to  be  at  the  brunt  of  it  and  live  to  tell  the  tale.  
 
Role  
 
Blue  Mages  are  a  curious  Job,  being  that  their  role  is  entirely  defined  by  what  abilities  they  acquire  
along   their   travels,   most   retain   the   damage   dealing   aspects   that   most   offensive   mages   have.   But  
some,   somehow,   gain   access   to   the   supportive   abilities   of   monsters,   and   use   them   to   buff   their   allies.  
Regardless,  Magick   is   still   the   key   to   a   good   Blue   Mage,   as   it   is   with   any   mage.  Vitality   is   also   vital,   as  
acquiring  Monster  skills  is  quite  an  occupational  hazard.  Several  offensive  Monster  abilities  rely  on  
Strength   to   work   well,   so   it’s   a   good   idea   to   have   a   decent   STR   score.   While   any   Job   can   easily  
advance  to  being  a  Blue  Mage,  Black,  White,  and  Red  mages  most  commonly  take  levels  in  it,  Hunters  
who  dabble  in  Magicks  also  tend  to  take  a  liking  to  the  Job,  
 
Requirements  
 
• Skills:  Nature  5  ranks,  Magicks  5  ranks.    
• Special:  Must  have  been  the  target  of,  been  hit  by,  and  survived  a  Supernatural  or  Spell-­‐like  ability  from  a  Monster.  
 
Statistics  
 
HP  Gain  per  Level:  4  +  VIT  modifier  
MP  Gain  per  Level:  4  +  MGC  modifer  
Job   Skills   (2+MND   modifier   skill   points/level):   Crafting,   Dungeoneering,   History,   Insight,   Magicks,   Nature,   Profession,  
Streetwise.    
 
Attack/Save   Progression   –   Average   attack   bonus   and   reflex   saves,   good   fortitude   and   will   saves.   Max  
level  is  5  
 
Job  Features  
 
Weapon  Proficiency:  Simple  weapons,  light  blades,  robes  and  light  armor.  No  shields.  
 
Learning:   When   a   Monster   uses   a   supernatural   or   spell-­‐like   ability   (that   costs   the   monster   MP   to  
use)   within   the   blue   mage’s   line-­‐of-­‐sight,   the   blue   mage   may   once,   as   a   free   action,   make   a   DC   30  
Magicks  check  (With  a  bonus  to  this  roll  equal  to  the  character’s  Blue  Mage  level,)  to  learn  the  skill  
immediately,  the  Blue  Mage  may  elect  not  to  make  this  check  at  no  penalty  or  until  certain  conditions  
are   met   to   satisfy   the   Blue   Mage.   If   the   ability   successfully   targets   and   hits   the   Blue   Mage,   reduce   the  
DC   by   5.   For   each   time   the   ability   is   observed   by   the   Blue  Mage  after  the  first,  the  DC  is  reduced  by  2,  
and  another  immediate  check  may  be  made,  only  one  check  can  be  made  per  time  the  Monster  uses  
the  ability.  Alternatively,  or  if  the  Blue  Mage  fails  to  learn  the  ability  in  combat,  The  Blue  Mage  may  
spend   one   hour   meditating   out   of   battle   to   make   this   check   at   an   increased   DC   of   5.   This   must   be  
done  within  8  hours  of  the  encounter.  If  this  out  of  combat  check  fails,  the  Blue  Mage  may  not  try  to  
learn   that   particular   ability   again   until   after   an   Extended   Rest.   If   the   Blue   Mage,   due   to   blindness,  
unconsciousness,  sleep,  etc.  cannot  witness  the  ability,  then  it  cannot  be  learned.  
 
A   Blue   Mage   may   learn   a   number   of   Monster   abilities   up   to   their   Blue   Mage   level   +   their   MGC  
modifier.  The  caster  level  for  these  abilities  is  the  character’s  total  caster  level.  All  effects  for  these  
abilities  run  off  of  the  Blue  Mage’s  stats.  
 

74    
Monster   Lore:   A   blue   mage   is   experienced   in   the   ways   of   monsters.   They   receive   +4   to   Nature,  
Magicks,  and  Dungeoneering  checks  relating  to  monster  knowledge.  This  Bonus  does  not  apply  to  the  
Learning  job  feature.  
 
MP   Shield:   At   2nd   level,   a   Blue   Mage   may   channel   absorbed   Mist   into   a   protective   shell.   The   blue  
mage  may,  as  a  move  action,  perform  one  of  the  following  actions:    
• Spend  4  points  of  MP  to  add  a  +1  deflection  bonus  to  AC  (to  a  maximum  of  20  MP  for  a  +5  AC  
bonus)  until  the  end  of  the  Blue  Mage’s  next  turn.  
•  Until  the  end  of  the  Blue  Mage’s  next  turn,  damage  inflicted  is  taken  from  MP  first.  When  MP  
runs  out,  further  damage  affects  HP.  
 
Monster  Soul:  As  a  Blue  Mage  absorbs  monster  abilities,  the  abilities  begin  to  alter  the  Blue  Mage’s  
very  form  and  biological  make-­‐up.  At  3rd  level,  the  Blue  Mage  chooses  one  monster  family  from  which  
they  have  absorbed  at  least  one  ability.  They  receive  +2  to  all  non-­‐damage  rolls  involving  creatures  
from   this   family,   including   learning   Blue   Magicks.   Also,   skills   learned   from   this   monster   family   no  
longer   count   towards   the   skill   limit.   At   4th   level,   the   influence   of   Blue   Magicks   on   the   mage’s   soul  
increases.   The   Blue   Mage   receives   a   permanent   stat   change   (+2/-­‐2)   based   on   the   monster   family  
chosen  at  3rd  level  (see  list  below),  in  addition,  the  Mage  can  communicate  and  speak  with  monsters  
of  this  family  at  will.  At  5th  level,  the  Blue  Mage  has  permanently  taken  on  certain  characteristics  of  
the   monster   family.   The   stat   change   doubles   (becoming   +4/-­‐4)   and   the   Blue   Mage   receives   an  
additional   bonus   ability   based   on   the   monster   family   chosen.   However,   the   monster   traits   at   this  
level  damage  the  Blue  Mage’s  ability  to  relate  to  non-­‐monsters,  causing  a  -­‐4  penalty  to  Wordplay  and  
Barter  skills  with  non-­‐monsters.  
 
Monster  Family  –  Stat  Change  –  5th  level  ability  
• Baknamy  -­‐  +  STR/-­‐  SPT  –  Improved  Critical  (weapon  of  BM’s  choice)  Augment  
• Coeurl/Wolf  -­‐  +  AGI/-­‐  MND  –  Combat  Reflexes  Augment  
• Sprite  -­‐  +  SPT/-­‐  VIT  –  Spell  Resistance  15  
• Malboro  -­‐  +  VIT/-­‐  SPT  -­‐  +4  on  saving  throw  vs.  Bad  Breath’s  ailments  (Blind,  Poison,  and  Silence)  
• Shellbeast  -­‐  +  VIT/-­‐  VIT  –  Natural  Armor  +4  
• Flan  -­‐  +  VIT/-­‐  SPT  –  Damage  Reduction  5/magick  
• Headless  -­‐  +  STR/-­‐  MND  –  Blind-­‐Fight  Augment  
• Antlion  -­‐  +  APT/-­‐  SPT  –  Tremorsense  
• Dragon  -­‐  +  STR/-­‐  AGI  –  Wings,  8  Square  fly  speed  with  good  maneuverability.  
• Ghost  -­‐  +  AGI/-­‐  SPT  –  Movement:  Teleport  3  Squares    
• More  to  be  added  as  Bestiary  is  created  
 
 

  75  
Dragoon  
 
The   reputed   master   of   the   spear,   Dragoons   fly   into   battle   wearing   fearsome   armor   and   wielding  
wicked   spears.   Dragoons   are   famous   for   their   unparalleled   jumping   ability.   No   other   Job   in   Ivalice  
can  leap  as  high  or  as  far,  some  even  surpass  the  Gria  and  Aegyl  in  terms  of  aerial  ability.  Dragoons  
are   also   reputed   for   their   ability   to   slay   large   and   powerful   beasts.   Notably,   Wyrms,   Drakes,   Dragons  
and   other   assorted   large   reptilian   beasts;   so   much   so,   that   a   dragoon’s   armor   is   often   adorned   with   a  
dragon   motif.   Dragoons   in   Ivalice   are   often   prestigious   members   of   a   clan,   or   loners   hunting   a  
dangerous  Mark.  
 
Role  
 
Dragoons  are  usually  front-­‐line  or  supportive  combatants.  They  are  particularly  useful  against  large  
beasts   and   Wyrms.   They   have   access   to   powerful   attacks,   the   most   iconic   being   Jump.   Strength   is  
easily  their  most  important  ability,  as  it  directly  relates  to  their  jumping  ability  and  damage  dealing  
capability.  Vitality  affects  the  brunt  of  their  Techniques  as  well  as  giving  the  HP  required  to  survive  
the  devastating  attacks  that  large  beasts  are  known  for.   Agility  improves  your  Reflex  saving  throw,  
which  is  also  vital  for  surviving  aforementioned  attacks.  
 
Requirements  
 
• Base  Attack  Bonus  +5  
• Skills:  Athletics  5  ranks,    
• Augments:  Skill  Focus  (Athletics),  Proficiency  with  Heavy  Armor  and  Polearms  
 
Statistics  
 
• HP  Gain  Per  Level:  6  +  VIT  Modifier  
• MP  Gain  Per  Level:  3  +  MGC  Modifier  
• Job  Skills  (2  +  MND  Modifier  Skill  Points  per  level):  Acrobatics,  Athletics,  Crafting,  Endurance,  Nature,  Perception,  
Profession,  Ride.    
 
The  Dragoon  

Tier   Level   Base  Attack  Bonus   Fortitude   Reflex   Will   Special   Techniques  
Advanced   1   +1   +1   +1   +0   Evasion,  Skilled  Jumper   1  
  2   +2   +1   +1   +1   Spear  Mastery   1  
  3   +3   +2   +2   +1     2  
  4   +4   +2   +2   +1   Improved  Evasion   2  
  5   +5   +3   +3   +2     3  
Heroic   6   +6   +3   +3   +2   Wyrm  Slayer   3  
  7   +7   +4   +4   +2     4  
  8   +8   +4   +4   +3   Wyrmheart   4  
  9   +9   +5   +5   +3     5  
  10   +10   +5   +5   +3   Master  Jump   5  
 
Job  Features  
 
Weapon   and   Armor   Proficiencies:   Dragoons   are   proficient   in   the   use   of   Simple   Weapons,   Light  
Blades,  Polearms,  Light  Armor,  and  Heavy  Armor.  
 
Evasion:   All   Dragoons   are   trained   how   to   dodge   barrages   of   flame   and   thunder   from   the   breathes   of  
Drakes   and   Wyrms.   If   you   make   a   successful   Reflex   saving   throw   against   an   attack   that   normally  
deals  half  damage  on  a  successful  save,  you  instead  take  no  damage.  Unlike  the  regular  version  of  this  
feature,   this   ability   still   works   even   if   you   are   in   Heavy   Armor.   But   not   while   unconscious   or  

76    
otherwise   helpless,   as   usual.   Since   this   is   an   improvement   of   the   normal   Evasion,   you   do   not  
automatically  gain  Improved  Invasion  if  you  already  have  Evasion  from  another  class.  
 
Skilled   Jumper:   Dragoons   are   amazingly   agile,   even   in   the   heaviest   of   armor.   As   training,   they  
constantly  jump  and  move  in  it  until  armor  feels  as  light  as  regular  clothing.  Armor  Check  Penalties  to  
Acrobatics  and  Athletics  no  longer  apply  to  a  Dragoon  that  is  wearing  armor.  A  Dragoon’s  DC  to  any  
checks   to   jump   are   halved,   and   the   formula   for   figuring   vertical   jump   height   is   the   same   as   for  
horizontal   jump   height   (one   foot   per   point   on   the   check).   Dragoons   no   longer   need   a   running   start  
when   making   Acrobatics   or   Athletics   checks   of   any   sort   to   jump.   In   addition,   you   gain   the   Smooth  
Landing  Augment  if  you  do  not  already  have  it.  
 
Spear   Mastery:   At   2nd   level,   Dragoons   have   studied   and   mastered   the   various   ways   to   use   their  
preferred  and  traditional  weapon,  the  spear.  You  gain  the  Augment  Weapon  Focus  (Polearms)  if  you  
do  not  already  have  it.  You  may  also  use  a  reach  weapon  to  attack  adjacent  squares  as  if  it  were  not  a  
reach  weapon.  In  addition,  the  critical  threat  range  with  polearms  is  increased  by  1  (this  stacks  with  
anything  that  doubles  the  critical  threat  range,  but  is  added  after  the  doubling).  
 
Improved  Evasion:  At  4th  level,  a  Dragoon’s  evasion  improves.  This  ability  works  like  evasion,  except  
that   while   you   still   take   no   damage   on   a   successful   Reflex   saving   throw   against   attacks,   you  
henceforth   take   only   half   damage   on   a   failed   save.   A   helpless   Dragoon   does   not   gain   the   benefit   of  
improved  evasion.  
 
Wyrm  Slayer:  At  6th  level,  Wyrms  and  other  large  creatures  have  a  reason  to  fear  you.  Whenever  you  
fight   an   opponent   of   Large   size   or   larger.   All   critical   hits   are   automatically   confirmed   and   deal  
maximum  damage.  
 
Wyrmheart:   At   8th   level,   a   Dragoon’s   heart   pumps   with   the   flow   of   battle   and   harder   than   ever  
before,  not  even  mistakes  or  blunders  can  stop  your  stride.  Once  per  encounter,  whenever  you  take  
melee  damage,  you  may  gain  the  Reraise  status  as  an  immediate  interrupt  action.  
 
Master  Jump:  At  10th  level,  whenever  a  Dragoon  leaves  the  ground,  it’s  comparable  to  taking  flight.  
Whenever   you   make   an   Acrobatics   or   Athletics   check   to   jump,   as   part   of   the   action,   you   may   fly   with  
a  speed  of  twice  your  land  speed  plus  the  distance  covered  by  the  jump  check.  You  may  only  fly  in  a  
straight   line   and   cannot   change   direction   unless   specific   structures   (such   as   a   wall)   allow   you   to  
“ricochet”   off   of   them.   You   cannot   use   this   ability   if   you   roll   a   natural   1   on   the   dice   when   making   this  
check.    
 
Techniques  
 
Advanced  Tier  
 
Jump  –  Use:  Full  Round  –  You  take  to  the  sky,  land  viciously  on  your  opponent,  and  leap  off  of  it  to  
safety.  You  can  only  use  this  technique  outdoors  or  when  there  is  at  least  30  Feet  of  free  space  above  
you.   Choose   one   opponent   that   is   within   your   racial   moving   speed,   you   immediately   move   to   that  
opponent’s   square   without   provoking   opportunity   attacks.   Make   a   Basic   Attack   against   the   opponent  
whose  square  you  are  now  in  (if  more  than  one  enemy  is  in  this  square,  choose  one  to  attack).  The  
attack   bonus   for   this   attack   is   halved,   and   you   are   considered   to   have   and   be   using   the   Power   Attack  
Augment   to   its   fullest   capability   for   this   attack.   On   a   successful   hit,   you   deal   Maximum   Double  
Damage   against   the   opponent.   After   this   attack,   you   then   move   to   any   square   within   your   racial  
movement   speed   that   is   unoccupied   without   provoking   opportunity   attacks.   If   no   such   square   is  
available,  then  you  must  move  to  your  previous  square.  
 
Geomancer  
WIP  

  77  
 

78    
Gladiator  
 
Soldiers   can   be   found   in   many   roles:   royal   arms-­‐men,   caravan   guards,   mercenaries,   adventurers,   and  
of  course  arena  fighters.  Many  cities  host  arenas  where  hard-­‐bitten  professionals  battle  to  entertain  
the   masses   for   fame   and   fortune.   The   greatest   of   these   fighters   are   known   as   Gladiators,   mixing  
Magicks   and   swordplay   into   an   all-­‐out   assault   to   bring   the   foe   to   their   knees   as   spectacularly   as  
possible.  Most  gladiators  are  Seeq  or  Bangaa,  to  whom  the  intensely  physical  profession  holds  much  
appeal.  Human  gladiators  are  also  fairly  common,  with  a  smattering  of  rapier-­‐wielding  Viera  duelists,  
feisty  Moogle  blade  masters,  or  fearsome  Gria  raptors  filling  out  the  ranks  of  the  gladiators  of  Ivalice.  
 
Role  
 
Frontline  fighters  very  much  like  Soldiers;  Gladiators  favor  an  all-­‐out  assault  strategy,  powering  up  
their  attacks  with  elemental  enhancements  that  grow  stronger  as  they  do.  Because  of  their  focus  on  
offense,   their   defense   begins   to   suffer.   Strength   is   vital   to   the   gladiator’s   ability   to   damage   the   foe,  
while   Agility   and   Vitality   are   even   more   important   to   the   Gladiator   than   they   are   to   the   Soldier.   Also,  
a  Gladiator  needs  a  Magick  of  at  least  12  to  be  able  to  employ  the  sword  spell  abilities  that  they  are  
known  for.  
 
Requirements  
 
• Base  Attack  Bonus:  +5,  
• Augments:  Weapon  Focus  (Light  or  Heavy  Blades),  
• Abilities:  Magick  of  12  or  higher.  
 
Statistics  
 
HP  Gain  Per  Level:  4  +  VIT  modifier  
MP  Gain  Per  Level:  3  +  MGC  modifier  
Job  Skills  (2  +  MND  Modifier  Skill  Ranks  per  level):  Athletics,  Crafting,  Dungeoneering,  Engineering  
Endurance,  Magick,  Perception,  Pilot,  Profession,  Ride.    
 
Attack/Save  Progression:  Best  attack  bonus  and  good  reflex  progression,  average  fortitude  and  will  
saves.  Max  level  is  10  
 
Job  Features  
 
Weapon   Proficiencies:   Simple   Weapons,   Light   Blades,   Heavy   Blades,   Weighted   Weapons,   shields,  
light  armor.  
 
1st   level   –   Doublehand:   The   gladiator   can   leverage   more   strength   than   normal   when   wielding   1-­‐
handed  weapons  with  both  hands.  The  gladiator  gets  double  their  strength  modifier  instead  of  1.5x  
when  fighting  like  this  with  1-­‐handed  weapons.  This  also  extends  to  2-­‐handed  weapons.  
 
2nd  level  –  Spellstrike:  At  2nd  level,  the  gladiator  gains  the  ability  to  cast  Fire,  Blizzard,  or  Thunder  
(and   spend   MP   as   if   casting   the   spell)   on   their   weapon   as   a   minor   action.   Until   the   gladiator’s   next  
turn,  any  attack  made  with  that  weapon  inflicts  +1d6  damage  of  the  appropriate  element,  increasing  
every  other  level  as  below  (note  that  casting  an  ice  spell  on  an  innately  fire  weapon  will  cancel  out  
1d6   damage,   and   vice   versa).   At   4th   level,   the   gladiator   gains   Wind,   Earth,   and   Water   as   possible  
element  choices.  At  6th  level,  the  gladiator  may  add  a  HP  drain  or  MP  drain  effect  in  addition  to  this  
damage,  draining  HP  or  MP  equal  to  the  bonus  damage  inflicted.  If  MP  drain  is  used,  the  base  damage  
effects  HP,  while  the  bonus  damage  effects  MP.  
Level   -­‐  Bonus  Damage:  2:+1d6  –  4:  +1d8  –  6:  +1d10  –  8:  +2d6  –  10:  +2d8  
 
5th   level   –   Bonus   Augment:   At   5th   level,   the   gladiator   eceives   one   of   the   following   Augments   for   free,  

  79  
even   if   they   do   not   meet   the   requirements   for   it:   Whirlwind   Attack,   Improved   Bullrush,   Improved  
Feint,  or  Improved  Critical  [weapon  of  choice].  
 
Techniques  
 
Advanced  
 
Strike!  –  Use:  Move  action  –  You  rally  your  allies  and  yourself  to  battle,  making  each  chance  count.  
For   a   number   of   rounds   equal   to   half   of   your   Gladiator   level   (minimum   1),   you   and   any   adjacent  
allied  units  automatically  confirm  critical  hits  on  a  threat.  
 
Strikeback   –   Use:   Standard   action   –   Your   spread   your   legs,   raise   your   weapon,   and   stare   down   your  
opponent,   daring   him   to   attack   you.   You   take   a   Stance.   If   attacked   physically   from   inside   the   your  
weapon  range,  you  make  an  attack  roll.  If  you  beat  the  attacker’s  roll  and  AC,  the  attack  misses  and  
you  may  make  a  normal  attack  against  the  attacker.  This  does  not  count  as  an  attack  of  opportunity.  If  
the  attacker’s  roll  is  beaten  but  not  their  AC,  the  attack  made  against  you  misses,  but  you  do  not  hit  
the  enemy.  If  the  attacker’s  AC  is  beaten,  but  not  the  Attack  Roll,  you  are  hit,  but  your  attack  hits  as  
well.  
 
Provoke  –  Use:  Standard  –  “WHAT  DID  YOU  SAY!?”  Choose  an  enemy  that  can  see  and  hear  you.  That  
enemy  must  make  a  Will  Save  (DC  10  +1/2  Your  Soldier  Level  +  Your  STR  Modifier)  or  be  inflicted  
with  Berserk  for  1D4  Rounds.  The  afflicted  enemy  must  choose  you  as  its  target  while  it  is  Berserk  
unless  you  fall  unconscious  or  the  enemy  sees  that  you  are  otherwise  out  of  the  encounter,  in  which  
case  Berserk  functions  normally.    
 
Heroic  
 
Souleater   –   Use:   Minor   action   –   You   drain   your   health   and   add   your   lifeforce   to   your   weapon,  
granting   it   a   dark   power.   You   take   3   HP   damage   to   add   and   1d8   extra   dark   damage   to   all   attacks   this  
round.  You  may  take  this  damage  multiple  times  at  once  to  further  increase  the  damage  die  dealt  up  
to  a  maximum  of  your  Gladiator  level  (6  HP  for  2d8,  9  HP  for  3D8  and  so  on).  
 
Ultima   Sword   –   Use:   Full-­‐round   –   MP   Cost:   50   –   Your   weapon   shines   with   an   overwhelmingly  
powerful  light,  letting  your  next  foe  know  that  they  are  about  to  enter  a  world  of  pain.  You  must  be  
wielding   a   Melee   Weapon.   Make   a   basic   attack   at   your   full   Base   Attack   Bonus.   This   attack   ignores  
Damage   Reduction   and   Spell   Resistance.   This   attack   deals   10D10+50   points   of   damage   on   a  
successful  hit.  
 
Illusionist  
WIP  
 

80    
Judge  
WIP  

Role  
Focus  on  STR  and  SPT  stats.  Exceptional  ally  buffer  and  enemy  debuffer,  with  limits  set  on  each  battle  
that  could  prove  both  a  bane  and  a  boon  to  both  allies  and  enemies,  depending  on  the  laws  set  in  
place,  along  with  the  clan-­‐specific  buffs  that  are  activated  by  the  mere  presence  of  a  Judge  on  the  
battlefield.  Hume  Paladins  and  Soldiers  hold  advantage,  especially  in  terms  of  Spirit,  though  Bangaa  
and  Gria  Paladins  and  Soldiers  can  excel  just  as  sufficiently,  if  not  better,  for  a  more  power-­‐focused  
Judge.  Paladins  are  born  to  observe  law  and  enforce  it,  and  thus  becoming  a  Judge  is  a  natural  step  
up,  but  Soldiers  can  be  police  officers,  and  end  up  becoming  Judge,  Jury,  and  Executioner  all  by  
themselves.  

Requirements  
Skills  –  History  10  Ranks,  Insight  10  Ranks,  Wordplay  10  Ranks  
Augments  –  Skill  Focus  (Wordplay)    
Armor  -­‐  Proficiency  with  Heavy  Armor  
Special  –  Must  be  inducted  into  an  order  of  Judges  by  a  high  ranking  Judge  Magister  (5th  Level  Judge)  
or  a  Judge  bound  to  a  clan  (thus  taking  its  place).  If  replacing  a  clan  Judge,  then  you  must  have  had  
five  consecutive  battles  with  that  clan  in  which  you  did  not  break  the  law.  
 
Statistics  
HP  Gain  Per  Level:  6  +  VIT  Modifier  
MP  Gain  Per  Level:  3  +  MGC  Modifier  
Job  Skills  (4  +  MND  Modifier  skill  ranks  per  level):  Athletics,  Bartering,  Crafting,  Endurance,  History,  
Insight,  Magicks,  Perception,  Profession,  Ride,  Streetwise,  Wordplay  
 
Save  Progression  –  Extreme  Resilience,  Normal  Accuracy,  Poor  Evasion  

Job  Features  
Weapon  Proficiencies:  Simple  Weapons,  Light  Blades,  Heavy  Blades,  Weighted  Weapons,  Polearms,  
Shields,  Heavy  Armor  

1st  Level  –  Forbiddance:  Law  Magick  is  a  powerful  thing,  and  Judges  use  it  to  decide  the  fate  of  a  
battlefield,  and  the  fate  of  all  those  who  refuse  to  heed  the  word  of  law.  As  an  immediate  action  when  
every  combat  encounter  begins,  the  Judge  rolls  a  percentile  die  (d100)  to  determine  the  forbidden  
condition  for  that  battle.  The  DM  will  either  use  the  Forbiddance  Table  included  in  this  book  or  write  
up  his  own  conditions.  The  forbidden  condition  as  determined  by  the  die  means  that  the  Judge’s  
party  must  complete  the  battle  without  breaking  the  rule  or  lose  both  the  Judge’s  chosen  Privilege  
benefit  and  party  revival  abilities  for  the  battle’s  remaining  duration.  Enemies  are  not  directly  
affected  by  Forbiddance.  

1st  Level  –  Privilege:  The  presence  of  a  Judge  is  a  coveted  one,  as  when  they  bring  Law  to  the  
battlefield,  their  very  presence  prevents  death  from  reaching  a  battle’s  participants.  As  long  as  a  
Judge  partakes  in  an  encounter  in  any  way,  whether  it  be  partaking  within  it  or  even  merely  
observing,  members  of  the  clan  that  he  holds  domain  over  are  only  Knocked  Out  when  brought  to  0  
HP  or  lower,  not  Dead.  They  also  provide  a  passive  stat  bonus  onto  their  clan  allies,  the  bonus  being  
equivalent  to  the  Judge’s  Spirit  modifier.  At  first,  Judges  may  only  give  a  bonus  to  Accuracy,  Damage,  
and  Speed.  However,  extra  Privilege  choices  are  unlocked  as  the  Judge  increases  in  level.  Privilege  
does  not  affect  enemies.  

  81  
1st  Level  –  Judge  Armor:  In  accordance  with  your  dedication  to  the  law,  you  are  bequeathed  the  
individual  sign  of  your  service  to  your  clan,  the  Judge  Armor.  You  receive  the  right  to  wear  the  unique  
Judge  Armor  and  benefit  from  its  more  powerful  construction.  As  time  passes,  the  armor  will  change  
the  way  people  see  you,  and  you  will  find  yourself  better  able  to  move  about  in  it  than  ordinary  
armor,  until  it’s  an  inexorable  part  of  you.  At  2nd  Level,  wearing  the  armor  gives  you  the  benefits  of  
Intimidating  Prowess  if  you  don’t  already  have  it,  allowing  you  to  add  your  Strength  modifier  to  your  
Spirit  modifier  for  Wordplay  checks  to  intimidate.  At  3rd  Level,  the  Armor  Check  Penalty  is  negated.  
At  4th  Level,  you  gain  a  +2  shield  bonus  to  Evasion.  At  5th  Level,  you  gain  a  +1  bonus  to  all  Defenses,  
including  Perfect  Defense.  

1st  Level  –  Mount:  As  the  Paladin  job  feature,  your  Judge  receives  access  to  a  Chocobo  as  a  mount.  If  
the  Judge  already  has  a  Chocobo  mount,  Judge  levels  stack  with  Paladin  levels  to  determine  how  
many  times  a  day  the  Chocobo  can  be  called  and  how  strong  its  defense  is  against  enemy  attacks.  

5th  Level  –  Martial  Law:  Upon  reaching  5th  level,  the  Judge  is  able  to  streamline  his  decisions  as  to  
what  Forbiddance  conditions  he  sets  to  a  simple  array  of  laws  that  he  deems  the  most  pertinent  to  
the  battles  ahead.  Instead  of  using  an  unmodified  percentile  die  (d100),  the  Judge  is  allowed  to  use  an  
unmodified  d20  to  decide  his  Forbiddance  condition  before  every  battle.  Also,  the  Judge  is  permitted  
to  write  up  his  own  results  for  the  results  of  his  reduced,  more  specialized  die,  provided  that  no  two  
numerical  results  are  alike.  

5th  Level  –  Equal  Rights:  Upon  reaching  5th  level,  along  with  all  of  the  Privilege  choices  he  has  
unlocked,  the  Judge  receives  the  ability  to  assist  his  allies  with  the  benefits  of  two  Privileges  
simultaneously.  As  before,  the  Privilege  benefits  are  lost  to  any  character  that  breaks  a  Forbiddance  
condition,  and  Privileges  do  not  affect  enemies.  

Techniques  
Heroic  

Appeal  -­‐  Use:  Reaction  -­‐  As  an  experienced  Judge,  you  are  able  to  exert  your  control  over  which  laws  
hold  sway  over  your  battles.  As  an  immediate  reaction  to  the  announcement  of  the  Forbidden  
condition  before  the  start  of  any  battle,  you  may  choose  to  reroll  the  die.  After  the  second  roll,  either  
result  may  be  taken,  but  one  of  the  chosen  laws  must  be  used  for  the  battle.  

Contempt  of  Court  -­‐  Use:  Reaction  -­‐  Your  authority  is  one  that  cannot  be  defied,  and  should  those  in  
your  esteemed  presence  forget  that,  you  are  all  too  happy  to  remind  them.  As  an  immediate  reaction,  
every  time  an  enemy  that  you  can  see  breaks  the  Forbiddance  condition  that  you've  set,  they  take  
instant  damage  equal  to  your  Spirit  modifier.  This  damage  ignores  defenses  and  can  be  applied  any  
time  an  enemy  breaks  the  law  that  you've  set.  

Ex  Post  Facto  -­‐  Use:  Action  -­‐  MP  Cost:  16  -­‐  Your  advanced  knowledge  of  the  law  books  informs  you  of  
a  technicality  that  you  can  exploit.  This  Technique  enables  you  to  designate  a  single  round  of  combat  
as  lawless,  allowing  fellow  party  members  to  ignore  the  Forbidden  conditions  for  that  round.  Upon  
the  end  of  the  Judge's  next  turn,  Forbidden  conditions  are  back  in  play.  

Overrule  -­‐  Use:  Reaction  -­‐  Though  plaintiff  and  defendant  alike  may  complain,  at  the  end  of  the  day,  
your  word  is  Law.  As  an  immediate  reaction  to  an  attempted  reaction  by  any  ally  or  enemy  that  is  
within  your  line  of  sight,  you  may  choose  to  cancel  out  their  attempt  to  react.  You  may  even  cancel  
out  another  Judge’s  Overruling.  If  this  occurs,  both  Judges  lose  a  use  of  this  ability  for  the  encounter  
and  the  offending  reaction  is  allowed  to  occur.  You  can  only  do  this  a  number  of  times  per  encounter  
equal  to  your  Spirit  modifier.  

Pardon  -­‐  Use:  Action  -­‐  You  use  advanced  understanding  of  the  laws  to  undo  a  single  team  member's  
wrongdoing.  This  Technique  allows  one  ally  to  regain  the  ability  to  benefit  from  the  Privilege  bonus  
and  be  revived.  This  Technique  may  only  be  used  once  per  encounter.  

82    
Suspend  -­‐  Use:  Action  -­‐  MP  Cost:  8  -­‐  Your  advanced  comprehension  of  the  law  allows  you  to  order  
one  person  to  be  placed  under  arrest.  This  Technique  inflicts  Immobilize  and  Disable  for  1D4  turns  
on  one  target  within  a  number  of  squares  equal  to  half  your  speed.  A  successful  resilience  save  (DC  
10  +  3  Per  Character  Tier  +  your  Spirit  modifier)  only  inflicts  the  victim's  choice  of  one  of  the  two  
conditions.  Regardless  of  whether  the  target  succeeds  the  save,  you  cannot  suspend  the  same  target  
twice  until  after  you  take  an  Extended  Rest.  

  83  
Ninja  
 
Spies.  Scouts.  Thieves.  Assassins.  The  Ninja  serves  in  all  of  these  roles.  Known  primarily  for  their  skill  
with  dual  blades,  and  for  their  hidden  ninjutsu  crafts,  the  ninja  is  a  preferred  choice  for  those  who  
favor   a   more…   unconventional   style   of   warfare.   Many   ninja   are   Humes,   come   to   Ivalice   from   far-­‐
distant  regions  of  the  world  to  ply  their  trade  as  mercenaries  or  adventurers.  Viera  and  Gria  Ninjas  
are   not   unheard   of,   though   most   Viera   choose   to   walk   the   path   of   Assassin   instead,   wielding   their  
own  equally  fearsome  arts.  
 
Role  
 
The   Ninja   is   a   light   fighter.   With   few   HP   and   light   (if   any)   armor,   the   Ninja   relies   on   their   ninjitsu  
veils,  their  skill  with  thrown  and  dual  weapons,  and  their  legendary  stealth  to  survive  an  encounter.  
Therefore,   Agility   is   the   single   most   important   stat   for   a   ninja,   boosting   their   evasion   and   the   hit   rate  
of  nearly  all  their  attacks,  as  well  as  the  ninja’s  Stealth  skill.  Strength  improves  the  ninja’s  ability  to  
fight   in   melee,   and   can   be   vital   in   ensuring   that   the   ninja   can   kill   before   being   killed.   Vitality   is  
important  in  increasing  the  ninja’s  hit  points  by  as  much  as  possible.  Finally,  a  high  Magick  modifier  
helps  increase  the  chance  of  inflicting  a  status  effect  with  the  ninja’s  veils.  
 
Requirements  
 
• Accuracy:  +5,    
• Skills:  Stealth  5  ranks,    
• Augments:  Skill  Focus  (Stealth),  Dual  Wield,  Dodge.  
• Features:  Sneak  Attack  +2D6  
 
Statistics  
 
HP  Gain  Per  Level:  3  +  VIT  modifier  
MP  Gain  Per  Level:  3  +  MGC  modifier  
Job  Skills  (4  +  MND  Modifier  Skill  Ranks  per  level):  Acrobatics,  Athletics,  Bartering,  Crafting,  Dungeoneering,  Insight,  
Perception,  Profession,  Stealth,  Streetwise,  Thievery,  Wordplay.  
 
Attack/Save  Progression:  High  attack  and  reflex  save,  average  will  save,  poor  fort  save.  Max  level  10  
 
Job  Features  
 
Weapon   Proficiencies:   Simple   Weapons,   Light   Blades,   Martial   Weapons,   Thrown   Weapons,   and  
Light  Armor.  
 
1st   level   –   Veils:   By   channeling   Mist   into   specially-­‐prepared   chemical   compounds,   the   ninja   can  
create  bombs  with  a  variety  of  effects.  The  ninja  may  spend  one  hour  each  day  preparing  a  number  of  
veils   equal   to   their   ninja   level   +   MGC   modifier.   Using   a   veil   is   a   standard   action   that   provokes   attacks  
of  opportunity.  Veils  are  ranged  touch  attacks,  have  a  range  increment  of  5  Squares,  and  inflict  1d4  
damage  +  1d4  every  three  ninja  levels  afterward  and  cost  4  MP  to  use.  Quick  Draw  allows  the  ninja  to  
use   multiple   veils   in   a   round   (as   it   effects   thrown   weapons),   provided   they   have   the   MP   to   use   them.  
The   DC   for   the   veils’   added   effects   is   10   +   ninja   level   +   AGI   modifier   +   MGC   modifier.   Veils   are   not  
affected  by  spell  resistance.  
 
*   Wood   Veil   –   non-­‐elemental   damage,   Immobilize   for   1d4   rounds,   reflex   save   to   avoid   status.   STR  
check  (same  DC)  can  break  immobilize.  
*  Fire  Veil  –  fire  damage,  Confuse  for  1d4  rounds,  will  save  to  avoid  status.    
*  Water  Veil  –  water  damage,  Silence  for  1d4  rounds,  fort  save  to  avoid  status.  
*  Earth  Veil  –  earth  damage,  Slow  for  1d4  rounds,  reflex  save  to  avoid  status.    
*  Metal  Veil  –  non-­‐elemental  damage,  Blind  for  1d4  rounds,  fort  save  to  avoid  status.    
*  Wind  Veil  –  wind  damage,  Deafened  for  1d4  rounds,  fort  save  to  avoid  status.  

84    
 
Throw:   Ninjas   are   trained   in   throwing   weapons.   All   one-­‐handed   weapons   are   considered   to   be  
throwable  with  a  range  increment  of  4  Squares,  with  no  improvised  weapon  penalty.  Weapons  with  a  
natural  range  increment  (daggers,  shuriken,  etc)  add  the  ninja’s  AGI  modifier  to  the  damage  roll.  
 
2nd   level   –   Improvised   Weapon   User:   Because   the   best   ninja   is   the   one   who   looks   nothing   like   a  
ninja,  sometimes  you  have  to  fight  with  whatever  lies  at  hand.  A  ninja  is  trained  in  making  do  with  
weapons  that  they  would  not  otherwise  be  proficient  with,  and  therefore  receives  half  penalties  for  
using  improvised  weapons.  
 
6th  level  –  Improved  Dual  Wield:  At  6th  level,  the  ninja  receives  the  Improved  Dual  Wield  Augment  
for  free.  
 
7th   level   –   Improvised   Weapon   Master:   At   7th   level,   the   ninja   becomes   a   master   at   doing   battle   with  
whatever  lies  to  hand.  The  ninja  no  longer  receives  penalties  for  wielding  improvised  or  unfamiliar  
weapons.  
 
10th  level   –  Greater  Dual  Wield:  At  10th  level,  the  ninja  receives  the  Greater  Dual  Wield  Augment  for  
free.  
 
Techniques  
 
Advanced  
 
Abandon  –  Use:  Move  –  Your  every  strike  makes  it  harder  for  your  enemies  to  retaliate.  For  every  
successful   strike   for   a   number   of   rounds   equal   to   the   your   AGI   Modifier,   you   receive   a   +1   dodge  
bonus  to  AC.  
 
Waterwalking   –   Use:   Free   –   You   dash   across   the   water   without   falling   in.   You   can   walk   on   top   of  
watery   or   marshy   areas   without   impediment   until   the   end   of   your   next   turn.   If   you   are   still   on   the  
surface  of  water  by  the  end  of  your  next  turn,  you  sink  and  must  make  a  Swim  check  to  stay  afloat  
(depending  on  depth  of  water).  Aquaphobic  creatures  attempting  to  use  this  technique  must  make  a  
Will  save  (DC  same  as  swim  check  to  stay  afloat)  or  be  shaken  this  round.  
 
Image  –  Use:  Move  –  MP  Cost:  8  –  You  split  apart  into  multiple,  distracting  images  of  yourself.  You  
create  1d4  images  of  yourself  in  the  nearest  available  squares.  These  images  move  at  your  speed  as  
you   direct   them   on   your   initiative,   have   your   AC,   and   disappear   upon   taking   damage   of   any   sort.  
These  Images  can  only  make  move  actions  and  cannot  make  attacks  of  any  sort.  
 
Critical   Haste   –   Use:   Immediate   –   Heavily   injured,   you   summon   energy   within   yourself   to   make   a  
quick  escape.  You  can  use  this  technique  when  you  enter  the  HP  Critical  state.  Gain  the  Haste  status  
until  the  end  of  the  encounter.  
 
Heroic  
 
Sunken   State   –   Use:   Immediate   –   You   deliver   a   flurry   of   blows   and   then   disappear.   You   must   be  
wielding   two   weapons.   Upon   a   successful   physical   strike,   you   gain   invisibility   until   the   end   of   your  
next  turn.  This  Technique  can  only  be  used  at  the  end  of  a  full  attack  action.  
 
Unspell   –   Use:   Standard   –   Your   enemy   may   think   he’s   safe   behind   his   spells,   but   you   soon   prove   him  
wrong.  Cast  Dispel  on  one  foe  at  no  MP  cost  with  a  caster  level  equal  to  your  character  level.  
 
Oblivion  –  Use:  Minor  action  –  You  spell  disaster  for  your  enemy  in  one  dangerous  attack.  On  your  
first  successful  attack  this  round  (melee  strike,  ranged  strike,  veil),  the  target  must  make  a  Will  save  
(DC   same   as   for   veils),   or   suffer   one   of   the   following   statuses   (your   choice):   Charm,   Sleep,   Doom,  

  85  
Death.  This  Technique  can  only  be  used  once  per  encounter.  
 
Paravir  
WIP  
 
Ravager  
WIP  
 
Seer  
WIP  
 

86    
Summoner  
 
Eidolons.  Avatars.  Mystic  Beasts.  Espers.  No  matter  what  they  are  called,  they  are  all  the  same  thing:  
mythical   creatures   of   great   power,   from   whom   many   legends   are   derived.   They   can   vary   from   the  
mighty,  such  as  Famfrit,  to  the  meek,  such  as  Sylph.  No  matter  their  power,  no  matter  their  history,  
they  all  possess  power  greater  than  a  mere  human  could  possess.  Power  that  you,  as   a   Summoner,  
can  now  control.  Just  be  careful,  however,  and  remember:  To  summon,  you  MUST  uphold  your  Pact,  
or  else  you  will  never  amount  to  anything.  
 
Role  
 
The   role   of   a   Summoner   is   varied,   to   say   the   least.   More   often   than   not   their   role   in   a   party   is   as   a  
damage-­‐dealer,  but  some  summons  can  heal  and  support  instead  of  damage.  Summons  are  VERY  MP-­‐
draining,   so   Magick   should   be   your   highest   stat.   You   should   probably   also   focus   on   Mind,   as   the  
power   of   your   summoned   monsters   are   directly   enhanced   by   it.   Finally,   while   you   normally   don’t  
have  to  worry  about  attracting  enemy  attention,  you  should  probably  still  put  points  into  Vitality,  lest  
you  run  afoul  of  Murphy’s  Law.  
 
Requirements  
 
The   potential   summoner   must   have   discovered   a   Tome   of   Summoning   to   learn   the   secrets   to   this   class.   This   can   be   found   in   a  
boss’  treasure  pool  (10th  level  or  higher,  at  least),  a  treasure  hoard  of  any  sort  (Again,  10th  level  and  up),  found  in  the  Bazaar  
(Requires   a   Streetwise   or   Perception   check   of   at   least   15   to   hear   a   rumor   that   it’s   in   the   Bazaar,   a   Magicks   check   of   at   least   10  
to  recognize  it  for  what  it  is,  and  possibly  a  decent  Bartering  check,  depending  on  how  much  Gil  you  have.),  or  received  as  a  
reward  from  a  side  quest.  Even  after  getting  the  tome,  though,  you  need  at  least  5  ranks  of  Magicks  to  understand  the  arcane  
secrets  stored  within  it.  
 
After   you   have   been   successful   in   understanding   said   secrets,   you   must   then   summon   your   first   Tier-­‐1   Esper,   and   form   a   pact  
with  it.  This  will  take  5  days,  5000  gil  in  material  components,  and  a  Magicks  check  of  at  least  10  to  succeed  in  summoning  the  
Esper.  You  must  then  make  a  Wordplay  check  of  at  least  5  to  form  the  pact,  or  the  Esper  will  attack  you.  If  you  are  unsuccessful  
in  impressing  it  with  your  silver  tongue,  however,  you  can  still  impress  it  with  your  power  by  defeating  it  in  combat.  A  first-­‐
tier  Esper  is  a  10th  level  Esper  (Or  outsider,  or  whatever  they  might  be  called  in  this  game)  with  10d8  HP  and  5d6  MP,  10  AC,  
+2   to   all   their   saves,   and   +2   elemental   resistance   to   their   element   (Unless   they’re   Non-­‐Elemental)   and   -­‐2   elemental  
vulnerability  to  their  opposing  element  (Again,  unless  they’re  Non-­‐Elemental).  They  have  a  standard  melee  or  ranged  attack  
(depending  on  what  class  they  are)  plus  their  first  special  ability.  
 
No  matter  how  you  gain  a  pact  with  the  esper,  once  you  have  successfully  done  so,  you  are  officially  a  Summoner.  If  you  wish  
to,   you   may   then   get   a   second   First   Tier   esper,   and   though   you   can   skip   the  ‘pact’   phase,   you   must   still   expend   5k   gil   worth   of  
Material  Components  and  make  a  successful  Magicks  Check.  
 
Statistics  
 
• HP  Gain  per  level:  2  +  VIT  Modifier  
• MP  Gain  per  level:  8  +  MAG  Modifier  
• Job  Skills:  History,  Insight,  Magicks,  Perception  
 
Job  Features  
 
Weapon  and  Armor  Proficiency:  Simple  Weapons,  Mystic  Weapons,  Robes  
 
1st   Level   –   Summon:   Summoners   start   knowing   one-­‐two   First   Tier   summons.   As   time   goes   by,   the  
Summoner  may  come  across  opportunities  to  make  pacts  with  other  Summon  Creatures.  The  exact  
MP   cost   tends   to   vary,   but   summoning   a   creature   tends   to   drain   a   fair   amount,   and   you   must   also  
expend   MP   every   turn   to   maintain   your   Summoned   Creature’s   presence.   A   Summoner   adds   one  
quarter   (rounded   down)   of   their   level   and   their   Aptitude   bonus   to   a   Summon’s   damage   die   and  
attack   die,   AC,   starting   HP,   and   starting   MP.   They   also   apply   their   Magick   Bonus   to   all   the   Esper’s  
Ability  scores.  
Magickal  Creature  Lore:  Summoners  are  well  versed  in  the  identifaction  of  magickal  creatures,  and  so  
gain  a  +4  to  Magick  checks  relating  to  Monster  Knowledge.  

  87  
 
3rd   Level   –   Auto   Refresh:   At   third   level,   a   Summoner   attains   the   ability   to   slowly   restore   their   mana.  
Every  turn  spent  in  battle  restores  1d6  MP.  This  increases  to  1d8  at  level  6,  and  1d10  at  level  9.  
 
5th   Level   –   Critical   MP   Restore:   When   the   summoner   has   extremely   low   (below   one   quarter,  
rounded   down   in   the   case   of   fractions)   HP,   they   are   able   to   absorb   Mist   from   all   around   them   in   a  
sudden  rush,  topping  up  their  MP.  In  addition,  for  every  turn  their  HP  remains  critical,  Auto-­‐Refresh  
gains  an  extra  Die  (So,  at  6th  level,  for  example,  it’d  restore  2d8  MP  instead  of  1d8).  This  effect  lasts  
until  either  the  Summoner’s  HP  returns  to  above  one  third  (rounded  down  in  the  case  of  fractions)  or  
the  battle  ends.  
 
7th   Level   –   Mist   Charge:   At   7th   level,   a   Summoner   is   surprisingly   efficient   at   utilizing   Mist,   and   can  
actually  gain  a  ‘charge’  of  Mist.  Any  MP  restoring  effects  will  work  half  again  as  well  on  a  Summoner  
as  normal,  and  they  can  gain  ‘temporary  MP’  if  they  go  above  their  max,  up  to  twice  their  maximum  
amount.  
 
10th  Level  –  Master  Summoner:  A  10th  Level  summoner  has  mastered  the  art  of  summoning,  and  is  
capable   of   summoning   much   more   powerful   espers   than   before.   They   add   one   half   their   level   and  
twice  their  Aptitude  Bonus  to  an  Esper’s  damage  and  attack  die,  AC,  Starting  HP,  and  starting  MP,  and  
also  add  their  Aptitude  Bonus  to  the  Esper’s  Reflex,  Fortitude,  and  Will  Saves.  
 
Techniques  
 
Advanced  
 
Boost:   -­‐Minor   Action;   You   can   temporarily   give   your   Esper   a   surge   of   power.   When   used,   the  
Summoner’s  Esper  gains  an  upgrade  to  it’s  damage  die  (1d4-­‐>1d6-­‐>1d8-­‐>1d10-­‐>2d4,  etc.).  
 
Fortify:   -­‐Minor   Action;   You   can   temporarily   enhance   your   Esper’s   defenses.   When   used,   the   Esper  
gets  a  bonus  +5  to  it’s  AC  and  +1  to  each  of  it’s  saves  for  one  round.  This  effect  enhances  at  level  15  
and  level  20  by  another  +5  to  AC  and  +1  to  saves.  
 
Send:   -­‐Move   Action;   you   Teleport   your   Esper   to   where   it’s   needed.   You   can   teleport   your   Esper   to  
anywhere  within  60  feet  of  of  the  Summoner  that  is  within  their  vision  range.  
 
Frantic  Call:  -­‐Instant  Action;  Your  Esper  is  nowhere  near  you,  but  your  enemies  are.  Then,  in  a  flash,  
your  esper  has  returned  to  your  side,  ready  to  kick  some  more  ass.  When  this  ability  is  used,  as  long  
as   your   esper   is   conscious,   it   will   be   teleported   to   anywhere   within   2   squares   of   you,   and  
immediately  gain  a  round  of  it’s  own  to  act  in.  This  technique  can  be  used  at  any  point,  but  your  Esper  
must   wait   until   after   the   current   character   or   NPC’s   round   is   over   before   it   can   act.   Any   actions   an  
esper   uses   in   this   free   round   are   not   deducted   from   the   Summoner’s   own.   Can   only   be   used   once   per  
encounter.  
 
Heroic  
 
Hasten   –Minor   Action;   With   a   brief   bout   of   concentration,   a   Summoner   can   enhance   their   Esper   as   if  
they  had  cast  Haste  on  them.  
 
Empower:   -­‐Minor   Action;   The   Summoner   grants   their   Esper   greater   power   than   they   normally  
possess.  Your  esper  gains  Valor  and  Faith,  as  if  you  had  cast  the  appropriate  spells  on  them.  
 
Protect:   -­‐Minor   Action;   The   Summoner   erects   a   shield   of   magick   around   their   esper,   gaining   the  
effects  of  Protect  and  Shell,  as  if  they  had  cast  the  appropriate  spells  on  them.  
 
Restore  Esper:  -­‐Standard  Action;  By  expending  their  MP,  a  Summoner  can  heal  their  Esper’s  wounds  

88    
and  restore  their  power.  Expend  25%  of  the  summoner’s  total  MP  (or  all  of  it  if  they  have  less  than  
that),   and   then   restore   your   esper’s   HP   by   10   times   that   amount,   and   their   MP   by   5   times   that  
amount.   They   may   also   make   an   appropriate   saving   throw   against   any   negative   status   effects  
currently  affecting  them,  dispelling  the  effect  on  a  success.  Only  usable  once  per  encounter.  
 
Legendary  Tier  
Astral   Flow,   minor   action;   A   truly   powerful   Summoner   is   capable   of   empowering   their   Esper   for   a  
short  time  with  great  power.  For  the  next  5  turns  or  until  the  end  of  combat,  whichever  comes  first,  
the   Summoner’s   summoned   creature   gains   the   Summoner’s   level   and   FOUR   TIMES   their   Aptitude  
bonus   to   Damage   and   Attack   die,   AC,   HP,   and   MP,   as   well   as   TWICE   their   aptitude   bonus   to   the  
Summon’s   Reflex,   Fortitude,   and   Will   Saves.   In   addition,   for   the   duration,   the   Summon   no   longer  
drains   the   Summoner’s   MP   at   the   start   of   their   every   turn.   Once   the   effect   ends,   the   Summoner   is  
Exhausted  until  they’ve  taken  a  Short  Rest,  and  cannot  use  Astral  Flow  again  until  they’ve  taken  an  
Extended  Rest.  
 
Concerning  Espers:  Espers  gain  the  following  stats  when  they  are  summonable  by  the  summoner:  
Stat:  Tiers  (First,  Second,  Third)  
Starting  Level:  10+Summoner’s  level  
Starting  HP:  10d8/10d10/10d12+1/4  Summoner’s  Level  (rounded  down)+Summoner’s  APT  bonus  
HP  per  Level*:  8/10/12  
Starting  MP:  5d6/5d8/5d10  +1/4  Summoner’s  Level  (rounded  down)+Summoner’s  APT  bonus  
MP  per  level*:  6/8/10  
STR,   VIT,   AGI,   MGC,   CHA,   MND:   Determine   like   a   regular   character’s,   then   add   summoner’s   MGC  
bonus,  as  well  as  another  2  ability  points  per  2  levels  (Not  1  per  level)  assigned  how  the  Summoner  
wishes.  
Base  Attack  Bonus:  +2/+4/+6+1/2  Summoner’s  Level+Summoner’s  MGC  bonus+any  other  bonuses  
AC:  10/15/20+DEX  bonus+1/2  Summoner’s  Level+Summoner’s  MGC  bonus+any  other  bonuses.  
Saves:  +2/4/6+appropriate  stat  bonus+any  other  bonuses.  
Speed**:  Base  of  40  feet.  See  individual  Esper  entries  for  any  bonuses  or  penalties.  
Spell   Resistance:   +2/+4/+6   versus   their   particular   element   (if   applicable),   -­‐2/-­‐4/-­‐6   versus   their  
opposing  element  (if  applicable).  
Damage  Reduction:  -­‐2  base.  See  individual  Esper  entries  for  any  additional  bonuses  or  penalties.  
Perpetuation  Cost:  Special  stat  for  Espers.  Basically  means  how  much  MP  they  cost  per  round  to  keep  
them  on  the  field.  The  base  is  2  per  tier  per  round.  This  becomes  1  per  tier  per  round  if  in  an  area  rich  
with  Mist,  such  as  a  Jagd,  and  3  per  tier  per  round  in  an  area  starved  for  Mist  (if  such  is  possible).  See  
individual  Esper  entries  for  any  additional  situational  bonuses  or  penalties  to  this  cost.  
Special  Abilities:  
Elemental   Strike:   All   melee   elemental   espers   deal   an   additional   1d4/1d6/2d4   damage   of   their  
element,  unless  otherwise  noted,  whenever  they  make  a  successful  basic  attack.  
-­‐Power  Strike:  All  melee  non-­‐elemental  espers  gain  an  additional  +2/+4/+6  to  damage  they  deal.  
Flight:  Flying  Espers  naturally  have  a  base  flight  speed  of  60.  See  individual  entries  for  each  Esper  for  
any  additional  info.  
-­‐Fly-­‐By  Attack:  Flying  Espers  automatically  gain  the  monster-­‐Augment  Fly-­‐By  Attack.  (?)  
Endless  Ammo:  Ranged  espers  that  use  actual  weapons  never  run  out  of  ammo,  no  matter  how  many  
times  they  attack.  They  also  never  need  to  reload.  
-­‐Critical  Aim:  A  Ranged  Esper  may  opt  to  use  a  Full  Round  Action  to  aim  at  a  target,  gaining  a  +2  to  
their  Attack  Bonus.  They  also  threaten  a  Critical  Hit  on  a  roll  of  19-­‐20.  
 
Random   Notes:   Esper   Artifacts   are   a   consideration.   Esper   Artifacts   are   +10   Heroic-­‐Legendary   Tier  
Wondrous  Items  that  can  be  used  to  enhance  an  Esper  in  some  way,  such  as  make  Chocobo  a  Tier  3  
Esper   and   give   it   Flight   (“Chocobo’s   Legendary   Flying   Armor”)   or   give   Odin   a   ranged   attack  
(“Gungnir,  Spear  of  the  All-­‐Father”).  In  the  hands  of  normal  players  they  are  unusable,  either  due  to  a  
powerful  enchantment  or  simply  because  of  their  odd  shape.  
 
 

  89  
Time  Mage  
WIP  
 

90    
Chapter Six: Skills  

Skill  Ranks  
 
Your  job  determines  how  many  ranks  you  gain  to  spend  in  skills  each  time  you  level  up.  Regardless  of  
what   your   job   is   or   how   low   your   Mind   score   is   you   always   gain   a   minimum   of   one   skill   point   per  
level.  
 
You   can   spend   these   points   however   you   wish   and   put   them   into   any   Skill   you   want   without   penalty,  
but  you  get  bonuses  for  training  into  job  skills  (see  below).  You  can  spend  up  to  5  skill  points  per  tier.  
For  instance,  a  Level  one  Soldier  with  no  MND  bonus  or  penalty  gets  2  Skill  Points  at  level  one.  He  
could  spend  them  in  either  Athletics  or  Endurance,  or  put  both  in  Athletics.  He  puts  both  in  Athletics,  
and   does   it   again   at   level   2.   At   level   three,   he   can   only   put   1   rank   in   Athletics,   bringing   it   up   to   5  
ranks,  and  must  spend  his  remaining  point  elsewhere.  
 
Let’s  say  the  Soldier  then  decides  multiclass  into  Thief.  He  gains  6  skill  points  to  spend  and  wants  to  
pool  them  all  into  the  Stealth  skill.  He  can  only  bring  Stealth  up  to  5  in  this  manner,  and  would  still  
have  that  last  6th  point  to  spend  elsewhere.  Being  level  4  and  still  in  the  Basic  Tier,  he  can’t  put  this  
point   into   Athletics   until   level   6,   when   he   gets   into   the   Advanced   Tier.   Once   our   Soldier/Thief   hits  
level   6   in   character   level   though,   he   can   bring   Stealth   and   Athletics   up   to   10   ranks,   and   an   additional  
5  more  for  the  Heroic  and  Legendary  tiers.  
 
The   Skills   in   IA   are   as   follows,   and   are   subject   to   change.   The   format   is:   Skill   Name   –   Statistic   it’s   tied  
to  –  General  uses  of  the  skill.  
 
• Acrobatics  –  Agility  –  Tumbling,  Balance,  Escape  Artist,  stunts,  some  parkour.  
• Athletics  –  Strength  –  Running,  Jumping,  Swimming,  Climbing,  most  parkour.  
• Bartering  –  Spirit  –  Appraisal,  haggling  for  prices,  trading,  making  deals.  
• Crafting  –  Mind  –  Making  and  fixing  certain  groups  of  items.  
• Dungeoneering  –  Mind  –  Knowing  where  you  are  underground,  identifying  traps,  stonework,  finding  food  and  water  
underground  or  in  dungeons.  
• Endurance  –  Vitality  –  Surviving  harsh  climates,  strenuous  activities  for  prolonged  periods.  
• Engineering  -­‐  Mind  –  Machinery,  creating  and  maintaining  machines,  airships,  constructions  and  fortifications.  
• Heal  –  Mind  –  Treating  wounds,  poisons,  etc.  Using  restorative  items.  
• History  –  Magick  –  Dates,  local  history,  legends,  wars,  geography.  
• Insight  –  Mind  –  Common  sense,  catching  lies,  getting  clues,  investigation.  
• Magicks  –  Magick  –  Recognizing  spells  or  unnatural  beasts,  spell  crafting,  arcane  lore,  Magick  items.  
• Nature  –  Magick  –  Recognizing  beasts,  plants,  poisons,  treating  beasts,  finding  food  and  water  in  the  wild.  
• Perception  –  Mind  –  Searching,  spotting,  listening.  
• Pilot  –  Mind  –  Flying  airships,  manning  vehicles.  
• Profession  –  Mind  –  day-­‐to-­‐day  jobs,  classifications,  making  Gil  on  a  daily  basis  when  not  adventuring.  
• Ride  –  Agility  –  Handling  mounts  in  combat,  staying  mounted,  mounts  in  general.  
• Stealth  –  Agility  –  Moving  about  unnoticed,  disguises.  
• Streetwise  –  Mind  –  Local  information,  guilds,  clans,  underground  info.  
• Thievery  –  Agility  –  Stealing  items,  opening  locks,  disabling  traps,  sleight  of  hand.  
• Wordplay  –  Spirit  –  Diplomacy,  Intimidation,  Bluffs,  swaying  attitudes,  Persuasion.  
 
Trained  Skills  
 
Your   Job   determines   how   many   Skill   Ranks   you   gain   per   level   and   what   your   Job   Skills   are.   While  
there  is  no  penalty  for  putting  ranks  (and  thus  “Training”)  into  skills  that  are  not  Job  Skills,  you  gain  
bonuses   for   putting   ranks   into   Job   Skills.   If   you   put   a   Skill   Rank   into   a   Job   Skill,   you   immediately   gain  
a  +3  Training  Bonus  for  that  skill.  This  bonus  only  applies  once  and  only  applies  to  Job  Skills.  
 
Putting  Ranks  into  a  Skill  means  that  you  have  “Trained”  yourself  in  that  skill,  and  can  now  do  certain  
things   with   that   Skill   that   others   cannot.   For   instance,   anyone   can   walk   along   a   narrow   surface   or  

  91  
wriggle   their   way   out   of   rope   bindings,   eventually.   But   only   trained   Acrobats   can   Tumble   and   roll  
into  different  positions  in  the  midst  of  combat.  

92    
Chapter Seven: Augments  

 
General  Augments   Prerequisites   Benefits  
Bonus  Health   -­‐   Gain  +5  HP  per  tier.  This  augment  can  be  taken  once  per  Tier  
Bonus  Mist   -­‐   Gain  +5  MP  per  tier.  This  augment  can  be  taken  once  per  Tier  
Enduring   -­‐   Gain  a  +4  bonus  to  most  non-­‐combat  related  survival  checks  
-­‐  Diehard   Enduring   Remain  conscious  for  one  round  after  hitting  0  HP  
Extra  Ki   Ki  Pool  job  feature   Increase  your  Ki  Pool  by  2  points  
Extra  Nurse   Nurse  job  feature   Gain  2  additional  uses  of  Nurse  per  day  
Extra  Mercy   Mercy  job  feature   Nurse  benefits  from  one  additional  Mercy  within  your  allowable  Teir  
Fleet   -­‐   Increase  your  base  land  movement  by  1  Square.  This  augment  can  be  
taken  once  per  Tier.  
Great  Fortitude   -­‐   Gain  a  +2  bonus  on  Resilience  Saves.  This  augment  can  be  taken  once  
per  Tier.  
Master  Craftsman   -­‐   Craft  items  above  Basic  Tier  
Nimble  Moves   Agility  13   Ignore  the  first  square  of  difficult  terrain  when  moving.  
-­‐  Acrobatic  Steps   Agility  15,  Nimble  Moves   Ignore  the  first  4  squares  of  difficult  terrain  when  moving.  
Skill  Focus   -­‐   Gain  a  +4  bonus  on  one  skill  (+8  at  11  Ranks)  
 
Combat  Augments   Prerequisites   Benefits  
Arcane  Armor  Training   Light  Armor  Proficiency,   Reduce  Magicks  Failure  Chance  by  10%.  This  augment  can  be  taken  
Caster  Level  3rd   once  per  Tier.  
Armor  Penetration   Strength  13   Melee  attacks  ignore  first  2  points  of  Physical  Defense.  This  augment  
can  be  taken  once  per  Tier.  
Brawler   -­‐   Increase  unarmed  damage  and  deal  lethal  damage  with  unarmed  
strikes.  
Combat  Expertise   Mind  13   Trade  Accuracy  bonus  for  Evasion  bonus  
Dodge   Agility  13   Gain  a  +2  bonus  to  your  Evasion.  This  augment  can  be  taken  once  per  
Tier.  
Dual  Wield   Agility  15   Efficiently  wield  and  attack  with  two  weapons  or  two  sided  weapons.  
-­‐  Dual  Rend   Dual  Wield,  Base  Accuracy   Deal  additional  damage  when  you  successful  hit  with  two  weapons.  
+6  
-­‐  Dual  Defense   Dual  Wield   Gain  a  +1  shield  bonus  to  your  Evasion  when  dual  wielding.  
Finesse   -­‐   Use  AGI  instead  of  STR  to  determine  Accuracy  with  certain  weapons.  
Improved  Critical   Weapon  Focus  with  chosen   Deal  X3  damage  with  chosen  weapon  upon  a  critical  hit  and  knock  
weapon   target  prone  in  addition  to  pushing  back  one  square.  
Intimidating  Prowess   -­‐   Add  STR  in  addition  to  SPT  when  making  Wordplay  checks  to  
intimidate.  
Last  Stand   Diehard   Take  only  half  damage  when  reduced  to  HP  Critical  
-­‐  Adrenaline   Diehard,  Last  Stand   Deal  double  damage  when  reduced  to  HP  Critical  
Mounted  Combat   Ride  1  Rank   Make  Ride  Checks  to  negate  damage  to  mount.  
Point  Blank  Shot   -­‐   +1  to  Accuracy  and  Damage  with  Ranged  Attacks  within  6  squares.  
Power  Attack   Strength  13,  Base  Accuracy   Trade  Accuracy  for  Damage.  
+1  
-­‐  Cleave   Power  Attack   Make  and  additional  attack  against  an  enemy  if  the  first  attack  hits.  
-­‐  Great  Cleave   Cleave,  Base  Accuracy  +4   No  limit  to  cleave  attacks,  can  only  hit  a  single  opponent  once.  
Quick  Draw   Base  Accuracy  +1   Draw  Weapon  as  a  Passive  Action  
Shield  Block   Shield  Proficiency   Increase  Evasion  bonus  granted  by  shields  by  +1.  This  augment  can  
be  taken  once  per  Tier.  
Swiftness   -­‐   Gain  a  +4  bonus  to  your  speed.  This  augment  can  be  taken  once  per  
Tier.  
Vital  Strike   Base  Accuracy  +6   Increase  damage  die  by  one  for  basic  attacks.  This  augment  can  be  
taken  once  per  Tier.  
Weapon  Focus   Accuracy  +1,  Proficiency   Gain  a  +2  to  Accuracy  with  chosen  category  of  weapon.  This  augment  
with  Weapon   can  be  taken  once  per  Tier.  
-­‐  Weapon  Specialization   Weapon  Focus   +2  Bonus  on  damage  rolls  with  one  weapon.  This  augment  can  be  
taken  once  per  Tier.  
 
Magick  Augments   Prerequisites   Benefits  

  93  
Arcane  Magick  Training   Magick  12   Learn  one  Basic  Tier  Arcane  Magick  spell.  
Black  Magick  Training   Magick  12   Learn  one  Basic  Tier  Black  Magick  spell.  
Combat  Casting   -­‐   +2  to  Spell  Accuracy  when  targeting  an  adjacent  enemy.  This  
augment  can  be  taken  once  per  Tier.  
Green  Magick  Training   Magick  12   Learn  one  Basic  Tier  Green  Magick  spell.  
White  Magick  Training   Magick  12   Learn  one  Basic  Tier  White  Magick  spell.  
Spell  Penetration   -­‐   Magick  ignores  first  2  points  of  Magick  Defense  
-­‐  Greater  Spell   Spell  Penetration   Magick  ignores  first  4  points  of  Magick  Defense  
Penetration  
Potion  Lore   -­‐   Increase  effectiveness  of  Potion  items.  
-­‐  Ether  Lore   Potion  Lore   Increase  effectiveness  of  Ether  items.  
-­‐  Remedy  Lore   Potion  Lore   Allows  Remedies  to  restore  more  ailments.  
-­‐  Phoenix  Lore   Potion  Lore,  Ether  Lore,   Allows  Phoenix  Downs  to  recover  more  HP  upon  use.  
Remedy  Lore  
Martyr   Caster  Level  4th   Recover  MP  after  taking  damage.  
-­‐  Warmage   Martyr   Recover  MP  after  dealing  Magick  Damage  
-­‐  Inquisitor   Martyr,  Warmage   Recover  MP  after  dealing  Damage  or  inflicting  status  ailments  
-­‐  Headsman   Martyr,  Warmage,   Recover  MP  when  you  kill  an  enemy.  
Inquisitor  
 

94    
Equipment  

Adventuring   is   a   dangerous   profession,   and   any   traveler   with   half   a   brain   knows   that   a   good   blade  
and  decent  protection  is  a  godsend  in  the  dangerous  world  of  Ivalice.  Whether  you  wield  dagger  or  
great   sword,   axe   or   spear,   leather   or   plate   mail,   equipment   is   one   of   the   many   defining   aspects   of  
your  character,  and  Ivalice  has  plenty  to  offer.    
 
Most  basic  tier  equipment  presented  here  is  easy  to  find  and  procure  in  a  reasonably  sized  town,  and  
in   any   city.   However,   the   equipment   available   should   always   depend   on   the   GM.   Sometimes  
equipment  is  sparse,  possibly  due  to  an  impending  war  or  poor  economy.  
 
The  currency  of  Ivalice  is  Gil,  which  comes  in  various  shapes  and  values.  Gil  is  minted  in  coins  and  
has  values  of  1,  5,  10,  50,  100,  500,  and  1000  Gil  coins.  In  general,  characters  shouldn't  worry  about  
the   weight   of   Gil   they   are   carrying   until   the   amount   would   be   ridiculous.   If   the   GM   wishes   to   take  
note,  100  coins  (that's  coins,  not  total  Gil  value)  weigh  one  pound.  
 
Treasure  and  Loot  
 
In   general,   weapons   and   armor   and   items   sell   for   half   of   their   buying   price,   when   you   aren't   using  
Barter.  However,  most  monsters  you  come  across  don't  have  weapons,  armor,  or  Gil  on  their  persons.  
But   they   do   have   loot.   Pelts,   Skins,   Claws,   Stones,   you   name   it,   the   monster   probably   has   it,   and  
Merchants   go   crazy   for   it.   Loot   is   listed   under   Monster   entries   with   the   chances   of   the   loot   appearing  
and   its   worth   in   Gil,   which   can   be   altered   with   Bartering   checks.   Loot   is   also   an   important   process   of  
crafting,   and   should   be   taken   into   account   should   a   crafter   want   to   create   a   powerful   magick   item,  
weapon,  or  armor.  
 
Weapons  
 
Weapons   are   divided   into   the   following   categories,   used   to   determine   proficiencies   and   the   weapons  
you  can  use  when  taking  proficiency  augment.    
 
Weapon   Damage   Bonuses:   Some   weapons   are   marked   with   a   damage   bonus   in   addition   to   their  
regular   damage   (such   as   the   Iron   Pole,   which   deals   1D6+2   damage).   This   damage   stacks   to   the  
damage  gained  from  having  a  high  ability  score,  and  is  applied  to  Critical  Hits  regularly  
 
FORMAT  
Weapon  Name  
• Type:  The  specific  sub-­‐category  the  weapon  falls  into.  
• Cost:   The   cost   of   the   weapon   if   it   is   available   on   the   market.   Before   Barter   checks,   weapons   sell   for   half   of   their  
listed  price.  
• Damage:  The  damage  the  weapon  does  in  combat,  before  additional  modifiers  are  added.  
• Hands:  Denotes  how  many  hands  that  are  required  to  wield  the  weapon  efficiently.    
• Range:  How  many  squares  the  weapon  can  reach.  
• Weight:  The  weight  of  the  weapon,  in  pounds  
• Damage  Type:  Slashing,  Piercing,  or  Bludgeoning,  certain  enemies  are  more  resistant  to  certain  types  of  attacks  than  
others.  
• Special  Qualities:  Any  unique  properties  the  weapon  may  have,  such  as  additional  elemental  damage,  or  the  ability  
to  be  used  with  the  Finesse  augment.  
 
 
 
Simple  Weapons    

  95  
 
The   simple   farming   utensil   turned   weapon   to   the   basic   pole   or   club.   Simple   Weapons   require   next   to  
no  formal  training  to  use,  are  cheap,  and  almost  anyone  knows  how  to  wield  them.  
 
Basic  Tier  
 
Unarmed  Strike:  You  resort  to  your  God-­‐given  resources  and  strike  with  fist  and  feet.  
• Type:  Unarmed  
• Cost:  0  Gil  (You  always  have  your  fists)  
• Damage:  1D3  
• Hands:  0  (You  can  make  an  unarmed  strike  via  elbow,  knee,  kicks,  or  even  head  butts.)  
• Range:  Melee  
• Weight:  N/A  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Finesse,  Non-­‐lethal  
 
Oaken  Pole:  Also  referred  to  as  the  Quarterstaff.  This  supple  pole  can  be  easily  fashioned  and  acquired  anywhere  where  wood  
is  plentiful.  
• Type:  Pole  
• Cost:  0  Gil  
• Damage:  1D6/1D6  
• Hands:  2  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Double  Weapon  
 
Oaken  Club:  A  thick,  blunt  cudgel,  a  perfect,  if  somewhat  primitive  method  of  bashing  someone's  head  in.  
• Type:  Mace  
• Cost:  0  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile  
 
Sickle:  A  farming  tool  used  to  harvest  grains;  it  makes  an  effective  weapon  when  necessary  
• Type:  Dagger  
• Cost:  60  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  2  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Tripping,  Finesse,  Off-­‐hand  
 
Iron  Pole:  This  handsomely  crafted  heavy  pole  is  efficacious  at  crushing  in  skulls.  
• Type:  Pole  
• Cost:  2000  Gil  
• Damage:  1D6+2/1D6+2  
• Hands:  2  
• Range:  Melee  
• Weight:  12  Lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Large,  Double  Weapon  
 
Cypress  Pole:    A  remarkably  light  staff  hewn  from  the  wood  of  distant  marshes.  
• Type:  Pole  
• Cost:  1600  Gil  
• Damage:  1D6/1D6  
• Hands:  2  
• Range:  Melee  
• Weight:  2  Lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Finesse,  Masterwork,  Double  Weapon  

96    
 
Bouncer  Club:  “Well,  if  you’re  going  to  crush  someone’s  head  in,  might  as  well  do  it  with  a  more  dignified  basher  than  what  
the  cavemen  used.”  –  The  Traveler’s  Tale,  on  the  subject  of  this  slender,  metal  club.  
• Type:  Mace  
• Cost:  1000  Gil  
• Damage:  1D6+2  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork  
 
Advanced  Tier  
 
Esztam  Baton:  Children  learned  dances  with  poles  based  off  of  this  design;  little  did  they  know  they  trained  for  war.  
• Type:  Pole  
• Cost:  2600  Gil  
• Damage:  1D6+2/1D6+2  
• Hands:  2  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Finesse,  Masterwork,  Double  Weapon  
 
Gokuu  Pole:  Monks  bless  poles  such  as  these  with  charms  for  destroying  evil.  
• Type:  Pole  
• Cost:  3200  Gil  
• Damage:  1D8+2/1D8+2  
• Hands:  2  
• Range:  Melee  
• Weight:  3  Lbs.  
• Damage  Type:  Bludgeoning  
• Special   Qualities:   Finesse,   Masterwork,   Double   Weapon,   Blessed:   When   using   abilities   or   spells   that   solely   target  
undead  (such  as  Sanctify  or  Exorcise),  increase  the  DC  of  these  abilities  by  2.  
 
Zephyr  Pole:  “We  peered  into  the  storm  of  sand  and  there  the  raiders  stood,  whirling  their  staves,  voices  raised  in  a  ululating  
war  cry."  -­‐  The  Traveler's  Tale,  on  the  subject  of  these  enchanted  poles.  
• Type:  Pole  
• Cost:  4600  Gil  
• Damage:  1D6+2/1D6+2  
• Hands:  2  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Finesse,  Masterwork,  Double  Weapon,  +1d6  Wind  Damage.  
 
   
Light  Blades    
 
The  Dagger,  Sword,  Saber,  and  Rapier  make  up  the  Light  Blade  category,  they  fall  under  the  blades  
that  can  be  wielded  with  one  hand,  and  are  easy  to  use.  They  are  favored  by  thieves,  militia,  and  most  
commoners  with  families  to  protect.  
 
Basic  Tier  
 
Dagger:  A  simple,  easy-­‐to-­‐use  knife.  
• Type:  Dagger  
• Cost:  80  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  1  lb.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Finesse,  Off-­‐hand  

  97  
 
Jackknife:  This  small  knife  is  easy  to  conceal  in  the  palm  of  your  hand  or  your  enemy’s  ribcage.  
• Type:  Dagger  
• Cost:  160  Gil  
• Damage:  1D3  
• Hands:  1  
• Range:  Melee  or  5  Squares  thrown  
• Weight:  ½  lb.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Finesse,  Off-­‐hand,  You  gain  a  +2  Bonus  when  using  Thievery  to  hide  this  weapon.  
 
Kard:  This  slender  blade  is  keen  enough  to  shave  the  feathers  off  of  a  chocobo.  
• Type:  Dagger  
• Cost:  1200  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  1  lb.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Finesse,  Off-­‐hand,  Masterwork,  Keen  
 
Shortsword:  Though  lacking  in  destructive  power,  this  sword  is  light,  affordable,  and  easy  to  use.  
• Type:  Sword  
• Cost:  100  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  2  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Finesse,  Off-­‐hand  
 
Buster  Sword:  If  you’re  in  the  business  of  monster  slaying,  look  no  further  than  this  reliable  sword.  
• Type:  Sword  
• Cost:  1200  Gil  
• Damage:  1D6+2  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Finesse,  Off-­‐hand,  Masterwork.  
 
Scimitar:  A  wide  saber  with  a  markedly  curved  blade.  
• Type:  Saber  
• Cost:  200  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Keen  
 
Talwar:  This  saber  is  a  duelist’s  favorite;  its  hilt  has  a  guard  that  protects  the  wielder’s  fist.  
• Type:  Saber  
• Cost:  1400  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  Keen,  +2  on  saving  throws  versus  Disable  and  Disarming  attacks.  
 
Rapier:  This  slender  sword  is  a  favorite  of  Viera  and  dashing  rogues  alike.    
• Type:  Rapier  
• Cost:  220  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  

98    
• Special  Qualities:  Finesse,  Keen  
 
Estoc:  Don’t  be  fooled  by  its  light  heft  and  slender  blade,  this  sword  can  pierce  the  thickest  of  armors  with  ease.    
• Type:  Rapier  
• Cost:  1220  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Masterwork,  Keen  
 
Advanced  Tier  
 
Mage  Masher:  Jealous  thieves  often  use  this  popular  dagger  to  silence  mages,  in  one  way  or  another.  
• Type:  Dagger  
• Cost:  2200  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  1  ½  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Finesse,  Off-­‐hand,  Masterwork,  Keen  On  Hit:  DC  12  Will  Save  or  be  Silenced  for  1D4  rounds.  
 
Assassin’s  Dagger:  Your  enemy’s  gasp  at  the  exquisite  decorations  of  this  fine  dagger  will  be  their  last.    
• Type:  Dagger  
• Cost:  2000  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  1  lb.  
• Damage  Type:  Slashing  or  Piercing  
• Special   Qualities:   Finesse,   Off-­‐hand,   Masterwork,   Keen.   Bonus   damage   from   Sneak   Attack   or   Favored   Marks   is  
increased  by  a  single  damage  die  when  this  dagger  is  used.  
 
Gladius:  This  impressive  blade  is  often  mistaken  for  a  short  sword,  when  it  is  light  enough  to  function  easily  as  a  dagger.  
• Type:  Dagger  or  Sword  
• Cost:  2400  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  2  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Finesse,  Off-­‐hand,  Masterwork,  +1d4  Wind  Damage  
 
Blood  Sword:  It  is  said  that  copious  quantities  of  blood  have  stained  this  sword’s  blade  a  rich  crimson;  to  attempt  to  clean  it  
would  cause  irreparable  damage  to  the  blade.  
• Type:  Sword  
• Cost:  3600  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee    
• Weight:  3  lbs.  
• Damage  Type:  Slashing    
• Special   Qualities:   Finesse,   Off-­‐hand,   Masterwork,   Keen   On   Hit:   The   wielder   is   healed   in   HP   half   of   the   damage   dealt,  
bonus  damage  (such  as  Sneak  Attack)  is  not  absorbed.  
 
Aqua  Saber:  A  sea-­‐blue  saber,  tempered  in  a  maelstrom  and  possessing  its  power.  
• Type:  Saber  
• Cost:  4000  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  Keen,  +1d6  Water  Damage  
 
Scarlet  Rapier:  The  flames  that  dance  along  this  blade  have  enchanted  men  in  their  last  moments.  

  99  
• Type:  Rapier  
• Cost:  4220  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Masterwork,  Keen  +1d6  Fire  Damage,  shines  light  as  a  Torch  when  active.  
 
 
Heavy  Blades  
 
The   Knightsword,   Blade,   Broadsword,   Katana   and   Greatsword   fall   into   the   Heavy   Blade   category,  
they  fall  under  the  blades  that  require  certain  training  to  use  efficiently  and  are  the  most  commonly  
used  weapons  amongst  adventurers  and  heroes.    
 
Basic  Tier  
 
Iron  Blade:  Sometimes  it's  easier  to  crush  a  helm  than  to  cleave  it,  on  such  occasions,  reach  for  this  blade.  
• Type:  Blade  
• Cost:  250  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  5  lbs.  
• Damage  Type:  Bludgeoning  or  Slashing  
• Special  Qualities:  None  
 
Sweep  Blade:  A  blade  made  for  cutting  down  enemies  in  large  swaths,  as  if  they  were  simply  wheat.  
• Type:  Blade  
• Cost:  1250  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Masterwork  
 
Longsword:  A  suitable  weapon  for  a  knight  apprentice  or  traveling  warrior.  
• Type:  Knightsword  
• Cost:  400  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile  
 
Defender:  Frills  are  for  dresses,  not  swords.  This  is  a  practical,  well-­‐crafted  sword  for  a  practical,  well-­‐trained  swordsman.  
• Type:  Knightsword  
• Cost:  1400  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork  
 
Falchion:  You  could  cut  through  a  log  in  one  fell  swing  of  this  hefty  broadsword,  but  you  wouldn't  want  to.  
• Type:  Broadsword  
• Cost:  600  Gil  
• Damage:  2D4  
• Hands:  2  
• Range:  Melee  
• Weight:  8  lbs.  
• Damage  Type:  Slashing  

100    
• Special  Qualities:  Large,  Keen  
 
Predator:  It’s  hard  to  tell  where  the  warrior’s  bloodlust  ends,  and  this  red-­‐hued,  flame-­‐shaped  broadsword  begins.  
• Type:  Broadsword  
• Cost:  1600  Gil  
• Damage:  2D4  
• Hands:  2  
• Range:  Melee  
• Weight:  8  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Keen.  
 
Claymore:  Wielding  a  sword  such  as  this  is  not  a  warrior's  right;  it  is  a  warrior's  privilege.    
• Type:  Greatsword  
• Cost:  800  Gil  
• Damage:  2D6  
• Hands:  2  
• Range:  Melee  
• Weight:  8  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large  
 
Barong:  This  large  sword  is  surprisingly  light  and  agile  in  the  hand.    
• Type:  Greatsword  
• Cost:  1800  Gil  
• Damage:  2D6  
• Hands:  2  
• Range:  Melee  
• Weight:  6  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork  
 
Advanced  Tier  
 
Shadow  Blade:  This  blade  is  dyed  black  for  the  purposes  of  nighttime  combat.  
• Type:  Blade  
• Cost:  2450  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Masterwork,  +2  to  attack  when  the  wielder  is  in  dim  light,  darkness,  or  is  underground.  
 
Sun  Blade:  The  power  of  the  sun  gives  and  nurtures  life,  whereas  this  blade  harvests  it.  
• Type:  Blade  
• Cost:  2450  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Masterwork,  +2  to  attack  when  the  wielder  is  in  bright  light  or  daylight.  
 
Atomos  Blade:  This  lightning  bolt-­‐shaped  blade  has  an  inscription  on  its  lay,  it  reads  “Lighting  split  the  sky  in  two,  and  the  air  
sang  with  thunder.”  
• Type:  Blade  
• Cost:  3050  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Masterwork,  +1D6  Lightning  damage,  shines  light  as  a  torch  when  active.  
 
Venus  Blade:  A  sword  carved  of  a  red  stone;  its  blade  radiates  faint  warmth  when  inactive.  
• Type:  Blade  
• Cost:  3050  Gil  

  101  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Masterwork,  +1D6  Fire  damage,  shines  light  as  a  torch  when  active.  
 
Apocalypse:  To  draw  this  black  blade  is  to  know  the  horrors  of  war,  and  welcome  them  to  your  enemies.  
• Type:  Knightsword  
• Cost:  3200  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  +1D6  Dark  Damage.  
 
Lionheart:  A  sword  fashioned  after  the  ones  wielded  by  knights  of  a  hero-­‐king  of  old.  
• Type:  Knightsword  
• Cost:  3000  Gil  
• Damage:  1D8+2  
• Hands:  1  
• Range:  Melee  
• Weight:  4  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  +1  Evasion,  
 
Samson  Sword:  One  would  have  to  be  a  warrior  of  great  strength  to  wield  a  broadsword  such  as  this  with  any  style.  
• Type:  Broadsword  
• Cost:  3400  Gil  
• Damage:  2D4  
• Hands:  2  
• Range:  Melee  
• Weight:  14  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Keen,  +1D6  Earth  Damage  
 
El-­Cid:  A  proud  sword,  to  be  wielded  only  by  the  heroes  that  are  defending  their  homeland.  
• Type:  Broadsword  
• Cost:  5000  Gil  
• Damage:  2D4+4  
• Hands:  2  
• Range:  Melee  
• Weight:  14  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Keen,  +2  Strength  to  wielder  when  held.  
 
Xankbras:    Massive  is  the  only  word  adequate  enough  to  describe  the  cross-­‐bladed,  blessed  sword.  
• Type:  Greatsword  
• Cost:  3600  Gil  
• Damage:  2D6  
• Hands:  2  
• Range:  Melee  
• Weight:  6  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Wielder  is  Immune  to  Poison  and  Venom.  
 
Ancient  Sword:  This  large  sword  has  been  forged  using  methods  passed  down  from  smith  to  smith  since  antiquity.  
• Type:  Greatsword  
• Cost:  4000  Gil  
• Damage:  2D6+2  
• Hands:  2  
• Range:  Melee  
• Weight:  6  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Wielder  is  immune  to  Petrify.  
 
 

102    
 
Weighted  Weapons    
 
The   Axe,   Mace,   and   Hammer   make   up   the   Weighted   Weapon   category;   they   are   defined   by   having  
heavy  and  somewhat  unwieldy  heads  that  deal  crushing  and  devastating  blows.  
 
Basic  Tier  
 
Broadaxe:  The  wide  blade  of  this  axe  is  perfect  for  chopping  through  anything  that  gets  in  your  way.  
• Type:  Axe  
• Cost:  420  Gil  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  6  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile  
 
Slasher:  Flesh  and  sinew  offer  no  resistance  to  this  axe’s  slender  blade.  
• Type:  Axe  
• Cost:  1420  Gil  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  5  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork  
 
Hammerhead:  The  design  of  this  weapon  was  designed  so  that  if  the  axe  didn’t  cut,  the  hammer  would  surely  smash.  
• Type:  Axe  
• Cost:  1600  Gil  
• Damage:  1D8+2  
• Hands:  1  
• Range:  Melee  
• Weight:  8  Lbs.  
• Damage  Type:  Slashing/Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork  
 
Iron  Hammer:  "When  the  call  to  war  came,  it  was  the  common  smiths  who  first  raised  their  weapons  in  answer"  -­‐The  Study  of  
Arms  
• Type:  Hammer  
• Cost:  220  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  5  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile  
 
War  Hammer:  It  takes  a  muscle-­‐bound  warrior  to  wield  this  heavy  hammer,  and  a  swift  one  to  avoid  it.  
• Type:  Hammer  
• Cost:  1220  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  6  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork  
 
Battle  Mace:  A  blunt  weapon,  but  no  less  effective  than  a  sword  in  the  proper  hands.  
• Type:  Mace  
• Cost:  180  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  

  103  
• Weight:  8  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile  
 
Morning  Star:  The  common  thistle  inspired  the  design  of  these  thorn-­‐decorated  battle  maces.  
• Type:  Mace  
• Cost:  1180  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  7  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork  
 
 
Advanced  Tier  
 
Greataxe:  Demons  once  stormed  Ivalice  wielding  these  fearsome,  giant  axes.  Had  they  been  even  larger,  it  was  likely  that  men  
could  not  have  used  them  to  drive  them  back.  
• Type:  Axe  
• Cost:  4000  Gil  
• Damage:  2D10  
• Hands:  2  
• Range:  Melee  
• Weight:  20  Lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Large,  Masterwork,  Required  Strength  of  16  to  wield  properly.  
 
Sledgehammer:  Hammers  such  as  this  one  are  used  in  quarries  to  sunder  large  chunks  of  rock.  Imagine  what  it  is  capable  of  
on  the  battlefield.  
•  Type:  Hammer  
• Cost:  3620  Gil  
• Damage:  2D8  
• Hands:  2  
• Range:  Melee  
• Weight:  16  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Large,  Masterwork,  Required  Strength  of  14  to  wield  properly.  
 
Energy  Mace:  This  mace  has  traces  of  magnetic  material  in  its  alloy  that  guides  it  to  the  invisible  energies  emitted  by  all  living  
things.  
• Type:  Mace  
• Cost:  2180  Gil  
• Damage:  1D8+2  
• Hands:  1  
• Range:  Melee  
• Weight:  6  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork  +2  
 
Druid  Mace:  Those  who  serve  a  higher  power  wield  this  unassuming,  wooden  mace.  
• Type:  Mace  
• Cost:  3080  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  
• Weight:  5  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Versatile,  Masterwork,  +2  to  all  saves,  +2  to  Magick  Attack  and  damage  (including  damage  healed  
by  cure  spells)    
 
Polearms    
 
Spears,   Halberds   and   Scythes   make   up   the   Polearm   category.   Most   of   the   weapons   in   this   category  
require  two  hands  to  wield,  but  are  relatively  easy  to  use.  

104    
 
Basic  Tier  
 
Short  Spear:  This  small  spear  can  be  swung  much  as  one  would  swing  a  sword.  
• Type:  Spear  
• Cost:  300  Gil  
• Damage:  1d6  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile  
 
Javelin:  A  small,  but  sharp  blade  tips  this  spear.  Designed  to  be  easily  thrown.  
• Type:  Spear  
• Cost:  500  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  or  6  squares  thrown  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile  
 
Trident:  The  noble  trident,  the  weapon  of  the  sea-­‐king  and  any  brave  enough  to  plough  his  fields.  
• Type:  Spear  
• Cost:  1500  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  or  6  squares  thrown  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile,  Masterwork  
 
Partisan:  This  spear  is  adorned  with  a  blade  resembling  a  giant  feather  from  a  great,  steel  bird.  
• Type:  Halberd  
• Cost:  600  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  Melee  2  
• Weight:  12  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Tripping,  Brace,  Large  
 
Heavy  Lance:  This  wide-­‐bladed  spear  is  the  hallmark  weapon  of  a  Dragoon.  
• Type:  Halberd  
• Cost:  1600  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  Melee  2  
• Weight:  14  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Tripping,  Brace,  Large,  Masterwork  
 
Scythe:  This  wicked  blade  cuts  in  a  wide,  dangerous  circle  
• Type:  Scythe  
• Cost:  480  Gil  
• Damage:  2D4  
• Hands:  2  
• Range:  Melee  
• Weight:  10  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Large,  Tripping,  Keen  
 
Zaghnal:  This  straight-­‐edged  war-­‐scythe  was  imported  from  a  far-­‐off  land  and  replicated  many  times  for  its  superior  design.  
• Type:  Scythe  
• Cost:  1480  Gil  
• Damage:  2D4  

  105  
• Hands:  2  
• Range:  Melee  
• Weight:  10  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Large,  Tripping,  Masterwork,  Keen  
 
 
Advanced  Tier  
 
Lava  Spear:  The  blade  of  this  fiery  spear  glows  as  if  made  from  pure  magma.  
• Type:  Spear  
• Cost:  3500  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  or  6  squares  thrown  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile,  Masterwork,  +1D6  Fire  damage,  shines  light  as  a  torch  when  active.  
 
Gae  Bolg:  Carvings  depicting  the  tale  of  a  half-­‐man  half-­‐beast  hero  of  old  adorn  the  shaft  of  this  spear.  
• Type:  Spear  
• Cost:  3500  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  or  6  squares  thrown  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile,  Masterwork,  +1D6  Lightning  damage,  shines  light  as  a  torch  when  active.  
 
Ice  Lance:  A  lance  of  pure  ice,  kept  eternally  from  melting  by  the  gigas  Shiva’s  power.  
• Type:  Spear  
• Cost:  3400  Gil  
• Damage:  1D8  
• Hands:  1  
• Range:  Melee  or  6  squares  thrown  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Finesse,  Versatile,  Masterwork,  +1D6  Ice  damage.  
 
Kain’s  Lance:  This  black  lance’s  design  is  said  to  be  based  off  of  the  one  that  once  belonged  to  a  dragoon  of  legend.  
• Type:  Halberd  
• Cost:  3600  Gil  
• Damage:  1D10+2  
• Hands:  2  
• Range:  Melee  2  
• Weight:  12  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Tripping,  Brace,  Large,  Masterwork,  Piercing  (can  target  enemies  in  a  line  2)  
 
Serpette:  The  blade  of  this  scythe  is  shaped  like  a  snake’s  fang,  and  is  just  as  poisonous.  
• Type:  Scythe  
• Cost:  3480  Gil  
• Damage:  2D4  
• Hands:  2  
• Range:  Melee  
• Weight:  10  lbs.  
• Damage  Type:  Slashing  or  Piercing  
• Special  Qualities:  Large,  Tripping,  Masterwork,  Keen,  On  Hit:  DC  14  Fortitude  Save  or  be  Poisoned  for  1D4  rounds.  
 
 
 
 
 
 
 

106    
 
Martial  Weapons    
 
Knuckles,   Claws,   Katana   and   Ninja   Blades,   fall   under   the   Martial   Weapon   category,   they   are   the  
weapons   most   commonly   used   by   Monks   and   Ninja.   Knuckles   are   unique   weapons   in   that   their   main  
purpose  is  to  allow   the   wielder   to   deal   lethal   unarmed   damage,   and   as   such,   do   not   have   damage   die  
listed  (but  can  provide  bonus  modifier  damage).  In  addition,  Knuckles  can  be  worn  whilst  wielding  
other  weapons,  but  cannot  be  used.  
 
Leather  Knuckles:  Properly  braided,  even  the  supplest  of  materials  can  be  made  deadly,  as  these  padded  gloves  demonstrate.  
• Type:  Knuckles  
• Cost:  60  Gil  
• Damage:  -­‐  
• Hands:  -­‐  
• Range:  Melee  
• Weight:  -­‐  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  -­‐  
 
Metal  Knuckles:  Taking  brawls  to  the  next  level,  one  fist  at  a  time.  
• Type:  Knuckles  
• Cost:  200  Gil  
• Damage:  +1  
• Hands:  -­‐  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  -­‐  
 
Kaiser  Knuckles:  In  the  right  hands,  these  knuckles  are  capable  of  dealing  as  much  damage  as  a  sword  or  spear.  
• Type:  Knuckles  
• Cost:  1200  Gil  
• Damage:  +2  
• Hands:  -­‐  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Masterwork.  
 
Cat  Claws:  These  gloves  are  fitted  with  small,  short,  but  sharp  claws.  
• Type:  Claws  
• Cost:  600  Gil  
• Damage:  1D4/1D4  
• Hands:  2  
• Range:  Melee  
• Weight:  -­‐  
• Damage  Type:  Slashing  
• Special  Qualities:  Double  Weapon  
 
Impact   Claws:   “’What   manner   of   beast   inflicted   those   wounds?’   I   once   asked   a   man   in   the   infirmary.   He   told   me   it   was   no  
beast,  but  a  man.”  –  The  Traveler’s  Tale,  on  the  subject  of  these  claws.  
• Type:  Claws  
• Cost:  1800  Gil  
• Damage:  1D4+1/1D4+1  
• Hands:  2  
• Range:  Melee  
• Weight:  -­‐  
• Damage  Type:  Slashing  
• Special  Qualities:  Double  Weapon,  Masterwork,  Keen  
 
Kunai:  The  ninja  knows  that  a  blade  may  make  a  passing  good  ladder,  key,  or  splint;  yet  he  also  knows  that  it’s  best  used  for  
killing.  
• Type:  Ninja  Blade  
• Cost:  400  
• Damage:  1D6  

  107  
• Hands:  1  
• Range:  Melee  or  4  Squares  thrown  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  or  Bludgeoning  
• Special  Qualities:  Finesse  
 
 
Kotetsu:  You  may  wonder  how  such  a  roughly  hewn  blade  cuts  so  cleanly.  It’s  because  the  sword  knows  no  such  doubt.  
• Type:  Katana  
• Cost:  500  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  5  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Finesse,  Keen  
 
 
Osafune:   The   problem   with   iron   helms   is   the   weight   and   the   heat   -­‐   and   the   fact   that   swords   such   as   these   cleave   straight  
through  them.  
• Type:  Katana  
• Cost:  1500  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  Finesse,  Keen  
 
Advanced  Tier  
 
Rising  Sun:  Introduce  your  enemies  to  the  power  of  dawn  with  the  fires  of  the  sun  in  your  hands.  
• Type:  Knuckles  
• Cost:  2400  Gil  
• Damage:  +2  
• Hands:  -­‐  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Masterwork,  +1D4  Fire  damage  
 
Poison  Knuckles:  For  those  of  us  whom  nature  has  not  blessed  with  venom,  these  knuckles  provide  it.  Small  thorns  deliver  
the  goods.  
• Type:  Knuckles  
• Cost:  2600  Gil  
• Damage:  +2  
• Hands:  -­‐  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Masterwork,  On  Hit:  DC  14  Fortitude  Save  or  be  Poisoned  for  1D4  rounds.  
 
Dream  Claws:    A  sweet  lullaby  delivered  with  the  force  of  a  battering  ram.  
• Type:  Claws  
• Cost:  3200  Gil  
• Damage:  1D6/1D6  
• Hands:  2  
• Range:  Melee  
• Weight:  -­‐  
• Damage  Type:  Slashing  
• Special  Qualities:  Double  Weapon,  Masterwork,  On  Hit:  DC  14  Will  Save  or  fall  asleep  for  1D4  rounds.  
 
Sakura:   Sweet   petals   of   a   cherry   tree   that   bear   bitter   fruit   are   engraved   on   this   blade.   It’s   hard   to   tell   the   blood   of   your  
enemies  apart  from  the  design.  
• Type:  Ninja  Blade  
• Cost:  400  
• Damage:  1D6  
• Hands:  1  

108    
• Range:  Melee  or  4  Squares  thrown  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  or  Bludgeoning  
• Special  Qualities:  Finesse,  Masterwork,  Keen  +1D4  Dark  damage.  
 
Muramase:  Soft  rains  fell  when  this  sword  was  forged,  and  the  dew  still  rises  on  it  each  evening  to  wash  away  the  day’s  blood.  
• Type:  Katana  
• Cost:  4500  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  Finesse,  Keen  +1D6  Water  damage  
 
Ashura:   This   fiery   sword   has   kindled   the   blood-­‐rage   of   many.   It’s   a   testament   to   its   quality   of   always   finding   a   new   owner  
afterwards.  
• Type:  Katana  
• Cost:  4500  
• Damage:  1D10  
• Hands:  1  
• Range:  Melee  
• Weight:  4  lbs.  
• Damage  Type:  Slashing  
• Special  Qualities:  Versatile,  Masterwork,  Finesse,  Keen,  +1D6  Fire  damage  
 
 
 
Mystic  Weapons    
 
Staves   and   Rods,   make   up   the   Mystic   Weapon   category.   These   weapons   are   most   commonly   wielded  
by  spellcasters  and  usually  aren't  used  for  melee  combat,  but  for  enhancing  the  power  and  accuracy  
of  spells.  
 
Basic  Tier  
 
Rod:  This  short  staff  is  a  perfect  focus  for  magickal  energy.  
• Type:  Rod  
• Cost:  260  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +1  Accuracy  To  Magicks  
 
Oaken  Staff:  This  gnarled  staff  is  the  hallmark  of  any  practiced  mage.  
• Type:  Staff  
• Cost:  400  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +1  Damage  to  Magicks  
 
White  Staff:  A  White  Mage  of  the  highest  order  blessed  this  pure  ivory  staff  
• Type:  Staff  
• Cost:  500  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +2  to  HP  healed  when  using  "Cure"  Magicks  

  109  
 
Wizard's  Staff:  This  dark  blue  staff  has  a  spiral  construction  at  the  end,  and  is  a  great  tool  for  focusing  magicks.  
• Type:  Staff  
• Cost:  1400  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +2  Damage  to  Magicks  
 
Force  Rod:  Sometimes  the  right  rod  is  all  it  takes  to  awaken  the  power  within.  
• Type:  Rod  
• Cost:  1800  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +2  Accuracy  and  +1  Damage  To  Magicks  
 
Advanced  Tier  
 
Firewheel  Rod:  A  troupe  of  mummers  once  used  these  rods  to  surround  an  invading  army  with  wheels  of  deadly  flame.    
• Type:  Rod  
• Cost:  2600  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +4  Accuracy  and  Damage  to  spells  that  deal  Fire  Damage  
 
Thunder  Rod:  Insulating  resin  from  a  certain  gum  tree  coats  the  grip  of  this  rod,  so  that  the  thunder  and  lightning  it  summons  
does  not  destroy  the  Summoner.  
• Type:  Rod  
• Cost:  2600  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +4  Accuracy  and  Damage  to  spells  that  deal  Lightning  Damage  
 
Sleet  Rod:  Some  seek  shelter  from  the  storm,  while  others  call  the  storm  to  them  and  revel  in  its  icy  chaos.  
• Type:  Rod  
• Cost:  2600  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +4  Accuracy  and  Damage  to  spells  that  deal  Ice  Damage  
 
Terre  Rod:  A  bone  from  an  earth  wyrm  graces  the  handle  of  this  rod.  
• Type:  Rod  
• Cost:  2600  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  Melee  
• Weight:  1  lb.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +4  Accuracy  and  Damage  to  spells  that  deal  Earth  Damage  
 
Staff  of  Protection:  A  band  of  temple  guardians  once  wielded  these  staves  in  lieu  of  arms  and  armor  –  and  thus  the  first  order  
of  monks  was  founded.  
• Type:  Staff  
• Cost:  3400  Gil  

110    
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  +2  Evasion,  Masterwork,  Spellcasting:  +2  Damage  to  Magicks  
 
Pomegranate  Staff:  The  garnet  that  tops  this  staff  is  infused  with  great  power.  
• Type:  Staff  
• Cost:  4400  Gil  
• Damage:  1D6  
• Hands:  1  
• Range:  Melee  
• Weight:  3  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Spellcasting:  +3  Accuracy  and  Damage  to  Magicks  
 
 
Bows    
 
Crossbows,   Bows,   and   Greatbows   make   up   the   Bows   category.   They   don't   have   as   much   range   or  
power  as  Firearms,  but  are  much  cheaper  and  easier  to  create.  
 
Basic  Tier  
 
Bowgun:  This  simple  device  shoots  out  powerful  bolts  over  a  short  distance  
• Type:  Crossbow  
• Cost:  100  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  10  Squares    
• Weight:  8  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  None  
 
Paramina  Crossbow:  A  beautiful  white  crossbow  carved  from  the  few  trees  of  the  icy  Paramina  rift.  
• Type:  Crossbow  
• Cost:  1100  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  10  Squares    
• Weight:  8  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork  
 
 
Shortbow:  A  simple,  unadorned  bow  
• Type:  Bow  
• Cost:  100  Gil  
• Damage:  1D6  
• Hands:  2  
• Range:  15  Squares  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  None  
 
Longbow:  The  double  bowstring  on  this  bow  ensures  that  the  arrow  flies  far.  
• Type:  Bow  
• Cost:  150  Gil  
• Damage:  1D8  
• Hands:  2  
• Range:  20  Squares  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large  

  111  
 
Silver  Bow:  It  was  the  Viera  who  first  discovered  that  a  strand  of  silver  in  the  bow  made  the  arrows  fly  farther  and  harder.  
• Type:  Bow  
• Cost:  1300  Gil  
• Damage:  1D8+1  
• Hands:  2  
• Range:  22  Squares  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large,  Masterwork  
 
Composite  Bow:  The  dramatic  forward  curves  at  the  ends  of  this  large  bow  considerably  improve  its  power.  That  is,  if  you  can  
draw  it.  
• Type:  Greatbow  
• Cost:  220  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  25  Squares  
• Weight:  4  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large,  Composite  
 
Hunting  Bow:  Another  bow  might  be  sufficient  to  claim  a  hare,  or  wound  a  hart,  but  is  it  good  enough  to  split  a  hair,  or  pierce  
a  heart?
• Type:  Greatbow  
• Cost:  1220  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  25  Squares  
• Weight:  4  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large,  Masterwork,  Composite  
 
 
 
Advanced  Tier  
 
Recurve  Crossbow:  The  wider  string  of  this  crossbow  allows  its  bolts  to  fly  farther  and  harder.  
• Type:  Crossbow  
• Cost:  1600  Gil  
• Damage:  1D10+2  
• Hands:  2  
• Range:  12  Squares    
• Weight:  8  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork  
 
Nail  Bow:  It  is  said  that  a  line  of  archers  with  these  bows  once  volley  into  a  wood.  When  the  leaves  had  settled,  there  stood  a  
sturdily  constructed  cabin.  
• Type:  Bow  
• Cost:  2300  Gil  
• Damage:  1D8+2  
• Hands:  2  
• Range:  22  Squares  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large,  Masterwork,  On  Hit:  DC  12  Fortitude  Save  or  be  Immobolized  for  1D4  rounds.  
 
Thorn  Bow:  "I  often  thought  that,  should  I  run  out  of  arrows  in  the  midst  of  battle,  I  could  pull  off  one  of  the  thorns  and  shoot  
that  instead."  -­‐  The  Study  of  Arms  
• Type:  Bow  
• Cost:  2300  Gil  
• Damage:  1D8+2  
• Hands:  2  
• Range:  22  Squares  
• Weight:  3  lbs.  
• Damage  Type:  Piercing  

112    
• Special  Qualities:  Large,  Masterwork,  On  Hit:  DC  12  Fortitude  Save  or  be  Poisoned  for  1D4  rounds.  
 
Windslash  Bow:    This  bow  fires  arrows  so  swiftly,  even  the  wind  cannot  catch  them.  
• Type:  Greatbow  
• Cost:  5200  Gil  
• Damage:  1D10  
• Hands:  2  
• Range:  25  Squares  
• Weight:  4  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Large,  Masterwork,  Composite,  +1D6  Wind  Damage,  weather  conditions  do  not  affect  projectiles  
fired  from  this  bow.  
 
Firearms    
 
Guns   and   Hand   Cannons   make   up   the   Firearms   category.   They   are   the   highest   ranged   weapons   in  
Ivalice,  and  generally  strong  weapons  in  general,  but  are  much  more  costly  than  bows  and  are  harder  
to  craft  and  master.  
 
Basic  Tier  
 
Altair:  A  simple,  low  maintenance  gun.  
• Type:  Gun  
• Cost:  500  Gil  
• Damage:  2D4  
• Hands:  2  (to  reload,  but  can  be  fired  with  1  at  no  penalty)  
• Range:  30  Squares  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  None  
 
Capella:  This  finely  crafted,  long-­‐barrel  rifle  is  a  Goug  classic.  
• Type:  Gun  
• Cost:  1500  Gil  
• Damage:  2D4  
• Hands:  2  (to  reload,  but  can  be  fired  with  1  at  no  penalty)  
• Range:  32  Squares  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork  
 
Hand  Cannon:  A  small,  portable  cannon  that's  easy  to  carry  around  
• Type:  Hand  Cannon  
• Cost:  600  Gil  
• Damage:  2D6  
• Hands:  2  
• Range:  25  Squares  
• Weight:  10  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  None  
 
Omnis  Cannon:  This  cannon’s  narrower  body  offers  increased  muzzle  velocity.  
• Type:  Hand  Cannon  
• Cost:  1600  Gil  
• Damage:  2D6  
• Hands:  2  
• Range:  26  Squares  
• Weight:  10  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Masterwork  
 
Advanced  Tier  
 
Vega:  The  cross  designs  at  the  tip  of  this  gun’s  barrel  are  only  the  gunner’s  salvation,  and  certainly  not  the  target’s.  

  113  
• Type:  Gun  
• Cost:  4500  Gil  
• Damage:  2D4  +2  
• Hands:  2  (to  reload,  but  can  be  fired  with  1  at  no  penalty)  
• Range:  32  Squares  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork,  +1D4  Holy  Damage  
 
Sirius:  This  gun,  developed  by  a  warlord  on  the  eve  of  a  revolution,  soon  became  the  standard  weapon  of  his  new  realm.
• Type:  Gun  
• Cost:  4500  Gil  
• Damage:  2D4  +2  
• Hands:  2  (to  reload,  but  can  be  fired  with  1  at  no  penalty)  
• Range:  32  Squares  
• Weight:  2  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork,  +1D4  Dark  Damage  
 
Supernal  Ray:  A  rare  cannon  crafted  by  mages.  Only  its  creators  know  the  arcane  principles  by  which  it  fires.    
• Type:  Hand  Cannon  
• Cost:  3600  Gil  
• Damage:  2D6+2  
• Hands:  2  
• Range:  28  Squares  
• Weight:  10  lbs.  
• Damage  Type:  Bludgeoning  
• Special  Qualities:  Masterwork  +2  
 
 
Thrown  Weapons  
 
Shurikens,  and  Hand-­‐bombs  make  up  the  Thrown  Weapon  category.  As  the  name  suggests,  they  are  
weapons   that   are   thrown   physically   at   the   enemy,   they   range   in   power   from   weak   to   potentially  
devastating,  and  have  special  qualities  other  Ranged  Weapons  lack.  
 
Throwing   Knife:   This   set   of   small,   slender   knives   contains   blades   designed   to   be   easily   thrown,   preferably   into   someone's  
eye;  as  such,  they  are  not  designed  for  melee  combat.  
• Type:  Shuriken  
• Cost:  150  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  6  Squares  
• Weight:  5  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  None  
 
Throwing  Star:  This  4  edged  shuriken  flies  swiftly  and  silently  through  the  air.  
• Type:  Shuriken  
• Cost:  180  Gil  
• Damage:  1D3  
• Hands:  1  
• Range:  8  Squares  
• Weight:  3  Lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  None  
 
Razor  Ring:  These  small  rings  are  dull  on  the  inside,  for  safety,  and  sharp  on  the  outside,  for  harm.  
• Type:  Shuriken  
• Cost:  1150  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  8  Squares  
• Weight:  4  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork  

114    
 
Hornito:  This  Hand-­‐bomb  container  is  reminiscent  of  the  highly  explosive  monster  the  weapon  is  based  off  of.  
• Type:  Hand-­‐bomb  
• Cost:  1800  Gil  
• Damage:  1D12  
• Hands:  1  
• Range:  10  Squares  
• Weight:  6  Lbs.  
• Damage  Type:  Fire  
• Special  Qualities:  None  
 
Advanced  Tier  
 
Crystal  Cross:  Their  shape  resembles  the  four  winds,  which  is  precisely  where  the  remains  of  your  enemies  will  be  scattered.  
• Type:  Shuriken  
• Cost:  2200  Gil  
• Damage:  1D4  
• Hands:  1  
• Range:  8  Squares  
• Weight:  4  lbs.  
• Damage  Type:  Piercing  
• Special  Qualities:  Masterwork,  +1D4  Wind  Damage  
 
Fumarole:  “The  depths  burst  in  protest,  and  we  witnessed  the  powers  of  the  deep.”  –  The  Study  of  Arms  
• Type:  Hand-­‐bomb  
• Cost:  2800  Gil  
• Damage:  1D12  
• Hands:  1  
• Range:  10  Squares  
• Weight:  6  Lbs.  
• Damage  Type:  Water  
• Special  Qualities:  Masterwork,  +1D6  Water  Damage  
 
Armor  
 
Armor   is   divided   into   the   following   categories,   used   to   determine   proficiencies   and   the   armor   you  
can  don  when  taking  a  proficiency  Augment.  
 
FORMAT  
 
Armor  Name  
• Cost:  
• Physical  Defense  Bonus:  
• Magickal  Defense  Bonus:  
• Maximum  Allowed  AGI  Bonus:  
• Armor  Check  Penalty:  
• Magicks  Failure  Chance:  
• Weight:  
• Speed  Penalty:  
• Special  Qualities:  
 
Light  Armor    
 
Leathers,  Vests,  Hides,  and  Chain  make  up  the  Light  Armor  category.  All  Light  Armor  does  not  reduce  
movement   speed   and   the   Skill   Penalties   associated   with   wearing   Light   Armor   is   minimal   to   none.  
Nimble   characters   that   rely   on   skills   and   agility   prefer   to   wear   Light   Armor,   and   very   few   classes   are  
not  proficient  with  it.  
 
Basic  Tier  
 
Leather  Clothing:  Rugged  yet  light  clothes  made  from  layered  leather.  

  115  
• Cost:  200  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  AGI  Bonus:  +6  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  15  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  None  
 
Chainmail:  This  suit  of  armor  is  made  from  interwoven  metal  links  
• Cost:  400  
• Physical  Defense  Bonus:  2  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  AGI  Bonus:  +4  
• Armor  Check  Penalty:  -­‐2  
• Magicks  Failure  Chance:  20%  
• Weight:  25  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  None  
 
Survival   Vest:   The   thick   cotton   and   leather   of   this   vest   ensures   that   the   wearer's   body   stays   warm   and   protected   in   the  
harshest  of  environs  
• Cost:  600  
• Physical  Defense  Bonus:  2  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  AGI  Bonus:  +6  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  10  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +2  on  Endurance  Checks  made  against  Weather  effects  and  hazards.  
 
Brigandine:  This  suit  of  armor  is  cleverly  designed  so  that  no  two  pieces  of  metal  rub  together  
• Cost:  800  
• Physical  Defense  Bonus:  3  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  AGI  Bonus:  +5  
• Armor  Check  Penalty:  -­‐2  
• Magicks  Failure  Chance:  20%  
• Weight:  20  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  None  
 
Advanced  Tier  
 
Adamant  Vest:  A  linen  vest  fit  with  an  adamant-­‐alloy  breastplate.  
• Cost:  2400  
• Physical  Defense  Bonus:  3  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  AGI  Bonus:  +5  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  10  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +2  on  Endurance  Checks  made  against  Weather  effects  and  hazards.  
 
Jujitsu  Gi:  A  simple,  but  efficient  fighting  suit  favored  by  monks.  
• Cost:  2800  Gil  
• Physical  Defense  Bonus:  2  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  DEX  Bonus:  +6  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  10  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +2  Evasion  
 

116    
Gaia  Gear:  This  blue  clothing  is  a  favorite  of  experienced  travelers,  as  the  spirit  of  the  earth  has  blessed  it.  
• Cost:  3600  
• Physical  Defense  Bonus:  3  
• Magickal  Defense  Bonus:  2  
• Maximum  Allowed  DEX  Bonus:  +6  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  10  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +4  on  Endurance  Checks  made  against  Weather  effects  and  hazards.  Half  Damage:  Earth  
 
Ninja  Gear:  Only  the  ninja  know  the  techniques  required  to  make  this  sturdy,  stealthy  gear.  
• Cost:  3600  
• Physical  Defense  Bonus:  3  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  DEX  Bonus:  +6  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  10%  
• Weight:  10  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +4  Stealth,  +3  Evasion  
 
 
 
Heavy  Armor    
 
Cuirasses,   Breastplates,   Scalemail   and   Platemail   make   up   the   Heavy   Armor   category.   In   terms   of  
protection,   Heavy   Armor   is   second-­‐to-­‐none,   providing   the   largest   bonuses   to   Defense   Gil   can   buy.  
However,   they   slow   the   wearer   down   and   apply   heavy   penalties   to   skills,   in   addition,   nimble  
characters   are   restricted   when   wearing   Heavy   Armor,   and   might   not   be   able   to   get   as   much   of   a  
bonus  from  Agility  to  Evasion  when  wearing  it.  
 
Basic  Tier  
 
Linen   Cuirass:   This   armor   is   fashioned   out   of   tightly   woven   rough   linens;   uncomfortable,   but   it   serves   almost   as   well   as   steel  
in  a  pinch.  
• Cost:  250  Gil  
• Physical  Defense  Bonus:  3  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  AGI  Bonus:  +4  
• Armor  Check  Penalty:  -­‐3  
• Magicks  Failure  Chance:  20%  
• Weight:  25  lbs.  
• Speed  Penalty:  -­‐1  
• Special  Qualities:  None  
 
Scalemail:  This  armor  is  made  up  of  dozens  of  small  overlapping  metal  plates,  resembling  the  skin  of  a  large  serpent.  
• Cost:  400  Gil  
• Physical  Defense  Bonus:  4  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  AGI  Bonus:  +4  
• Armor  Check  Penalty:  -­‐3  
• Magicks  Failure  Chance:  25%  
• Weight:  30  lbs.  
• Speed  Penalty:  -­‐1  
• Special  Qualities:  None  
 
Iron  Breastplate:  This  heavy  armor's  most  prominent  feature  is  the  plate  of  solid  iron  protecting  the  chest.  
• Cost:  800  Gil  
• Physical  Defense  Bonus:  5  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  AGI  Bonus:  +3  
• Armor  Check  Penalty:  -­‐4  
• Magicks  Failure  Chance:  25%  

  117  
• Weight:  30  lbs.  
• Speed  Penalty:  -­‐1  
• Special  Qualities:  None  
 
Platemail:  Overlapping  metal  plates  are  attached  to  a  layer  of  chainmail  to  make  this  impressive  full  body  armor.    
• Cost:  1400  Gil  
• Physical  Defense  Bonus:  6  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  AGI  Bonus:  +2  
• Armor  Check  Penalty:  -­‐6  
• Magicks  Failure  Chance:  40%  
• Weight:  50  lbs.  
• Speed  Penalty:  -­‐2  
• Special  Qualities:  None  
 
Advanced  Tier  
 
Platinum  Armor:  Beautiful  curves  of  silvery  metal  make  this  armor  a  sight  to  behold  on  the  battlefield.  
• Cost:  4600  Gil  
• Physical  Defense  Bonus:  6  
• Magickal  Defense  Bonus:  2  
• Maximum  Allowed  AGI  Bonus:  +3  
• Armor  Check  Penalty:  -­‐5  
• Magicks  Failure  Chance:  40%  
• Weight:  45  lbs.  
• Speed  Penalty:  -­‐2  
• Special  Qualities:  None  
 
Carabineer  Mail:  This  remarkably  lightweight  armor  is  made  of  iron  fused  with  mythril.  
• Cost:  5600  Gil  
• Physical  Defense  Bonus:  6  
• Magickal  Defense  Bonus:  2  
• Maximum  Allowed  AGI  Bonus:  +4  
• Armor  Check  Penalty:  -­‐4  
• Magicks  Failure  Chance:  30%  
• Weight:  25  lbs.  
• Speed  Penalty:  -­‐1  
• Special  Qualities:  None  
 
Dragon  Mail:  The  fusing  of  steel  plates  with  scales  in  this  armor  is  not  a  product  of  smithing,  but  the  dragon’s  diet.  
• Cost:  7000  Gil  
• Physical  Defense  Bonus:  7  
• Magickal  Defense  Bonus:  3  
• Maximum  Allowed  AGI  Bonus:  +2  
• Armor  Check  Penalty:  -­‐5  
• Magicks  Failure  Chance:  40%  
• Weight:  55  lbs.  
• Speed  Penalty:  -­‐2  
• Special  Qualities:  Half  Damage:  Fire  
 
 
 
Mystic  Armor    
 
Robes,   Mantles,   Habits,   and   Gowns   make   up   Mystic   Armor,   and   are   unique   in   that   they   always  
provide  a  higher  Magickal  Defense  than  Physical,  in  addition  to  being  the  armor  that  most  commonly  
has  magickal  effects  added  to  them  to  provide  a  unique  benefit.  They  are  favored  by  mages,  as  they  
can  wear  them  without  providing  a  penalty  to  spell  casting.  
 
 
 
Basic  Tier  
 

118    
Hempen  Robe:  A  simple  robe  woven  out  of  coarse  thread.  
• Cost:  150  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  AGI  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  5  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +1  Evasion  VS.  Magicks  (Save  Bonuses  only  apply  to  Magickal  Attacks)  
 
Magus  Robe:  This  robe  flutters  about  in  the  wind  much  like  a  cape.  It  is  the  symbol  of  a  mage.  
• Cost:  600  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  2  
• Maximum  Allowed  AGI  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  5  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +2  Evasion  VS.  Magicks  
 
Advanced  Tier  
 
Chameleon  Robe:    A  lucky  robe,  dyed  with  pigments  taken  from  the  leaves  of  the  ivy  creeper.  
• Cost:  1800  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  3  
• Maximum  Allowed  AGI  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  4  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +3  Evasion  VS.  Magicks,  Half  Damage:  Holy  
 
Blaze  Robe:  A  robe  such  as  this  will  never  burn,  even  if  thrust  into  a  forge  fire.  
• Cost:  2600  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  3  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  5  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +3  Evasion  VS.  Magicks,  Immune:  Fire.  
 
Thunder  Robe:  Strange  hoops  of  Magick  wire  woven  into  this  robe  conducts  and  contains  the  power  of  the  storm.  
• Cost:  2600  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  3  
• Maximum  Allowed  AGI  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  5  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +3  Evasion  VS.  Magicks,  Immune:  Lightning.  
 
Flurry  Robe:  Even  on  the  sunniest  of  summer  days,  a  fresh  layer  of  snow  dusts  this  robe’s  shoulders.  
• Cost:  2600  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  3  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  5  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +3  Evasion  VS.  Magicks,  Immune:  Ice.  
 

  119  
Red  Robe:  A  robe  intended  mainly  for  use  by  Red  Mages,  the  sight  of  its  vermillion  whorls  in  the  wind  is  breathtaking.    
• Cost:  3400  Gil  
• Physical  Defense  Bonus:  2  
• Magickal  Defense  Bonus:  4  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  0  
• Magicks  Failure  Chance:  0  
• Weight:  6  lbs.  
• Speed  Penalty:  0  
• Special  Qualities:  +4  Evasion  VS.  Magicks  
 
 
 
Shields    
 
Bucklers,   Light   Shields,   and   Heavy   Shields   make   up   the   Shield   Category.   Shields,   being   used   for  
blocking,   greatly   increase   your   Evasion,   instead   of   Defenses.   Spell   casting   is   difficult   to   do   with  
Shields  equipped,  and  they  do  come  with  a  minor  Skill  penalty,  but  the  bonuses  they  provide  can  save  
your  life.  
 
Basic  Tier  
 
Buckler:  A  simple  shield  of  taut  leather  on  a  wooden  frame.  
• Cost:  200  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  -­‐1  
• Magicks  Failure  Chance:  5%  
• Weight:  5  lbs.  
• Speed  Penalty:  -­‐  
• Special  Qualities:  +2  Evasion  
 
Round  Shield:  A  circular  shield  that's  good  at  deflecting  attacks.  
• Cost:  400  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  -­‐1  
• Magicks  Failure  Chance:  5%  
• Weight:  5  lbs.  
• Speed  Penalty:  -­‐  
• Special  Qualities:  +3  Evasion  
 
Kite  Shield:  This  large  shield  often  comes  emblazoned  with  a  coat  of  arms.  
• Cost:  800  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  -­‐2  
• Magicks  Failure  Chance:  15%  
• Weight:  10  Lbs  
• Speed  Penalty:  -­‐  
• Special  Qualities:  Cover,  +4  Evasion  
 
Advanced  Tier  
 
Platinum  Shield:  The  luster  of  this  shield  is  a  sight  to  behold.  
• Cost:  1800  Gil  
• Physical  Defense  Bonus:  -­‐  
• Magickal  Defense  Bonus:  1  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  -­‐1  
• Magicks  Failure  Chance:  15%  

120    
• Weight:  10  Lbs  
• Speed  Penalty:  -­‐  
• Special  Qualities:  +5  Evasion  
 
Dragon  Shield:  The  chest  scale  of  a  grand  wyrm  is  used  to  make  these  shields.  
• Cost:  3800  Gil  
• Physical  Defense  Bonus:  1  
• Magickal  Defense  Bonus:  -­‐  
• Maximum  Allowed  DEX  Bonus:  -­‐  
• Armor  Check  Penalty:  -­‐2  
• Magicks  Failure  Chance:  20%  
• Weight:  15  Lbs  
• Speed  Penalty:  -­‐  
• Special  Qualities:  Cover,  +5  Evasion,  Half  Damage:  Earth  
 
 
Restorative  Items  
 
• Potion:  50  Gil,  Restore  10  HP  
• Hi-­‐Potion:  200  Gil,  Restore  30  HP  
• X-­‐Potion:  500  Gil,  Restore  50  HP  
• Ether:  800  Gil,  Restore  15  MP  
• Hi-­‐Ether:  2000  Gil,  Restore  40  MP  
• Elixir:  10000  Gil,  Completely  restore  HP  and  MP  
• Phoenix  Down:  300  Gil,  Restore  a  KO'd  Character  to  1/5  of  their  max  HP.  
• Echo  Herbs:  100  Gil,  Remove  Silence.  
• Maiden's  Kiss:  500  Gil,  Remove  Toad.  
• Gold  Needle:  500  Gil,  Remove  Stone.  
• Vaccine:  500  Gil,  Remove  Disease.  
• Antidote:  100  Gil,  Remove  Poison.  
• Eye  drops:  100  Gil,  Remove  Blind.  
• Bandage:  200  Gil,  Remove  Immobilize  and  Disable.  
• Remedy:  1000  Gil,  Cures  various  debuffs.  
• Handkerchief:  200  Gil,  Remove  Oil.  
 
General  Goods  
 
Accessories  
 
Festival  Ribbon:  This  somewhat  garish  ribbon  is  a  far  cry  from  the  real  deal,  but  still  makes  you  feel  warm  inside.  
• Effect:  +1  on  all  saving  throws.  
• Price:  200  Gil  (only  available  on  certain  occasions)  
 
Ribbon:  A  bright  red  ribbon.  Sticks  and  stones  may  break  your  bones,  but  this  will  protect  you  from  everything  else.  
• Effect:  Immune:  All  Debuffs.  
 
Genji  Gloves:    
 
 
Mundane  Goods  
 
Adventurer's  Pack:  This  backpack  set  comes  with  everything  the  budding  traveler  needs  to  journey  across  Ivalice.  For  a  price  
cheaper  than  the  sum  of  its  parts  
• Price:  150  Gil  
• Weight:  23  LBS  
• Contains:   One   Backpack,   Small   Pouch,   Bedroll,   10   Days   Trail   Rations,   Waterskin,   2   Sunstones,   Flint   &   Steel,   and   a  
Traveler’s  Outfit.  
 
Tent  (Small):  This  small  tent  is  easy  to  set  up  and  can  comfortably  shelter  2  persons.  
• Price:  100  Gil  
• Weight:  20  Lbs.  
 
Tent  (Large):  This  large  tent  is  a  common  buy  amongst  clans,  as  it  can  shelter  up  to  6  people.  
• Price:  250  Gil  

  121  
• Weight:  30  Lbs.  
 
Rope  (Hemp):  This  rope  is  50  feet  long,  and  sees  many  uses  amongst  many  people.  You  can  never  have  enough  rope!  
• Price:  10  Gil  
• Weight:  10  Lbs.  
 
Lantern:  This  iron  lantern  is  commonly  seen  lit  in  the  homes  across  Ivalice,  and  burns  longer  than  conventional  torches.  A  lit  
lantern  shines  light  in  a  4  square  radius,  and  8  squares  of  dim  light.  It  burns  for  4  hours  
• Price:  70  Gil,  5  Gil  for  Oil.  
• Weight:  2  Lbs.  Oil  flasks  weight  1/2  Lb.  
 
Everyday  Clothes  
 
Artisan’s  outfit  
Cleric’s  vestments  
Cold-­weather  outfit  
Courtier’s  outfit  
Entertainer’s  outfit  
Explorer’s  outfit  
Monk’s  outfit  
Noble’s  outfit  
Peasant’s  outfit  
Royal  outfit  
Scholar’s  outfit  
Traveler’s  outfit  
 

122    
Combat  

Ivalice   is   a   dangerous   place.   Wolves,   Flans,   Behemoths,   Goblins,   Coeurls,   Serpents,   Werewolves,  
Espers,   Scions,   Demons,   Imps,   Dreamhares,   Entites   and   the   common   Bandit   constantly   roam   the  
roads  and  reaches  of  this  land.  And  combat  is  an  inevitable  affair  in  Ivalice  Alliance  Tabletop.  So  draw  
swords  warrior,  and  prepare  for  battle!  
 
Beginning  an  Encounter  
 
In  Ivalice  Alliance  Tabletop,  notable  events  are  resolved  and  played  through  in  what  is  known  as  an  
Encounter    
 
In  order  to  begin  what  is  known  as  an  "Encounter,"  several  things  must  be  present  and  established.  
Firstly,   there   must   two   or   more   opposing   sides.   This   can   range   from   the   monsters   versus   the   heroes,  
two  sides  of  a  political  debate,  the  two  headhunters  chasing  a  mark,  or  the  river  that  the  main  cast  
needs  to  swim  across.  
Next,   Initiative   must   be   established.   Initiative   is   decided   by   rolling   a   D20   and   adding   your   Agility  
modifier.  There  are  some  Augments  and  abilities  that  also  modify  your  Initiative.  Inanimate  objects,  
or  persons  not  directly  involved  in  the  Encounter,  or  un/natural  phenomena  (such  as  an  avalanche,  a  
heavy  concentration  of  Mist,  cave-­‐in,  or  river  current)  always  have  an  Initiative  count  of  0.  Persons  
with   the   highest   Initiative   Roll   go   first,   descending   down   in   order   until   the   person   with   the   lowest  
Initiative   Roll   goes,   then   the   round   ends   and   the   process   starts   again   with   the   person   who   rolled  
highest.  
 
The  Round  
 
In  an  encounter,  a  Round  is  the  process  of  time  it  takes  for  everyone  to  act  in  initiative  at  least  once.  
In  combat,  rounds  usually  last  6  seconds.  In  all  other  cases,  a  round  can  last  as  long  as  necessary  as  
long  as  the  two  or  more  sides  keep  actively  opposing  each  other.  When  a  PC's  Initiative  comes  up  in  a  
round,  it  is  that  PC's  "Turn."  Once  the  PC  finishes  his  or  her  turn,  the  next  participant's  turn  comes  up.  
Once  every  participant  has  had  at  least  one  turn.  The  Round  is  up,  and  a  new  one  begins,  using  the  
same   initiatives   as   rolled   at   the   beginning   of   the   encounter.   This   keeps   going   until   only   one   opposing  
side  remains  in  the  encounter,  or  the  other  side  concedes  or  is  overcome.  
 
Combat  
 
However,  in  the  PC's  cases,  most  Rounds  will  be  in  combat.  In  combat,  you  are  limited  to  only  your  
imagination   in   what   you   can   or   can't   do,   and   the   actions   you   have   remaining   for   your   turn.   During  
your  turn  in  a  combat  encounter,  you  receive  a  Standard,  Move,  and  Minor  action.  Or  you  can  forgo  
those  actions  and  perform  what  is  known  as  a  Full-­‐Round  Action.  A  list  of  what  you  can  do  with  these  
actions  is  below.  Actions  marked  with  an  asterisk  "*"  provoke  Opportunity  Attacks.  
 
STANDARD  ACTIONS  
• Administer   a   Restorative   Item*:   Use   a   Restorative   Item   on   an   adjacent   creature   that   is   willing   to   accept   it,   or   is  
unconscious  or  helpless.  
• Aid  another:  Improve  an  adjacent  ally’s  attack  roll,  defense,  skill  check,  or  ability  check.  
• Melee  attack:  Make  a  basic  melee  attack.  
• Ranged  attack*:  Make  a  basic  ranged  attack.  
• Unarmed  attack*:  Make  a  basic  unarmed  attack  (note:  this  doesn't  provoke  an  attack  of  opportunity  if  your  target  is  
also  unarmed)  
• Cast  most  Magicks*:  Most  Magicks  spells  require  a  standard  action,  as  a  rule  of  thumb.  
• Combat  Maneuver:  Perform  a  Combat  Maneuver,  such  as  a  Bull  Rush  or  Grapple.  
• Charge:  Move  and  then  make  a  melee  basic  attack  or  a  bull  rush,  but  receive  a  penalty  to  AC  until  the  start  of  your  

  123  
next  turn.    
• Ready  an  action:  Ready  an  action  to  perform  when  a  specified  trigger  occurs  
• Defensive  stance:  Gain  a  +2  bonus  to  your  AC  and  saves  until  the  start  of  your  next  turn  
• Use  a  Magick  Item:  Activate  an  item's  special  power  or  ability  
• Draw  a  Hidden  Weapon:  Draw  a  weapon  that  you  have  hidden  using  Thievery.  
• Stabilize*:  Prevent  the  HP  loss  of  a  dying  ally.  
• Perform  A  Quickening:  Spend  all  or  some  MP  to  perform  a  Quickening,  and  thus  potentially  start  a  Quickening  Chain.  
(See  Optional  Rules)  
 
MOVE  ACTIONS  
• Move:  Move  using  one  of  your  listed  speeds.  
• Crawl*:  While  prone,  move  up  to  half  your  speed.  
• Escape:  Escape  a  grapple  and  shift  
• Run*:  Move  up  to  your  speed  +  2;  grant  combat  advantage  until  the  beginning  of  your  next  turn.    
• Stand  up*:  Stand  up  from  prone.    
• Squeeze*:  Reduce  your  space  by  1,  move  up  to  half  your  speed,  and  grant  combat  advantage.    
• Equip  or  stow  a  shield:  Use  a  shield  or  put  it  away    
• Load  a  Firearm:  Load  a  Firearm  so  that  it  can  be  fired.  
• Retrieve  an  Item:  Retrieve  a  mundane  item  in  your  backpack.  
 
MINOR  ACTIONS  
• Draw  or  sheathe  a  weapon*:  You  can  draw  or  sheathe  a  weapon.  
• Use  a  restorative  Item*:  Consume  a  potion  or  other  restorative.    
• Drop  prone:  Drop  down  so  that  you  are  lying  on  the  ground.    
• Load  a  Bow:  Load  a  Bow  so  that  you  can  fire  it.  
• Open  or  close  a  door:  Open  or  close  a  door  or  container  that  isn’t  locked  or  stuck.    
• Pick  up  an  item*:  Pick  up  an  object  in  your  space  or  in  an  unoccupied  square  within  reach.  
• Retrieve  or  stow  a  restorative  Item:  Retrieve  or  stow  a  restorative  item  on  your  person.  
 
IMMEDIATE  ACTION  
• Readied  action:  Take  your  readied  action  when  its  trigger  occurs  
• Contribute  to  a  Quickening  Chain:  Spend  all  or  some  MP  to  perform  a  Quickening  with  your  allies  in  a  Quickening  
Chain  in  progress.  (See  Optional  Rules)  
 
OPPORTUNITY  ACTION  
• Opportunity  attack:  Make  a  melee  basic  attack  against  an  enemy  that  provokes  an  opportunity  attack  
 
FREE  ACTIONS  
• Drop  held  items:  Drop  any  items  you  currently  hold  
• End  a  grapple:  Let  go  of  an  enemy    
• Shift:  Move  1  square  without  provoking  opportunity  attacks.  You  cannot  move  after  making  a  Shift.  
• Spend  an  action  point:  Spend  an  action  point  to  take  an  extra  Standard  action  (once  per  encounter,  not  in  a  surprise  
round)  
• Talk:  Speak  a  few  sentences  
 
NO  ACTION  
• Delay:  Put  off  your  turn  until  later  in  the  initiative  order  
 
FULL-­ROUND  ACTION  
• Full  Attack:  Make  multiple  attacks,  if  your  Base  Attack  Bonus  allows  for  it.  
• Coup  de  grace  (COO-­‐DI-­‐GRAH)*:  Make  an  instant  critical  hit  against  a  helpless  enemy.  
• Escape  Bindings*:  Use  Acrobatics  to  attempt  to  escape  from  a  net,  bindings,  etc.  
• Extinguish  Flames:  Stomp  out  or  put  out  flames  in  your  square  or  on  your  person.  
• Light  a  Torch*:  Light  a  torch  using  flint  and  steel.  
• Move  1  square  in  Difficult  Terrain*:  Move  1  square  through  terrain  that  otherwise  brings  your  speed  to  0  and  isn't  a  
natural  hazard  (such  as  Quicksand).  
• Sprint*:  Move  up  to  4  times  your  speed  in  a  straight  line,  grant  combat  advantage  until  the  beginning  of  your  next  
turn.    
• Withdraw:  Move  up  to  double  your  speed,  do  not  provoke  opportunity  attacks  from  the  square  you  start  in.  
 
 

124    
Optional  Rules  
 
Quickenings  
 
The   Mist   is   a   powerful   force,   ever   present   throughout   all   of   Ivalice,   though   usually   in   small,   nearly  
unnoticeable   quantities.   There   are   some,   who   don't   even   practice   Magicks,   who   use   the   Mist   to  
perform  potentially  devastating  attacks.  The  land  dissolves,  the  hero  stands  in  front  of  his  opponent  
in  a  vast  field  of  cosmic  swirling  energy,  a  glow  of  pure  energy  surrounds  our  hero,  and  his  opponent  
manages   a   brief   look   of   dawning   realization   before   the   air   around   him   is   torn   asunder   by   pure  
magickal  energy.  In  the  ensuing  chaos,  the  hero's  allies  take  the  opportunity  to  join  in  with  their  own  
power,   should   enough   of   these   attacks   occur,   the   gathered   Mist   erupts   in   a   cacophony   of   power,  
sometimes  enough  to  scatter  a  small  army.  
 
These  attacks  are  called  Quickenings.  And  their  potential  results  are  called  Concurrences.    
 
Quickenings   are   an   optional   rule   because   they   are   designed   to   give   a   small   party   (3   or   4   players)  
extra  firepower  to  contend  against  IAT's  powerful  and  dangerous  monsters.  They   are  good  for  small  
parties   because   they   can   turn   the   tide   of   battle   and   grant   victory   where   it   would   otherwise   be  
fruitless.  They  are  resolved  quickly,  and  deal  a  respectable  amount  of  damage  to  an  enemy  that  was  
otherwise  taking  hardly  any  from  the  party's  efforts.  
 
Likewise,   Quickenings   are   not   recommended   for   large   parties   (6   or   more   players)   because   this   extra  
firepower  can  easily  turn  into  too  much  firepower.  If  a  large  party  gets  lucky  with  their  Quickening  
Chain,   there   is   a   scarily   large   chance   that   the   damage   counts   simply.   Will.   Not.   End.   Thus,   a   large  
party   with   a   large   Quickening   Chain   can   easily   kill   the   big   difficult   boss   their   GM   prepared   just   for  
them   in   one   round.   While   this   chance   also   exists   with   smaller   parties,   it   is   also   a   reasonably   small  
chance,  and  the  aforementioned  situation  is  likely  not  to  happen.  
 
Yes,  but  what  exactly  is  a  Quickening?  
 
A  Quickening  is  to  Magicks  what  a  Rocket  Launcher  is  to  a  gunfight.  They  can  be  either  devastating  or  
detrimental,   and   if   you   use   enough   of   them,   eventually   it   won't   matter.   A   character   does   not   begin  
play   knowing   a   Quickening,   but   can   learn   3   of   them   over   the   course   of   his   or   her   adventures.   A  
character   learns   and   gains   access   to   a   Quickening   at   6th,   11th,   and   16th   level   (When   they   advance   to  
their  next  tiers).  Quickenings  are  100%  pure  concentrated  Mist,  and  by  extension,  Magicks.  Thusly,  
while  a  Quickening  can  essentially  look  however  you  want  it  to  look  like,  they  typically  do  not  involve  
your  character  using  an  equipped  weapon  or  object  to  attack  an  enemy,  but  rather,  assaulting  your  
foe   with   pure   magickal   energy,   or,   if   you   really   wish   to,   conjuring   a   temporary   weapon   or   object,   and  
using   that   to   attack   your   enemy.   A   typical   Quickening   can   take   the   form   of   a   large   multicolored  
explosion,   a   beam   of   pure   energy,   conjuring   a   giant   phantasmal   sword   to   impale   your   enemy,   or  
enveloping   your   foe   with   a   rampage   of   electricity,   or   fire,   or   wind,   or   all   three   combined,   or   anything  
else  you  can  imagine!  
 
Mechanically,  a  Quickening  functions  simply  as  instant,  non-­‐elemental  damage  (meaning  that  damage  
resistance  or  reduction  based  on  elements  or  melee  damage  is  ignored,  but  general  DR  (DR/-­‐)  is  not  
ignored,  enemies  under  the  influence  of  a  paling  or  otherwise  are  impervious  to  damage  receive  no  
damage  as  usual)   to   a   single   opponent   within   10   squares   of   the   Quickening   initiator,   allies   who   wish  
to  join  in  and  contribute  to  a  Quickening  Chain  need  not  be  within  this  range,  but  must  have  line  of  
sight  to  the  target.  Quickenings  deal  damage  based  on  their  tier:  An  Advanced  Tier  Quickening  (the  
first   one   learned)   deals   1D10+5   damage,   Heroic   Tier   Quickenings   (the   second   one   learned)   deal  
1D20+10,  and  Legendary  Tier  Quickenings  (the  last  one  learned)  deal  2D20+15  damage.  
 
Quickenings  have  an  MP  cost  depending  on  the  character's  tier  and  the  tier  of  the  quickening  being  
used.   Consult   the   table   below   to   determine   the   MP   cost   of   a   Quickening.   Of   course,   a   Quickening  

  125  
cannot  be  used  if  you  do  not  have  the  required  MP  to  cast  it.  
 
  Advanced  Tier  Quickening   Heroic  Tier  Quickening   Legendary  Tier  Quickening  
Advanced  Tier  Character   100%  MP  Cost   -­‐   -­‐  
Heroic  Tier  Character   50%  MP  Cost   100%  MP  Cost   -­‐  
Legendary  Tier  Character   33%  MP  Cost   66%  MP  Cost   100%  MP  Cost  
 
   

126    
Magick  

The  Magick  Attack  


 
Casting  a  spell  on  your  foe  is  vastly  different  than  swinging  at  him  with  a  blade.  Magicked  fire  has  a  
tendency  to  ignore  even  the  hardest  plate  mail,  after  all.  In  order  to  figure  out  if  your  spell  affects  a  
foe,  you  make  a  Magick  Attack.  Figuring  your  Magick  Attack  Bonus  is  a  simple  matter.  The  equation  is  
so:   Accuracy   +   The   Appropriate   Modifier   (usually   MGC)   +   Any   bonuses   gained   from   equipment   or  
accessories.  
 
When   you   figure   out   this   bonus,   you   then   make   a   Magick   Attack   as   you   cast   a   spell.   There   is   no   DC   to  
beat   when   you   make   this   attack,   unless   the   spell   specifically   targets   Evasion.   In   which   case   it  
essentially  functions  as  a  normal  attack.  
 
Otherwise,  when  you  roll  that  D20,  you're  setting  the  DC.  
 
After   the   DC   is   set   by   your   roll,   the   opponent   who   is   targeted   by   your   spell   makes   the   appropriate  
Resilience  save.  If  he  makes  the  save  or  otherwise  dodges  the  spell,  one  of  two  things  happens,  the  
spell  misses,  or  he  takes  half  damage,  depending  on  the  spell  description.  If  he  fails,  then  he  suffers  
the  full  extent  of  the  spells  effect,  which  can  be  damage,  a  status  effect,  or  both.  
 
For   example,   Alae,   a   1st   level   Viera   Red   Mage,   wants   to   cast   Thunder   on   a   Baknamy.   Alae's   Base  
Accuracy   is   +2,   her   Magick   Modifier   is   +3,   and   she's   wielding   a   Rod,   which   adds   +1   to   her   Magick  
Attack,   bringing   her   total   bonus   up   to   +6.   Alae   rolls   and   gets   a   12.   12   +   6   is   18,   so   the   Baknamy   must  
have  an  Evasion  of  at  least  18  to  avoid  the  brunt  of  the  electrical  onslaught.  
 
Casting   spells   that   target   allies   or   that   have   harmless   effects   generally   always   hit   and   no   roll   is  
require   to   make   them   unless   the   spellcaster   is   wearing   armor   that   prohibits   spellcasting   via   Magicks  
Failure  Chance.  
 
Spells  are  formatted  like  so:  
 
Name     Spell  Description  
Ability  VS  Save   Mp  Cost   Damage/Effect   Targets  and  Range  
 

  127  
Black  Magicks  
 
Basic  Tier  
 
Fire     You  unleash  a  blast  of  flame  on  your  opponent.  
MGK  VS  Evasion   4  MP   2D6+MGK  Fire  Damage   1  Target,  10  Squares  
Thunder     You  call  down  a  bolt  of  thunder  upon  your  enemy.  
MGK  VS  Evasion   4  MP   2D6+MGK  Electric  Damage   1  Target,  10  Squares  
Blizzard     You  toss  a  spike  of  ice  at  your  foe.  
MGK  VS  Evasion   4  MP   2D6+MGK  Ice  Damage   1  Target,  10  Squares  
Water     You  crush  your  foe  with  a  column  of  pressurized  water.    
MGK  VS  Evasion   6  MP   3D4+MGK  Water  Damage   1  Target,  8  Squares  
Quake     You  summon  spikes  of  rock  to  jostle  your  enemies  
MGK  VS  Evasion   8  MP   1D10+MGK  Earth  Damage   Burst  1,  5  Squares  
Aero     You  conjure  a  burst  of  wind  to  rattle  your  opponents  
MGK  VS  Evasion   8  MP   1D10+MGK  Wind  Damage   Burst  1,  5  Squares  
 
Advanced  Tier  
 
Fira     A  blast  of  searing  flame  scorches  your  enemies.  
MGK  VS  Evasion   10  MP   3D10+MGK  Fire  Damage   Burst  1,  10  Squares  
Thundara   Bolts  of  electricity  dance  painfully  between  your  foes.  
MGK  VS  Evasion   10  MP   3D8+MGK  Electric  Damage   4  Targets  within  6  Squares  
Blizzara   Spears  of  ice  and  snow  pierce  and  impede  your  opponents.  
MGK  VS  Evasion   10  MP   3D6+MGK  Ice  Damage,  Area  becomes  difficult   All  Targets  in  a  burst  1,  10  Squares  
terrain  until  the  start  of  your  next  turn.  
Watera   A  surge  of  bone-­‐breaking  water  forces  your  foes  apart.  
MGK  VS  Evasion   12  MP   5D4+MGK  Water  Damage,  Targets  hit  are  pushed  to  the   Radius  1,  8  Squares  
nearest  available  unaffected  square.  
Quakera   The  earth  trembles  and  shatters,  knocking  your  enemies  off  of  their  feet.  
MGK  VS  Evasion   14  MP   3D8+MGK  Earth  Damage.  Targets  hit  are  knocked  prone.   Burst  1,  5  Squares  
Aerora   A  violent  blast  of  wind  rattles  your  enemies.  
MGK  VS  Evasion   14  MP   3D8+MGK  Wind  Damage   Burst  2,  6  Squares  
Bio   You  engulf  your  enemy  with  putrid  sludge  and  toxins.  
MGK  VS   12  MP   3D4+MGK  Poison  Damage  and  target  is  Poisoned.  Miss:  Half   1  Target,  10  Squares  
Resilience   damage,  target  is  not  Poisoned.  
 
Heroic  Tier  
 
Firaga   You  create  a  massive  explosion  to  rip  apart  and  sear  your  enemies.  
MGK  VS  Evasion   22  MP   5D10+MGK  Fire  Damage   Burst  2,  10  Squares  
Thundaga   A  storm  of  electricity  fries  your  foes  all  around  you.  
MGK  VS  Evasion   22  MP   5D8+MGK  Electric  Damage   6  Targets  within  6  Squares  
Blizzaga   Giant  spires  of  ice  freeze  and  rend  your  enemies.  
MGK  VS  Evasion   22  MP   5D6+MGK  Ice  Damage,  Area  becomes  difficult   All  Targets  in  a  burst  2,  10  Squares  
terrain  until  the  start  of  your  next  turn.  
Waterga   You  conjure  a  wave  of  crashing  water  to  sweep  away  your  enemies.  
MGK  VS  Evasion   24  MP   5D4+MGK  Water  Damage,  Targets  hit  are  pushed  to  the   Radius  2,  8  Squares  
nearest  available  unaffected  square.  
Quakega   The  earth  erupts  and  fissures  under  your  foes,  heavily  damaging  and  knocking  them  prone.  
MGK  VS  Evasion   26  MP   5D8+MGK  Earth  Damage.  Targets  hit  are  knocked  prone.   Burst  2,  6  Squares  
Aeroga   You  summon  a  massive  whirlwind  to  rip  apart  your  opponents.  
MGK  VS  Evasion   26  MP   5D8+MGK  Wind  Damage   Burst  3,  6  Squares  
Flare   A  blast  of  searing  energy  annihilates  your  foe.  
MGK  VS  Evasion   36  MP   8D12+MGK  Non-­‐Elemental  Damage  Miss:  Half  damage.   1  Target,  10  Squares  
Scourge   Vile  toxins  and  acids  sear  and  melt  your  enemies  
MGK  VS   24  MP   5D4+MGK  Poison  Damage  and  target  is  Poisoned.  Miss:  Half   Burst  1,  10  Squares  
Resilience   damage,  target  is  not  Poisoned.  
 
 
 

128    
Legendary  Tier  
 
Firaja   A  titanic  explosion  leaves  nothing  left  of  your  enemies.  
MGK  VS  Evasion   36  MP   7D10+MGK  Fire  Damage   Burst  3,  10  Squares  
Thundaja   A  vicious  surge  of  thunder  and  lighting  disintegrate  the  opposition.  
MGK  VS  Evasion   36  MP   7D8+MGK  Electric  Damage   8  Targets  within  8  Squares  
Blizzaja   Freezing  blasts  of  cold  and  giant  spires  of  ice  shatter  your  foes.  
MGK  VS  Evasion   36  MP   7D6+MGK  Ice  Damage,  Area  becomes  difficult   All  Targets  in  a  burst  3,  10  Squares  
terrain  until  the  start  of  your  next  turn.  
Waterja   A  massive  tidal  wave  sweeps  away  and  drowns  your  enemies  
MGK  VS  Evasion   40  MP   7D4+MGK  Water  Damage,  Targets  hit  are  pushed  to  the   Radius  4,  10  Squares  
nearest  available  unaffected  square.  
Quakeja   Pillars  of  earth  and  stone  erupt  from  under  your  foes  and  crush  them.  
MGK  VS  Evasion   40  MP   7D8+MGK  Earth  Damage.  Targets  hit  are  knocked  prone.   Burst  3,  8  Squares  
Aeroja   A  violent  tornado  shreds  your  enemies  apart.  
MGK  VS  Evasion   40  MP   7D8+MGK  Wind  Damage   Burst  4,  8  Squares  
Meteor   You  call  down  a  massive,  flaming  stone  from  the  heavens  to  destroy  all  in  your  sight.  
MGK  VS  Evasion   74  MP   8D12+MGK  Non-­‐Elemental  Damage.  Miss:  Half  damage.    Burst  5,  10  Squares  
Scathe   Arcane  runes  and  circles  form  in  front  of  you  before  sending  forth  a  beam  of  searing  white  energy.  
MGK  VS  Evasion   48  MP   10D8+MGK  Non-­‐Elemental  Damage.  Miss:  Half  damage   Line  10  
Ultima   The  ultimate  spell.  Nothing  remains  from  this  blast  of  earth-­‐rending  power.  
MGK  VS   100  MP   10D12+MGK  Non-­‐Elemental  Damage.  Miss:  Half  damage.  This   Line  10  
Resilience   Damage  ignores  all  Defenses.  
 
 
Arcane  Magicks  
 
Basic  Tier  
 
Dark     A  blast  of  unholy  energy  wracks  your  foe.  
MGK  VS  Resilience   8  MP   2D8+MGK  Dark  Damage   1  Target,  10  Squares  
Gravity   A  sphere  of  crushing  force  weakens  your  enemy.  
MGK  VS  Resilience   10  MP   25%  Current  HP  in  Damage   1  Target,  10  Squares  
Berserk     You  unlock  a  more  primal  part  of  your  opponent’s  mind,  sending  it  into  a  frenzied  rage.  
MGK  VS  Resilience   8  MP   Target  is  Berserk  for  1D4+1  Rounds   1  Target,  10  Squares  
Confuse     You  mystify  your  foe’s  mind,  causing  him  to  stumble  around  like  an  incomprehensible  idiot.    
MGK  VS  Resilience   8  MP   Target  is  Confused  for  1D4+1  Rounds   1  Target,  10  Squares  
Bane     You  call  a  dire  portent  upon  your  foe,  making  it  an  easier  target  
MGK  VS  Resilience   8  MP   Target  takes  a  -­‐2  penalty  to  Evasion,  Physical  and   1  Target,  10  Squares  
Magickal  defense  for  1d4+1  Rounds  
Rasp     You  slash  at  your  foe’s  connection  to  the  Mist.  
MGK  VS  Resilience   8  MP   2D8+MGK  MP  Damage   1  Target,  10  Squares  
 
Advanced  Tier  
 
Darkra     You  conjure  a  burst  of  unholy  energy  on  your  enemies.  
MGK  VS  Resilience   16  MP   4D8+MGK  Dark  Damage   Burst  1,  10  Squares  
Gravira   A  large  orb  of  crushing  energy  weakens  your  opponents.  
MGK  VS  Resilience   20  MP   25%  Current  HP  in  Damage   Burst  1,  10  Squares  
Decoy     You  designate  a  more  formidable  ally  as  a  target.  Forcing  your  foes  to  go  after  him.  
MGK  VS  Resilience   18  MP   Target  Ally  forces  all  that  can  see  him  or  her  to  make  a   1  Ally,  10  Squares  
(Harmless)   Resilience  save  or  focus  their  attacks  on  just  the  target  Ally.  
Drain     You  siphon  your  enemy’s  life  force  and  use  it  to  heal  yourself.  
MGK  VS  Resilience   12  MP   2D6+MGK  Damage,  You  are  healed  by  as  much  damage  as  you  deal.   1  Target,  10  Squares  
Vanish     You  or  one  of  your  allies  fades  from  view  entirely.  
MGK  VS  Resilience   16  MP   Target  gains  the  Vanish  condition  until  it  attacks  or  until  the  end   1  Target,  10  Squares  
(Harmless)   of  the  encounter.  
Syphon     You  rob  your  enemy’s  Mist  to  use  for  yourself.  
MGK  VS  Resilience   2  MP   2D8+MGK  MP  Damage,  You  recover  MP  equal  to  the  damage  dealt.   1  Target,  10  Squares  
Morph     You  or  an  ally’s  body  shifts  and  changes,  taking  on  an  entirely  new  body.  
MGK  VS  Resilience   22  MP   Target  gains  the  Morph  condition  until  the  end  of  the  Encounter,   1  Target,  10  Squares  
(harmless)   the  target  can  end  this  effect  as  a  Passive  Action.  

  129  
Heroic  Tier  
 
Darkga     A  shadowy  explosion  of  dark  energy  drains  and  rends  your  enemies.  
MGK  VS  Resilience   28  MP   6D8+MGK  Dark  Damage   Burst  2,  10  Squares  
Graviga   A  cosmic  sphere  of  gravity  severely  injures  your  foe.  
MGK  VS  Resilience   30  MP   50%  Current  HP  in  Damage   1  Target,  10  Squares  
Corruption     You  infuse  your  opponent  with  dark  and  twisted  energy,  turning  its  life  into  unlife.  
MGK  VS  Resilience   28  MP   Target  gains  the  Zombie  condition.   1  Target,  10  Squares  
Death     You  conjure  the  Reaper  to  rend  your  enemy’s  life  force,  placing  it  closer  to  death.  
MGK-­‐4  VS   30  MP   Target’s  HP  drops  to  0  and  is  immediately  KO’d   1  Target,  10  Squares  
Resilience  
Bubble     You  or  your  ally  is  infused  with  Mist  and  begins  to  brim  with  life  and  energy.  
MGK  VS  Resilience   32  MP   Target  gains  the  Bubble  condition  until  the  end  of  the  encounter.   1  Target,  10  Squares  
(Harmless)   This  spell  also  cures  and  counters  the  Disease  status.  
Charm     You  rewrite  your  foe’s  opinion  of  you  and  its  allies.  What  was  once  your  enemy  is  now  your  ally.  
MGK  VS  Resilience   28  MP   Target  gains  the  Charm  status  until  the  end  of  the  encounter.   1  Target,  10  Squares  
Vanishga   You  and  your  allies  disappear  from  sight.  
MGK  VS  Resilience   32  MP   Targets  gain  the  Vanish  condition  until  it  attacks  or  until  the  end  of   Burst  1,  10  Squares  
(harmless)   the  encounter.  
 
Legendary  Tier  
 
Darkja     A  tremendous  blast  of  soul  sucking  energy  decimates  the  opposition.  
MGK  VS  Resilience   42  MP   8D8+MGK  Dark  Damage   Burst  3,  10  Squares  
Gravija   The  weight  of  the  cosmos  comes  down  and  smashes  your  enemies.  
MGK  VS  Resilience   50  MP   50%  Current  HP  in  Damage    Burst  1,  10  Squares  
Reverse     You  infuse  your  target  with  odd  backwards  energy,  making  it  absorb  pain  and  abhor  healing.  
MGK  VS  Resilience   58  MP   Target  gains  the  Reverse  condition  for  1D4+1  rounds   1  Target,  10  Squares  
Shadowflare     A  concentrated  burst  of  dark  flames  disintegrates  your  enemy.  
MGK  VS  Resilience   48  MP   10D8+MGK  Dark  Damage   1  Target,  10  Squares  
Morphga     You  or  your  ally  transforms  into  literally  anything  it  can  imagine  
MGK  VS  Resilience   50  MP   Target  gains  the  Morphga  condition  until  the  end  of  the  Encounter,   1  Target,  10  Squares  
(Harmless)   the  target  can  end  this  effect  as  a  Passive  Action.  
Dominate     You  take  complete  and  utter  control  of  your  enemy,  directing  its  actions  on  your  whim.  
MGK  VS  Resilience   48  MP   Target  gains  the  Dominate  status  for  1D4+1  rounds.   1  Target,  10  Squares  
 
Green  Magicks  
 
Basic  Tier  
 
Protect     You  create  a  protective  field  around  you  or  your  ally,  shielding  it  from  physical  blows.  
SPT  VS  Resilience   4  MP   Target’s  physical  defense  is  increased  by  3  +  your  SPT  modifier   1  Target,  10  Squares  
(harmless)   for  1D4+1  Rounds  
Blind     You  veil  your  enemy’s  eyes,  hindering  its  vision.  
MGK  VS  Resilience   4  MP   Target  is  Blinded  until  the  end  of  the  encounter.   1  Target,  10  Squares  
Poison     You  imbue  your  foe  with  a  vile  toxin.  
MGK  VS  Resilience   6  MP   Target  is  Poisoned  until  the  end  of  the  encounter.   1  Target,  10  Squares  
Shell     You  erect  a  protective  barrier  around  you  or  an  ally,  shielding  it  from  magickal  assaults.  
SPT  VS  Resilience   4  MP   Target’s  magickal  defense  is  increased  by  3  +  your  SPT  modifier   1  Target,  10  Squares  
(harmless)   for  1D4+1  Rounds  
Sleep     You  create  a  lulling  mist  around  your  foe,  causing  it  to  drift  off  into  sleep.  
MGK  VS  Resilience   6  MP   Target  falls  asleep  for  1D4+1  Rounds   1  Target,  10  Squares  
Oil     You  coat  your  foe  in  slick,  flammable  oil.  
MGK  VS  Evasion   6  MP   Target  gains  the  Oil  condition  until  the  end  of  the  encounter.   1  Target,  10  Squares  
 

130    
Advanced  Tier  
 
Tranq   You  focus  your  or  an  ally’s  mind,  helping  it  land  blows  much  more  easily.  
SPT  VS  Resilience   12  MP   Target  gains  a  +4  enchantment  bonus  to  Accuracy   1  Target,  10  Squares  
(harmless)   for  1D4+1  rounds.  
Leap     You  or  an  ally  feels  much  lighter  on  their  feet.  
SPT  VS  Resilience   12  MP   Target’s  base  movement  speed  increases  by  2  and   1  Target,  10  Squares  
(harmless)   target  gains  a  +10  bonus  on  Acrobatics  and  
Athletics  checks  made  to  jump  for  1D4+1  rounds.  
Bravery     You  or  an  ally  brims  with  power,  making  its  blows  more  punishing.  
SPT  VS  Resilience   16  MP   Target  gains  a  +4  enchantment  bonus  to  physical   1  Target,  10  Squares  
(harmless)   attack  damage  for  1D4+1  rounds.  
Faith     You  or  an  ally  glows  with  Mist,  making  their  magick  that  much  stronger.  
SPT  VS  Resilience   16  MP   Target  gains  a  +4  enchantment  bonus  to  magickal   1  Target,  10  Squares  
(harmless)   attack  damage  for  1D4+1  rounds.  
Silence     You  seal  your  target’s  voice,  making  it  unable  to  speak,  much  less  cast  spells.  
MGK  VS  Resilience   12  MP   Target  is  silenced  for  1D4+1  rounds   1  Target,  10  Squares  
Null     You  erect  a  protective  elemental  shield  around  you  and  your  allies,  protecting  them  from  the  
onslaught  of  one  elemental  attack.  
SPT  VS  Resilience   16  MP   Choose  one  element  (Fire,  Lightning,  Ice,  Water,  Wind,  Earth,  Light,   Burst  1,  5  Squares  
(harmless)   or  Dark),  targets  gain  immunity  to  that  element  until  the  end  of  the  
encounter  or  until  hit  by  an  attack  that  uses  it.  After  the  attack  is  
resolved,  the  immunity  ends.  
 
Heroic  Tier  
 
Fly   You  or  an  ally  floats  gently  off  of  the  ground  and  takes  to  the  air.  
SPT  VS  Resilience   22  MP   Target  gains  a  Fly  speed  of  12.   1  Target,  10  Squares  
(harmless)  
Toxify     You  imbue  your  foe  with  a  vicious  and  deadly  poison.  
MGK  VS  Resilience   24  MP   Target  gains  the  Venom  status  until  the  end  of  the   1  Target,  10  Squares  
Encounter.  
Protectga     You  cover  yourself  and  your  allies  with  a  powerful  protective  aura.  
SPT  VS  Resilience   26  MP   Targets’  physical  defense  is  increased  by  5  +  your   Burst  1,  10  Squares  
(harmless)   SPT  modifier  for  1D4+1  Rounds  
Shellga     You  surround  your  allies  with  a  strong  shield  of  Mist.  
SPT  VS  Resilience   26  MP   Targets’  magickal  defense  is  increased  by  5  +  your   Burst  1,  10  Squares  
(harmless)   SPT  modifier  for  1D4+1  Rounds  
Sleepga     You  lull  your  enemy’s  to  sleep  with  a  pleasant  aroma.  
MGK  VS  Resilience   24  MP   Targets  fall  asleep  for  1D4+1  rounds   Burst  1,  10  Squares  
Blindga     A  burst  of  dark  energies  blind  and  stagger  your  foes.  
MGK  VS  Resilience   24  MP   Targets  are  Blinded  until  the  end  of  the  encounter.   Burst  1,  10  Squares  
Reflect     You  surround  yourself  or  an  ally  with  a  shining  field  of  energy,  causing  spells  to  bounce  off  of  it.  
SPT  VS  Resilience   30  MP   Target  gains  Reflect  for  1D4+1  Rounds   Burst  1,  10  Squares  
(harmless)  
 
Legendary  Tier  
 
Tranqra   You  and  your  allies  focus  intently  on  the  battle  at  hand,  landing  attacks  unerringly.  
SPT  VS  Resilience   34  MP   Targets  gain  a  +8  enchantment  bonus  to  Accuracy   Burst  1,  10  Squares  
(harmless)   for  1D4+1  rounds.  
Silencega     A  zone  of  pure  silence  robs  your  enemies  of  their  ability  to  speak  and  cast  spells.  
MGK  VS  Resilience   38  MP   Targets  are  Silenced  until  the  end  of  the  Encounter.   Burst  1,  10  Squares  
Deathward     You  shield  your  allies’  souls  from  death  and  darkness.  
SPT  VS  Resilience   36  MP   Targets’  gain  immunity  to  instant  death  effects  and   Burst  1,  10  Squares  
(harmless)   automatically  stabilize  when  reduced  to  0  HP  until  
the  end  of  the  encounter.  
Bravera   Your  allies  brim  with  power  and  strength,  making  their  blows  severely  punishing.  
SPT  VS  Resilience   36  MP   Targets  gain  a  +8  enchantment  bonus  to  physical   Burst  1,  10  Squares  
(harmless)   attack  damage  for  1D4+1  rounds.  
Faithra     Your  allies  glow  with  Mist  and  energy,  greatly  amplifying  the  power  of  their  spells.  
SPT  VS  Resilience   36  MP   Targets  gain  a  +8  enchantment  bonus  to  magickal   Burst  1,  10  Squares  
(harmless)   attack  damage  for  1D4+1  rounds.  

  131  
 
 
White  Magicks  
 
Basic  Tier  
 
Cure     A  mote  of  soft  light  embraces  and  heals  your  ally.  
SPT  VS  Resilience   4  MP   Heals  2D8+SPT  damage.  Deals  Holy  damage  against  undead.   1  Target,  10  Squares  
(harmless)  
Poisona     You  cleanse  an  ally  of  poisons  and  venoms.  
SPT  VS  Resilience   4  MP   Target  is  cured  of  Poison  or  Venom.   1  Target,  10  Squares  
(harmless)  
Blindna     You  bring  clarity  to  your  ally’s  vision.  
SPT  VS  Resilience   4  MP   Target  is  cured  of  Blindness.   1  Target,  10  Squares  
(harmless)  
Vox     You  cure  an  ally  of  muteness  and  silence.  
SPT  VS  Resilience   4  MP   Target  is  cured  of  Silence.   1  Target,  10  Squares  
(harmless)  
Dia     A  sanctified  light  shines  forth,  searing  the  undead.  
SPT  VS  Resilience     6  MP   2D4  Holy  damage  to  Undead.   Burst  10  centered  on  you.  
 
Advanced  Tier  
 
Cura     Motes  of  holy  light  embrace  and  heal  your  allies.  
SPT  VS  Resilience   12  MP   Heals  4D8+SPT  damage.  Deals  Holy  damage  against  undead.   Burst  1,  10  Squares  
(harmless)  
Mini     You  shrink  your  foe  or  ally  to  a  miniscule  size.  
SPT  VS  Resilience   14  MP   Target  is  afflicted  with  Mini  until  it  takes  an  Extended  Rest.   1  Target,  10  Squares  
Stona     You  restore  your  petrified  ally  to  flesh  and  blood.  
SPT  VS  Resilience   14  MP   Target  is  cured  of  Petrification.   1  Target,  10  Squares  
(harmless)  
Cleanse     You  wash  your  ally  clean  with  holy  water.  
SPT  VS  Resilience   14  MP   Target  is  cured  of  Disease  and  Oil.   1  Target,  10  Squares  
(harmless)  
Blink     You  or  an  ally  starts  to  waver  and  displace,  making  it  a  harder  target.  
SPT  VS  Resilience   6  MP   Target  gains  a  +4  enchantment  bonus  to  Evasion   1  Target,  10  Squares  
(harmless)     for  1D4+1  rounds.  
 
Heroic  Tier  
 
Curaga   A  bright  burst  of  holy  light  shines  forth  and  heals  your  allies.  
SPT  VS  Resilience   24  MP   Heals  6D8+SPT  damage.  Deals  Holy  damage  against  undead.   Burst  2,  10  Squares  
(harmless)  
Raise     You  rescue  your  ally  from  the  brink  of  death.  
SPT  VS  Resilience     20  MP   Target  is  cured  of  KO  and  is  brought  to  HP  Critical.  Undead  are   1  Target,  10  Squares  
brought  to  1  HP.  If  cast  on  an  Undead  with  0  HP,  it  is  destroyed.  
Esuna     You  cure  your  ally  of  most  everything  that  afflicts  it.  
SPT  VS  Resilience   24  MP   Target  is  cured  of  all  status  ailments  except  Slow,  Stop,  Doom,   1  Target,  10  Squares  
(harmless)   Disease,  Oil,  KO,  and  Death.  
Regen     You  imbue  your  ally  with  life-­‐giving  energies.  
SPT  VS  Resilience   26  MP   Target  gains  Regen  until  the  end  of  the  Encounter.   1  Target,  10  Squares  
(harmless)  
Dispel     You  rob  your  enemy  of  any  positive  effects  it  is  enjoying.  
SPT  VS  Resilience     26  MP   Removes  any  positive  status  effects  on  the  target.   1  Target,  10  Squares  
Holy     An  angelic  choir  heralds  the  sudden  descent  of  a  blast  of  pure  holy  energy.  
SPT  VS  Evasion     30  MP   5D10+SPT  mod  Holy  Damage   Burst  1,  10  Squares  
 
 
 
 

132    
Legendary  Tier  
 
Curaja   A  shining  blast  of  divine  energy  reinvigorates  your  allies.  
SPT  VS  Resilience   48  MP   Heals  6D8+SPT  damage.  Deals  Holy  damage  against  undead.   Burst  3,  10  Squares  
(harmless)  
Renew     You  restore  even  the  most  grievous  of  wounds  on  your  ally.  
SPT  VS  Resilience   50  MP   Target  is  fully  healed  of  its  HP.  If  cast  on  an  Undead,  it  is   1  Target,  10  Squares  
(harmless)   brought  to  0  HP.  
Arise     You  completely  restore  to  life  your  ally,  even  rescuing  it  from  the  clutches  of  Death  itself.  
SPT  VS  Resilience   100  MP   Target  is  cured  of  KO  or  Death  and  is  brought  back  with  full   1  Target,  10  Squares  
(harmless)   HP.  If  cast  on  a  dead  target,  the  caster  must  make  a  Magicks  
check  (DC  50)  or  the  spell  is  spent  with  no  result  and  the  
target  cannot  be  raised  again  with  this  spell.  If  cast  on  an  
Undead,  it  is  destroyed.  
Reraise     You  grace  your  ally  with  soul-­‐saving  energies,  bring  it  life  should  it  fall  in  combat.  
SPT  VS  Resilience   62  MP   Target  gains  Auto-­‐Life  until  the  end  of  the  Encounter.   1  Target,  10  Squares  
(harmless)  
Dispelga     You  rob  your  enemies  of  any  positive  effects  they  are  enjoying.  
SPT+4  VS   46  MP   Removes  any  positive  status  effects  on  the  target.   Burst  1,  10  Squares  
Resilience    
Esunaga     You  remove  any  and  all  ills  that  ail  you  and  your  allies.  
SPT  VS  Resilience   56  MP   Target  is  cured  of  all  status  ailments  except  KO   Burst  1,  10  Squares  
(harmless)   and  Death.  
Diaga     A  divine  blast  of  light  disintegrates  every  undead  in  sight.  
SPT  VS  Resilience     60  MP   6D8  Holy  Damage  to  Undead   Burst  10  centered  on  you  
 
 
 

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Glossary  

Below  is  a  list  of  terms,  afflictions,  and  statuses  commonly  seen  in  the  Ivalice  world.  
 
Berserk  
 
A   character   that   is   Berserk   is   experiencing   an   unnaturally   blind   rage,   usually  
brought   on   by   magickal   influences.   A   character   that   is   berserk   can   still   designate  
friend   from   foe,   but   cannot   use   Magicks   or   Techniques   until   the   rage   subsides.   A  
character   that   is   Berserk   immediately   attacks   the   nearest   known   hostile   enemy,   if  
more  than  one  enemy  is  within  equal  distance  of  the  character,  it  is  the  character’s  
choice  of  who  to  attack.  Berserk  characters  get  a  +4  Morale  bonus  to  STR,  but  a  -­‐2  
penalty  to  AC.  
 
Blind  
 
A   common   status   ailment   in   the   Final   Fantasy   Mythos,   blinded   characters   can   no  
longer   effectively   see   their   opponents   and   are   prone   to   missing   with   all   of   their  
attacks.   Blinded   characters   take   a   –2   penalty   to   Evasion,   loses   their   Dexterity   bonus  
to   AC   (if   any),   and   take   a   –4   penalty   on   most   Strength-­‐   and   Dexterity-­‐based   skill  
checks   and   on   opposed   Perception   skill   checks.   All   checks   and   activities   that   rely   on  
vision   (such   as   reading   and   Perception   checks   based   on   sight)   automatically   fail.   All  
opponents   are   considered   to   have   total   concealment   (50%   miss   chance)   against   the  
blinded  character.  Blind  creatures  must  make  a  DC  10  Acrobatics  skill  check  to  move  
faster   than   half   speed.   Creatures   that   fail   this   check   fall   prone.   Characters   who  
remain   blinded   for   a   long   time   (or   who   are   Bangaa)   grow   accustomed   to   these  
drawbacks  and  can  overcome  some  or  even  most  of  them.  Unless  stated  otherwise,  
Blind  lasts  until  the  end  of  the  encounter  or  can  be  removed  through  the  use  of  Eye-­‐
Drops,  ''Blindna'',  or  ''Esuna''.  
 
Confused  
 
Characters   who   are   confused   can   no   longer   designate   friend   from   foe.   Usually   a  
mental  condition,  Confused  characters  are  dangerous  in  a  battle,  as  they  might  wind  
up  attacking  their  teammates!  Players  who  are  confused  no  longer  have  full  control  
of   their   characters   and   randomly   attack   anyone   on   the   battlefield,   including  
him/herself!   In   order   to   play   this,   count   the   number   of   people   involved   in   combat  
and   the   character   may   reach   in   a   single   move   action   and   roll   dice   accordingly,   if  
there   are   a   number   of   combatants   un-­‐equal   to   a   proper   dice,   ignore   the   combatants  
farthest  from  the  Confused  character  until  a  dice  may  be  represented,  if  more  than  1  
characters   are   an   equal   distance   away,   the   DM   chooses   one.   Example:   There   are   7  
active  participants  in  a  current  battle.  1  of  these  participants  becomes  confused.  In  
order   to   determine   who   the   confused   character   attacks,   the   GM   starts   assigning  
numbers   to   characters,   the   Confused   character   is   1,   since   there   are   6   remaining  

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characters  in  battle,  the  person  farthest  from  the  confused  character  is  left  out,  so  a  
D6  (six-­‐sided  dice)  may  be  rolled  to  determine  who  the  confused  character  attacks.  
Once  a  character  has  been  chosen,  the  confused  character's  turn  is  spent  moving  to  
that   character   (taking   attacks   of   oppurtunity   as   appropiate)   and   making   a   single  
basic  attack  against  that  character.  
 
Mini  
 
Mini   shrinks   the   target   down   to   a   mere   fraction   of   their   original   size.   Targets   are  
shrunk   down   by   three   size   categories,   to   the   lowest   size   category   of   Fine.   For  
Medium,   Large,   or   Small   characters,   this   means   that   they   take   up   less   than   1   square  
of   space   when   they   are   under   the   Mini   condition.   This   means   that   more   than   one  
such  creature  can  fit  into  a  single  square.  A  Tiny  creature  typically  occupies  a  space  
only  2-­‐1/2  feet  across,  so  four  can  fit  into  a  single  square.  25  Diminutive  creatures  
or  100  Fine  creatures  can  fit  into  a  single  square.  Mini'd  characters  take  up  less  than  
1  square  of  space  and  have  a  natural  reach  of  0  feet,  meaning  they  can’t  reach  into  
adjacent   squares.   They   must   enter   an   opponent’s   square   to   attack   in   melee.   This  
provokes   an   attack   of   opportunity   from   the   opponent.   You   can   attack   Mini'd  
characters   in   your   own   square   if   you   need   to,   so   you   can   attack   such   creatures  
normally.  Since  they  have  no  natural  reach,  they  do  not  threaten  the  squares  around  
them.  You  can  move  past  them  without  provoking  attacks  of  opportunity.  They  also  
can’t  flank  an  enemy.  
 
On   occasion,   it   may   be   necessary   to   be   under   this   condition   for   various   reasons,  
such   as   to   enter   a   small   hole   or   sneak   past   a   group   of   powerful   enemies.   Sometimes  
characters   must   be   in   the   Mini   status   to   explore   a   dungeon.   In   which   case   the  
dungeon   should   be   scaled   appropriately   and   the   characters   should   be   treated   as  
their  regular  size  for  the  purpose  of  combat  within  the  dungeon.  
 
However,  if  a  character  is  Mini'd  outside  of  these  circumstances,  then  the  following  
rules   apply:   All   physical   damage   dealt   by   a   Mini'd   character   deals   1   damage,  
regardless   of   what   that   character   is   wielding.   The   Mini   status   does   not   affect   spell  
casting  damage.  Mini'd  character's  gain  a  +8  size  bonus  to  Attack  rolls  and  AC,  a  –8  
penalty  to  their  Combat  Maneuver  Bonus  and  Combat  Maneuver  Defense,  have  all  of  
their  speeds  reduced  to  2  Squares,  and  recieve  a  +16  size  bonus  on  Stealth  checks.  
Damage  dealt  to  a  Mini'd  character  is  doubled.  
 
Again,   the   bonuses   and   penalties   listed   above   only   apply   under   circumstances  
where   the   Mini'd   character   is   fighting   regular   sized   opponents   on   a   regular  
battlefield.   Dungeons   and   areas   where   the   Mini   status   is   necessary   for   them   to   be  
entered   and   explored   treat   the   characters   as   regular   sized   for   all   intents   and  
purposes  of  the  dungeon.  
 
Oil  
 
A   character   is   covered   in   highly   flammable   Oil.   Any   attacks   that   deal   Fire   damage   to  

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this   character   deal   double   damage.   Oil   lasts   indefinitely   on   a   character   and   can   be  
removed  with  ''Cleanse'',  a  Handkerchief,  or  a  bath  and  clothes-­‐washing.  
 
Resting  
 
There  are,  in  general,  2  types  of  resting,  Short  Rests  and  Extended  Rests.  
 
Short  Rests  are  usually  at  least  5  minutes  long,  but  no  longer  than  an  hour,  and  are  
usually   taken   just   after   an   encounter.   Most   adventuring   parties   take   a   short   rest  
after   a   battle   if   they   know   another   encounter   is   imminent.   Short   Rests   restore   HP  
equal  to  a  character's  level.  For  all  intents  and  purposes,  a  party  can  take  only  one  
short   rest   between   encounters.   If   the   party   wishes   to   spend   more   time   resting   in  
order  to  restore  HP,  then  they  should  take  an  Extended  Rest.  
 
Extended   Rests   last   at   least   8   hours,   and   represent   a   night   of   sleep,   relaxing,   and  
restoration.   Parties   take   extended   rests   at   camp   or   in   town,   when   no   danger   is  
present  or  will  present  itself  soon.  Extended  Rests  completely  restore  party  HP  and  
revive   Unconscious   party   members,   given   that   the   party   has   food   and   water   to  
nourish  themselves  with.  Once  a  party  has  taken  an  Extended  Rest,  there  should  be  
no   need   to   take   another   until   after   the   next   combat   encounter.   Technically,  
Extended   Rests   can   last   as   long   as   the   party   wants,   so   long   as   they   have   the  
resources  to  survive.  Party  members  can  do  non-­‐strenuous  activities  while  taking  an  
extended   rest,   such   as   purchasing   items,   wandering   around   (assuming   they   don't  
run  into  trouble),  accepting  and  finishing  quests,  working,  and  so  on.  Once  the  party  
sets  out  and  continues  questing  or  gets  into  combat,  the  Extended  Rest  ends.  
 
Poison  
 
Poison  is  a  classic  and  well-­‐known  affliction  in  the  Final  Fantasy  universe,  and  it  is  
no   different   in   IAT.   When   a   character   is   Poisoned,   he   or   she   slowly   takes   damage  
throughout  the  battle  as  the  poison  runs  it's  course.  At  the  beginning  of  a  Poisoned  
character's   turn,   that   character   takes   1/10th   of   their   maximum   HP   in   damage  
(minimum  1).  (PROTIP:  This  number  can  be  easily  figured  by  looking  at  the  afflicted  
characters  Max  HP  and  taking  damage  equal  to  the  number  in  the  ten’s  digit,  e.i.  a  
character   with,   say,   32   HP   takes   3   damage   per   round,   one   with   54   HP   takes   5  
damage,   one   with   89   HP   takes   8   damage,   and   so   forth)   Poison   can   be   removed  
through   an   Antidote,   Remedy,   Poisona,   and   Esuna.   Unless   stated   otherwise,   Poison  
lasts  until  the  end  of  the  encounter.  
 
Sleep  
 
Aside   from   the   basic   sleep   that   characters   use   to   rest.   Sleep   as   a   status   effect   occurs  
in   battle   usually   through   Magickal   means.   Sleeping   characters   fall   Prone,   enter   a  
deep   slumber,   are   considered   Unconscious   and,   of   course,   grant   Combat   Advantage.  
A   Sleeping   character   wakes   up   when   taking   damage   of   any   sort,   or   another  
character   spends   a   Standard   Action   to   wake   the   character   up   (usually   through  

136    
shaking   and   yelling   loudly   at   them),   or   the   spell   ''Esuna''   is   used   on   them.   If   a  
Sleeping  character  is  left  to  slumber,  unless  stated  otherwise,  they'll  wake  up  in  an  
hour  or  two.  
 
Silence  
 
The   character   loses   the   ability   to   speak,   usually   through   magickal   means.   Silenced  
characters  cannot  cast  Magicks  or  perform  any  actions  that  require  the  use  of  their  
voice.  Unless  stated  otherwise,  Silence  lasts  until  the  end  of  the  encounter.  Silence  
can  be  removed  through  the  use  of  Echo  Herbs,  ''Vox'',  or  ''Esuna''.  
 
Venom  
 
The   stronger   cousin   of   Poison,   Venom   acts   exactly   as   Poison   does   except   that   it  
deals   1/5th   of   the   afflicted   character's   max   HP   in   damage   instead   of   1/10th  
(Minimum   2).   (PROTIP:   As   Poison,   instead   now   work   by   multiples   of   5,   with   2  
damage  as  the  lowest  number.  Anyone  with  10  or  less  HP  takes  2  damage,  11  to  15  
takes   3,   16   to   20   takes   4,   21   to   25   takes   5,   and   so   on.   Or   divide   the   max   HP   by   5   and  
they  take  that  much  damage.)  
 
 

 
 
 

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