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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,
1
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
2
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.
3
• 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
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
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
29
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
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
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
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.
51
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
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
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
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
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
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
133
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
134
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
135
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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