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Subclasses
Subclasses are unique modifiers which provide numerical bonuses to certain attributes when being
utilized. Only one subclass can be used at a time, and their unique limit break can only be used
when equipped. Each subclass will also possess abilities however, and while equipped, a character
will be allowed to learn those abilities with the help of a trainer. A trainer only needs to spend the
first day with a character to provide them the means to learn an ability on their own, but the
trainer must be in possession of the ability themselves. Subclasses are automatically made
available through the crystals, while abilities and spells can be learned by anyone. Subclasses
operate at half the level of the character’s base class rounded down for determining any level
dependent abilities. Changing subclass is a one minute action that cannot be interrupted.
While equipping a subclass you have access to use any asterisk abilities of a subclass so long as
your main class is twice the level.
All classes can access certain abilities and spells, but unlocking them requires time investment. You
can train one ability or spell at a time. It takes a minimum of 3 days to unlock an ability at 1st level,
and 7 days to master it. The time spent to learn an ability can be applied to the time needed to
master it.
The time required doubles for each higher level of ability. Unlocking an ability allows you to use it
when equipping that subclass, while mastering it allows you to use it anytime. Learning lower-level
abilities reduces the time needed to learn higher-level ones. Learning abilities of similar classes
also helps reduce the time.
For every two abilities in a class or subclass, the time to learn abilities of the same subclass is
reduced by half. You can benefit from this three times. If your main class is twice the level of the
ability, the time is halved. For each class or subclass in a subclass branch where you have unlocked
abilities totaling 1.5x the level of the ability being learned, the time is also halved.
For example, to learn a lvl 4 warrior ability you would require 3x2x2x2 or 24 days, but if you
learned two warrior abilities already, this drops to 3x2x2, and if your knight abilities total six, then
your time again reduces to 3x2, and if you have a paladin main class at level 6, this will again
reduce to 3 days total.
Asterisk abilities can still be trained and mastered even if they are automatically accessible. They
do not provide free points towards that subclass total unlocks.
The following abilities and spells are accessible to all classes, but require a certain amount of investment of time in order to unlock. One ability or spell can be selected to be trained
at a time. 3 days is the minimum for unlocking an ability at 1 st level, with seven days being necessary for mastery. This length of time doubles for each additional level of ability,
meaning an ability acquired at lvl 3 of a class would require 3 x 2 x 2 or 12 days to unlock and 28 to master. Unlocking an ability allows them to be used when equipping that subclass,
while mastering the ability allows them to be used at any time. However, classes have a hierarchy, as do abilities, and mastering the basics can drastically reduce the amount of time
needed for a higher level ability to be learned. Two level 1 abilities in archery for example, would qualify one to learn a higher level ability in archery in half the time.
If you possess two abilities unlocked in a class or subclass, abilities of the same subclass are reduced in time to learn by half. If you possess four abilities unlocked in a class or
subclass, abilities of the same subclass are reduced in time to learn by half. For each class or subclass in a subclass branch in which you have unlocked a number of abilities with total
ability levels equal to twice the ability being learned, the time is reduced by half. For example if you unlocked one 2 nd level and two 4th level abilities in the Warrior subclass, then
your total would be 10 and half would be 5, so any other ability of 5 th level or lower in the melee subclass branch could be reduced by half from that subclass. Every encounter with
the job equipped reduces the time spent to learn an ability by one day. You are not penalized for changing to another class while training an ability, but will not gain progress until
you return to the other class. If you stop training an ability, such as unlocking it but not mastering it, and then training a different ability, it will take the remaining amount of time to
master the ability when returning to training it so long as the time to train it has not been reduced by half. If the time to train it has been reduced, it will take the full time to master.
There are three stages for qualifying for halving training time. The first is for every two abilities of the same class the character possesses, more abilities in that class are at half time
cost. This cannot exceed three times. The second is possessing twice the total level of abilities of a related class. For example, having two 3 rd level warrior abilities would reduce the
time for learning paladin abilities of 3 rd level by half, down to a minimum of 3 days. Each class can only qualify once for the reduction of another class. Your base class counts for this,
even if the abilities of your base class do not appear on the list. Subclasses are considered related if they are in the same subclass list, which is divided into Ranged, Melee, Magic,
and Hidden Weapons. Other affinities may qualify and be argued for.
Subclass abilities are automatically accessible if they contain an asterisk and are listed as an ability equal to your subclass level or less. That’s one half your main class. Asterisk
abilities give you no advantage on unlocking and mastering them, as mastery will take the same time as any other ability. Asterisk abilities merely grant you access while in the
subclass.
Spellcasting Mastery
Spells function as normal while equipping a subclass they share. When not equipping the subclass
however, standard action spells that are mastered from the lists will require full round actions
instead. You can pay an additional 4MP on a spell to ignore this restriction.
Subclass Bonuses
While active, subclasses provide the following if not matching their main class.
Archery subclasses grant Precise Shot as a bonus feat, and Rapid Shot if you have 4 BAB
Melee subclasses grant 1+1/5 main progression to attack with a melee weapon up to max BAB
Enemy Mechanics
The following additional mechanics will situationally appear in the game.
Armored Opponents
Armored opponents have extra damage reduction that is overcome by a number of different
means. Each armored opponent will have a hit count number value after which the reduction is
ignored. This is usually a number between two and six. An armor with a damage weakness takes
twice the number of hits when dealt damage by the damage type weakness, this can be an
elemental damage type or a physical damage type or both. Certain attacks are classified as heavy
for the purpose of breaking armor, these hits and sunder attempts are treated as twice as strong at
removing armor value. Critical hits are also twice as effective.
Barriers
Barriers are a type of temporary health points. They will protect armored opponents from taking
hit count damage while they persist. Barriers are unaffected by damage reduction and weaknesses,
but are fully affected by resistances and immunities of the base creature. Barriers can come with
their own separate damage type weakness that is unlike the base creature. Magic is twice as
effective against barriers.
Quick Creatures
Certain creatures are classified as quick. These creatures have impossibly high AC, saving throws,
and touch AC, making skills that boost attack value extremely valuable to deal with them.
Berserk Creatures
Berserk creatures often enter this state when they take a certain amount of damage, when
threatened in a specific manner to them, or through mist illness. Berserk creatures have an extra
move and swift action each round, or can add an extra attack or spell to their standard actions.
Berserk creatures delay any status conditions applied to them, but when three status conditions
are applied their berserk status wears off and the conditions hit them at once.
Counter Shield
Counter shield creatures negate a certain number of hits or effects against them each round
starting on their turn usually between the numbers of one and two. Counter shields are evident by
the sign of an opposing force from the point at which you made contact. Counter shields are
always specific to physical attacks, magic attacks, or status conditions, and rarely all three. If a
counter shield protects a creature from a physical or magical attack, it will protect against any
attached conditions of that attack or spell. Certain counter shields will have an attack or condition
built into their counter which reacts to the creature that damaged them. If a counter shield has a
built in attack or ability reaction this will always be evident in some manner.
Certain creatures will have final actions they can perform out of turn right as they’re dying. These
actions can include anything such as healing allies, exploding for massive damage, applying doom
on the creature that killed it, or even reviving itself. Last stand effects can only be used once per
day, even if revived multiple times, and will not occur if the creature is incapable of the action at
the time it dies. Half Stand and Quarter Stand Effects are a variation on this where rather than
automatically occurring as they die, they automatically occur when a creature hits half or one
quarter hit points thresholds. Unlike Last Stand effects, if incapable of acting when reaching the
relevant hit point threshold these variants will occur at the next possible opportunity if the
creature is still alive and hasn’t passed into a separate threshold.
Undead Revival
Undead start a countdown when they die for three rounds. If within that time they are not
exorcised properly, they return to life with half their hit points and regain their actions in initiative
starting at that round. Revival can be avoided by using certain abilities when killing a creature.
Nethic Creatures
Nethic creatures have incorporated pieces of artificial nethicite into their body. They take reduced
damage from all sources and are unaffected by adverse status conditions until the nethicite is
attacked which often requires positioning and flanking to accomplish. Critical hits against a
creature can be relocated to the nethicite if the creature is of medium size or smaller. Otherwise
the position and facing of a nethic creature will matter in a fight. Once the nethicite is attacked, the
creature will become flatfooted and incapable of action or movement for one round, after which
time it will resume its normal actions but without the nethicite’s protections. Nethicite protections
are reactivated every few rounds, usually three, if the encounter has not ended by then. Nethicite
cannot be attacked on the turn it is reactivated.
Law Magic
Law magics set conditions for a fight in which violation of these conditions will restrict an
offender’s actions or invite them with a hefty fine and a jail sentence. Law magic only occurs in
Jylland where its own magical judges maintain these unique laws and in formal duels in Ordallia
with rare exception.
Subclass List
Basics
Archery: +1 to hit, shortbow and longbow proficiency
1* Draw and Aim: SA +15 to hit and +1d6 damage on next attack against a selected target
Squire: +1 to AC, +1 hit points per level, short sword proficiency and shield proficiency
1 Focus: swift action +2 strength modifier and +1/2 level temporary hit points for 3 rounds
1* Rush: when charging you can trade charging bonuses for free bullrush attempt at -4
1 Inner Salve: 1 MP move action gain another saving throw attempt against blind, deafened,
shaken, sickened
1 Conjurer’s Cure: 1MP SA restore 1d6+casting modifier+CL hit points to one ally in 15ft
1* Basic Earth: 1MP SA ranged touch attack deal 1d6+CL earth damage to one enemy in 15ft
1 Basic Wind: 1MP SA ranged touch attack deal 1d6+CL wind damage to one enemy in 15ft
1 Mug: after making a steal attempt if successful you make an attack against the target
Ranged
Ranger: +2 disable device, +4 trapmaking, +2 survival
1* Trap Discipline: Gain Disable Device as a class skill, if already a class skill gain +2 to the skill
1 Trap Expertise: Gain craft trap as a class skill, if already a class skill gain +2 to the skill
1 Favored Enemy +1
2 Sense Mists: recognize approximate level of creatures relative to others, can gauge who is
lowest and highest level or CR in a group with a perception check DC20
4* Trapfinding
4 Speak with Animal: choose a species to wild empathy with, selection cannot be changed
Select a single species of animal to wild empathy with from among any one species of
animal. This selection cannot be changed. You gain wild empathy as the druid class feature
limited to communication with this animal.
5 Favored Terrain +1
5 Favored Enemy +1
6 Swift Snare: 1MP SA set an invisible but non-magical trap in an unoccupied adjacent space,
a sleight of hand roll will hide what you’re doing
7* Hunter’s Edge
10 Favored Terrain +1
10 Favored Enemy +1
1* Sonic Arrow: 1MP swift action, next ranged attack that doesn’t use a times per day ability
deals damage to creatures adjacent to the target, reflex for half
2* Critical Identification 1: 1MP move action, identify monster with skill check to increase
critical rate and critical confirm against that creature type by +1 for one minute
3 Addle Shot: swift action, attacks from your weapons this turn cause sickened for three
rounds, fortitude negates
3* Capture Shot: swift action, attacks from your weapons this turn prevent a mist creature
from fading on death for three rounds, allowing them to be harvested (held items will still
disappear)
4 Trophy Shot: swift action, for each of your weapon attacks that fell an enemy this turn you
regain a use of your swift action, this can provide a maximum of two additional swift
actions/if a weapon attack action with only one target fells an enemy this round, gain two
uses of swift actions
4 Oust Shot: swift action, make a CMB using dex instead of str against enemies you attack
this turn, if successful you knock them back 5ft with each attack
6* Critical Identification 2: 1 MP swift or move action, identify monster with skill check to
increase critical rate and critical confirm against that creature type by +1 for one minute
7 Sidewinder: 1MP move action, next attack is heavy and deals 2x damage against non-
humanoids
10 Critical Identification 3: 1MP free action, identify monster with skill check to increase
critical rate and critical confirm against that creature type by +1 for one minute
1 Rapid Reload
2* Gun Fix
3 Sharp Shooting
5 Nimble +1
6* Area Cover: SA designate a 20ft area, creatures moving into or through the area provoke
an attack from you on their turn, one attack per creature up to your dex minimum 1
Gadgeteer +10ft movement speed, +1 dodge AC in light armor -10% spell failure
2 Wound Spring: SA grant haste for three rounds to a random ally in 30ft
2* Tight Screw: SA grant barrier for three rounds to a random ally in 30ft
2 Tight Bolt: SA grant shell for three rounds to a random ally in 30ft
2 Oiled Gear: SA grant +10ft movement for three rounds to a random ally in 30ft
7* Tighter Screw: 1MP SA grant barrier2 for five rounds to a random ally in 30ft
7 Tight Bolt: 1MP SA grant shell2 for five rounds to a random ally in 30ft
10 Pulse gadget
Sniper +20ft range increment with guns or bows, +5ft movement, +2 AC in cover
1* Disarming Shot: gain ability to make disarm maneuver with ranged weapon
4 Poison Ammo: no risk of poisoning self when coating ammo with poison
4 Crack Aim: +1 to attacks with guns and bows, +1 per four levels after 1 st of your main class.
Your base attack bonus plus your crack aim bonus cannot exceed your level.
5* Aim to Kill: full round action, add +2 to hit and +4d6 damage to make one ranged weapon
attack, allows an additional normal attack at -2 if in possession of rapid shot
10 Dooming Shot: 1MP SA, ranged weapon attack inflicts 3d6 rounds of doom, fortitude
negates
1* Sea legs
2 Swinging Reputation
3 Pirate’s Smolder: 1MP SA, inflict charmed to creature in 20ft, DC cha based
4* Cutpurse Sniper: ability to make ranged steal attempts, stolen items fall to the ground
6 Ranged Disable: ability to attempt disarm on non-magical traps with ranged weapon
7* Back Off: free action at the end of a turn in which you were attacked in melee, make a
ranged bullrush combat maneuver against the assailant using dexterity in place of
strength, you aren’t moved in this attempt and the enemy movement doesn’t provoke
10 Canny Dodge: gain Uncanny Dodge while on a ship, your level is your rogue level
2* Drill: SA, heavy ranged attack at -2 attack penalty, normal damage, with reload apply -2DR
to armor, with gauss 50% chance to make next Slug Shot heavy
4* Armor Drilling: +4 to attack heavy armored enemies with ranged heavy attacks
6 Split Shot
6* Slug Shot
6 Chain Saw: SA, ranged attack at -2 against each enemy in 20ft line, with reload next split
shot can hit an additional target adjacent to either with -5 penalty, with gauss 50% chance
to make next clean shot deal +2d6 damage
1* Rebound Shot: You may spend a swift action to give a thrown weapon the returning
property for one round.
2 Team Judgement 1: When you hit with a ranged attack, if that attack is not a full round
action, you can use a swift action to grant all other allies a +1 morale bonus on attack rolls
against that creature for two rounds. Or as a free action up to 2 times per day.
2* Tackle Shot: When in a threatened square, you may attempt a bullrush combat manuever
against the threatening creature as a standard action without provoking attacks of
opportunity. If you succeed, you may perform any standard action ranged attack without
provoking attacks of opportunity. Any feats that can apply to attacks following a
movement, such as rapidshot, can be used on this attack. You do not need to target the
bullrushed creature with your attack.
3 Ranged Charge: As a standard action you can move half your movement speed as though
charging with a melee weapon toward a creature and make a ranged attack if you are
within 30ft.
4* Water of Spira: You can breathe underwater for up to one minute per level. These minutes
do not need to be consecutive.
5 Team Judgement 2: When you hit with a ranged attack,if that attack is not a full round
action, you can use a swift action to grant all other allies a +2 morale bonus on attack rolls
against that creature for two rounds. Or as a free action up to 2 times per day.
6 Blitz Technique: As the monk ability, but applies to your thrown weapons instead, with a
maximum range of 30ft. No more than one Blitz Technique can be used each round.
6 Combo Finishers: You may select one combo finisher from the monk list. The finisher can
be used within one extra round of starting the blitz techniques than normal. This means
over three rounds a combo finisher can be used.
8 Team Judgement 3: When you hit with a ranged attack,if that attack is not a full round
action, you can use a swift action to grant all other allies a +2 morale bonus on attack rolls
against that creature for two rounds. Or as a free action up to 4 times per day.
8 Combo Finishers: You may select one combo finisher from the monk list. The finisher can
be used within one extra round of starting the blitz techniques than normal. This means
over three rounds a combo finisher can be used.
10 Combo Finishers: You may select one combo finisher from the monk list. The finisher can
be used within one extra round of starting the blitz techniques than normal. This means
over three rounds a combo finisher can be used.
1* Prime: You can spend a full round action priming a siege weapon, rocket launcher, or
grenade launcher in order to increase the reflex save DC of the explosive to 10 + ½ level +
your intelligence modifier the next time someone fires the weapon. A grenade can be
primed in the same manner, but must be held in your hand until the turn it gets used. This
DC is based on your main class level, not subclass level.
2 Scrap Barrel: You refund 50% of the ammunition when you fire a siege weapon, rocket
launcher, or grenade launcher. The refunded ammunition must be collected from the
target location it was fired, and for every two ammunitions collected you gain one
ammunition back. Collecting ammunition through this method takes a standard action.
3* Cannon Specialist 1: You add +1 to the damage of siege weapons, rocket launchers, and
grenade launchers, and +1d6 to the damage of primed weapons.
4 Aimed: You can make a standard action to prepare an aimed shot with a ranged weapon
on the next round. The aimed shot makes a ranged touch attack against a primary target
with the weapon’s range increment and deals normal damage.
5 Calculated Arc: You can ignore cover bonuses when firing siege weapons, rocket launchers,
or grenade launcher into cover that isn’t full cover.
5* Quick Prime: You can reduce the Prime action from a full round action to a standard action.
6 Cannon Specialist 2: You add +2 to the damage of siege weapons, rocket launchers, and
grenade launchers, and +2d6 to the damage of primed weapons.
7* Quicker Prime: You can reduce the Prime action from a standard action to a move action.
9 Cannon Specialist 3: You add +3 to the damage of siege weapons, rocket launchers, and
grenade launchers, and +3d6 to the damage of primed weapons.
10 Quickest Prime: You can reduce the Prime action from a standard action to a free action.
Fusilier ignore dodge bonuses to AC, 1/day reroll a missed ranged attack -10% spell failure
1* Strip Shot 1: As a standard action you can make a ranged touch attack against an enemy
applying no bonuses to damage but the weapon’s base damage. That enemy suffers a -2
AC from armor bonus for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
1 Distracting Shot 1: As a standard action you can make a ranged touch attack against an
enemy applying no bonuses to damage but the weapon’s base damage. That enemy suffers
a -2 penalty to attack for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
2 Hipfire: As a swift action you can give yourself a 30ft threat range with your current ranged
weapon. This threat range lasts until your next turn.
5* Strip Shot 2: As a standard action you can make a ranged touch attack against an enemy
applying no bonuses to damage but the weapon’s base damage. That enemy suffers a -3
AC from armor bonus for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
5 Distracting Shot 1: As a standard action you can make a ranged touch attack against an
enemy applying no bonuses to damage but the weapon’s base damage. That enemy suffers
a -3 penalty to attack for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
6 Fire Shot: 1MP As a free action your next ranged attack this round deals 2d6 fire damage
instead of its normal weapon damage. Bonuses to weapon damage still apply. No more
than once per round.
6 Blizzard Shot: 1MP As a free action your next ranged attack this round deals 2d6 cold
damage instead of its normal weapon damage. Bonuses to weapon damage still apply. No
more than once per round.
6* Thunder Shot: 1MP As a free action your next ranged attack this round deals 2d6 electric
damage instead of its normal weapon damage. Bonuses to weapon damage still apply. No
more than once per round.
9 Strip Shot 3: As a standard action you can make a ranged touch attack against an enemy
applying no bonuses to damage but the weapon’s base damage. That enemy suffers a -4
AC from armor bonus for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
9 Distracting Shot 1: As a standard action you can make a ranged touch attack against an
enemy applying no bonuses to damage but the weapon’s base damage. That enemy suffers
a -4 penalty to attack for two rounds. The penalty cannot exceed the enemy’s armor
bonus.
10 Fire Shot II: 2MP As a free action your next ranged attack this round deals 4d6 fire damage
instead of its normal weapon damage. Bonuses to weapon damage still apply. No more
than once per round.
10 Blizzard Shot II: 2MP As a free action your next ranged attack this round deals 4d6 cold
damage instead of its normal weapon damage. Bonuses to weapon damage still apply. No
more than once per round.
10 Thunder Shot II: 2MP As a free action your next ranged attack this round deals 4d6 electric
damage instead of its normal weapon damage. Bonuses to weapon damage still apply. No
more than once per round.
1* Shrapnel Prime: Turn junk into one ammo for your weapon as a move action. Shrapnel
primed weapon deals 2d6 in a 10 ft area, reflex for half. Junk is defined as any assortment
of spare metal and or stone and gunpowder. Gunpowder costs 1 silver for ten uses. Only
one round can be junk.
2 Unknown Shrapnel: Turn junk into one ammo as move action and roll a 1d20, each result
causes a different effect to apply to the ammo you create. 1 1d6, 2 2d6, 3 3d6, 4 2d6 fire, 5
2d6 cold, 6 2d6 electric, 7 1d6 and slow one round, 8 1d6 and shaken one round, 9 1d6
and burned one round. 10 1d6 and chilled one round, 11, 1d6 and static one round, 12 2d6
fire and burned, 13 2d6 cold and chilled, 14 2d6 electric and static, 15 2d6 and burned two
round, 16 2d6 and chilled two rounds, 17 2d6 and static two rounds, 18 2d6 and slowed
two rounds, 19 2d6 and shaken two rounds, 20 2d6 non elemental and slowed, shaken,
burned, chilled, and static for one round. Only one round can be junk.
4 Aether Prime: 1MP into ammo as move action. Aether primed weapon explodes to restore
1d6 health points in 10ft.
5 Shell Shot: You may choose an Aether Primed Shot to instead grant shell.
5 Protect Shot: You may choose an Aether Primed Shot to instead grant protect.
7 Smoke Clouds: You may choose for shrapnel shot to produce a cloud of smoke in the area
of effect for one round.
8 Dispel Shot: You may choose an Aether Primed Shot to instead apply dispel.
10 Magic Barrel: get two rounds every time you prime with junk, even if the weapon holds
only one shot.
Magitek Mecha/Machina Maw +2 pilot skill checks, magitek proficiency (see magitek pilot) -20%
spell failure
1 Jetdrop Mech: This requires you to possess a magitek mech with jets and a receiver. Using
a bit of code you can all the mech to you from anywhere. The mech will arrive within ten
minutes of your activation call. Roll a D20. On a 1, ten minutes, 2-4 six minutes, 5-16 four
minutes, 17-19 two minutes, 20 one minute.
2* Beam Cannon 1: Once per minute while piloting a magitek mech, make a 30ft line attack
dealing 4d6 nonelemental damage as a standard action, reflex for half.
2 Charge Power: Spend a standard action to increase the damage dealt by the Magitek
Mecha’s special abilities by 2d6, and save DCs by +4 for one minute.
3 Unrestrictive Machinery: On a turn while grappling when you do not need to start the
grapple, you can utilize one of the mecha’s special abilities.
3 Fire Suppression: Once per minute while piloting a magitek mech, make a 20ft cone of 5d6
fire damage, reflex for half.
3 Ice Suppression: Once per minute while piloting a magitek mech, make a 20ft cone of 5d6
cold damage as a standard action, reflex for half.
3 Lightning Suppression: Once per minute while piloting a magitek mech, make a 20ft cone
of 5d6 electric damage as a standard action, reflex for half.
4* Beam Cannon 2: Twice per minute while piloting a magitek mech, make a 30ft line attack
dealing 4d6 nonelemental damage as a standard action, reflex for half.
6 Split Beam Cannon: When firing a beam cannon, you can make a second line attack against
another target. The two line attacks cannot overlap.
7 Swift Charge: 1MP Spend a swift action to increase the damage dealt by the Magitek
Mecha’s special abilities by 2d6, and save DCs by +4 for one minute.
7* Full Throttle: Once per minute gain +20ft of movement with the magitek mecha.
8 Beam Cannon 3: Three times per minute while piloting a magitek mech, make a 30ft line
attack dealing 4d6 nonelemental damage as standard action, reflex for half.
10 Swift Release: Once per minute while piloting a magitek mech, make a 30ft line attack
dealing 4d6 nonelemental damage as a swift action, reflex for half.
Heritor +1 on all saving throws, your hair turns white, -20% spell failure
1* Infused Power: As a full round action the Heritor can infuse their weapons and
ammunition with energy to increase their attack by +1. This energy remains in them for
one hour.
1 Warp Strike: 1MP When throwing or firing an infused weapon or ammunition you can
move to the location of the weapon or fired ammunition as a swift action and make an
attack in close range against the target. If the square is occupied you are shunted to the
closest location you can appear. You can move no further than 60ft with this action.
2 Inner Power: You regain health points at a rate of 1 per minute. This ability is always active.
3* Lost Melody: You gain an additional +1 bonus of the same type when benefiting from a
morale bonus.
4 Zodiac Arts: Make a full round attack against a single target. Each hit inflicts slow for one
round. Additional hits increases the duration by one round.
4 Light of Raithwall: 1MP As a standard action you can form a 20ft line of non elemental
energy dealing 1d8 damage per two levels. A reflex save reduces this damage by half.
5* Edict of Weighted Truth: When your infused weapon deals damage to an enemy, you may
choose to apply the weighted condition. If the enemy was drenched this removes
drenched and deals +1d6 damage. Only one Edict can be used each turn.
5 Edict of Squalled Temperament: When your infused weapon deals damage to an enemy,
you may choose to apply the squalled condition. If the enemy was weighted this removes
weighted and deals +1d6 damage. Only one Edict can be used each turn.
5 Edict of Drenched Hope: When your infused weapon deals damage to an enemy, you may
choose to apply the drenched condition. If the enemy was squalled this removes squalled
and deals +1d6 damage. Only one Edict can be used each turn.
7* Regen 1st
7 Warp Burst: 1MP When attacked you can attempt as opposed attack with your infused
weapon as an immediate action. If you succeed you cause a burst of energy from the
weapon to send yourself backwards 5ft.
8 Commanding Armaments: 1MP As a free action when you perform a single target standard
action attack with an infused weapon, you can try to gain control of the enemy’s weapons.
They must succeed a will save or their weapons guide their hand as though they were
confused. Dispel or confuse removal on the enemy removes this condition.
8 Energy Riot: 2MP As a free action you can inflict 1d6+casting modifier non elemental
damage on every enemy you hit this turn with your attacks. Each hit creature takes an
additional 1d4 non elemental damage each round for three rounds.
9 Cross Lancer: Make a single ranged attack at highest base attack bonus +2 with an infused
weapon, this attack deals non elemental damage to the target. Each enemy in one range
increment of the weapon is also hit by the same attack for non elemental damage instead
of normal damage.
9 Crystal Shower: 1MP As a standard action you can produce a 20ft radius area of non
elemental energy around you dealing 1d8 damage per two levels. A reflex save reduces
this damage by half.
10 Scathe 9th
1* Gun Lancet: If you succeed on an attack against a creature you’ve identified you can
choose to temporarily gain their creature spell, as a blue mage, as a free action. You can
cast this spell for one minute. Only one spell can be known at a time. Spells previously
learned should still be recorded.
3 Sapphire Gun
3 Weakpoint Encyclopedia 1: +2 on knowledge checks to determine the vulnerability of
creatures.
4 Blue Release: End an active buff you cast on yourself as a move action to gain +1 to attack
and damage equal to the level of the spell on your next attack.
7* Azure Dabbling 1: Know up to two blue mage spell you learn through lancet. These can be
pulled from previous spells learned. Using Lancet will replace one of these until a full rest
is performed.
10 Azure Dabbling 2: Know up to three blue mage spells you learn through lancet. These can
be pulled from previous spells learned. Using Lancet will replace one of these until a full
rest is performed.
2 Safe Toss: Missing with a grenade or alchemical item will not detonate or break it.
2* Hurl 1: When you throw a grenade or alchemy item, you can aim to hit the target with a
normal attack instead of touch. If you do, the item deals 1d6+strength modifier
bludgeoning damage with a x2 crit before its other effects.
3 Ranged Evasion 1: Gain +2 dodge to AC against attacks from further than 60ft away.
4 Hold the Pin: You can replace a ranged attack in a standard or full attack with the option to
pull out a thrown item. You can declare a prepared action with that thrown item.
4* Firebomb: 1MP If you hit an enemy with an explosive or alchemy item that deals fire
damage within 30ft, you can inflict berserk, fortitude save resists.
5 Ballin: 1MP If you hit an enemy with a ball within 30ft, you can inflict confuse. Fortitude
resists.
5 Catch: If an enemy uses an alchemical or explosive item on you, you may choose to catch
and disable it as a free action once per turn. This counts against your immediate actions
for the round but won’t consume a swift action for the next round.
6 Dagger Disable: Once per round when you throw a dagger you can attempt a ranged CMB
at no more than 30ft against that target using your dexterity modifier in place of strength.
If you succeed on three of these attempts against the same target that target will be
disabled for one round.
6 Ranged Evasion 2: Gain +4 dodge to AC against attacks from further than 60ft away.
6 Ranged Evasion 3: Gain +6 dodge to AC against attacks from further than 60ft away.
7* Hurl 2: When you throw a grenade or alchemy item, you can aim to hit the target with a
normal attack instead of touch. If you do, the item deals 2d6+strength modifier
bludgeoning damage with a x2 crit before its other effects.
8 Impossible Catch: 1MP If an enemy uses an alchemical or explosive item on you, you may
choose to catch and disable it as a free action.
10 Darts Disable: Once per round when you make a ranged attack with any weapon you can
attempt a ranged CMB at no more than 30ft against that target using your dexterity
modifier in place of strength. If you succeed on three of these attempts against the same
target that target will be disabled for one round.
Trickster +2 on escape artist, sleight of hand, disable device, and sense motive
1 Ace Chance: When you attack with a card once per turn a chance d20 roll will decide an
additional effect of the attack. On a 20 you cause stop for one round, a successful fortitude
save negates the effect.
2 Card Counting: You can perceive quantities and recall numbers with exceptional ease. You
get +4 to recall numerical details, and can tell exact numbers of small objects.
3 Queen of Spades: When you roll for chance a roll of 18 results in Stagger for one round,
fortitude negates.
4 Cardlock: You can impart other projectiles with card chance as a swift action. This will
enable the next five projectiles to function as cards for this purpose.
4 Jack of Clubs: When you roll for chance a roll of 16 results in 1d6 extra damage.
6 Diamond Jack: When you roll for chance a roll of 17 results in -2AC for one round, fortitude
negates.
6 King of Hearts: When you roll for chance a roll of 19 results in Frog for one round, fortitude
negates.
7 Stacked Deck: As a standard action you can attempt a DC20 sleight of hand to pull out the
exact chance card and throw it at an enemy in 30ft.
9 Card Shark: You gain a 1/day luck reroll on an attack roll. You may reroll any chance on this
attack.
1* Steady Shot 1: Add 1d4 to damage on ranged weapons when you don’t move.
2 Suppression Drone: Take a -4 penalty on your next attack to summon a tear shaped drone
as a free action to an adjacent location. The drone has attributes akin to the machinist
turret but doesn’t deal damage. When an ally attacks an enemy in 30ft of you the drone
will attempt an attack and if it hits will apply a -2 penalty to AC against the enemy. This
does not stack. Only one drone can be out at a time. You can only summon one drone a
day, but you can summon the same drone multiple times until it is destroyed.
4 Revving Up: You take a -2 penalty and your attacks deal half damage this round, but you
gain 2x the number of attacks. Each attack you hit with increases the amount of damage
you deal on your next attack by 1.
4* Barrage: Turn your next attack into an area effect as a move action. Your attack will volley
projectiles in a 15ft square area of effect. This costs eight additional ammunition or 1MP.
The attack deals normal damage for your weapon, a successful reflex save halves the
damage.
5 Close Ranged Combat: Your ranged weapons function as 1d6 x2 crit improvised melee
weapons with no penalty in your hands. Bows have no chance of their string breaking
during an attack maneuver. You can use dexterity instead of strength to hit.
5 Support Mark: You mark a target as a move action. When your marked target takes
damage, allies in 30ft of the target gain 1 health point up to once per turn. Only one mark
can exist at a time. Lasts until removed.
5 Morale Mark: You mark a target as a move action. When your marked target takes
damage, allies in 30ft of the target gain +1 morale bonus on will saves up to once per
round. The bonuses clear at the start of your turn. Only one mark can exist at a time. Lasts
until removed.
5 Kill Mark: You mark a target as a move action. When your marked target takes damage,
enemies in 30ft take 1 bleed damage, up to once per turn. Lasts until removed.
7 Steady Shot 2: Add 2d4 to damage on ranged weapons when you don’t move.
7* Magic Belt Feed: When using Revving Up, Barrage, or Grand Barrage you can pull
additional ammunition from storage.
9 Armored Archer 3: You reduce your dexterity penalties to skills in armor by 3 and
movement penalties by 5ft.
10 Grand Barrage: Turn any ranged attack into a 10ft square area of effect as a free action.
This costs three extra ammunition or 1MP. The attack deals normal damage for your
weapon, a successful reflex save halves the damage.
Ranger
Hunter
Sniper
Machinist
Gunner
Sky Pirate
Blitzballer
Cannoneer
Fusilier
Flintlock
Magic Ballista
Gadgeteer
Artillery Captain
Juggler
Trickster
Gunmage
Heritor
Melee
Warrior: +1 to attack and AC, and shield, longsword, and scimitar proficiency
1* Breaker Technique: +1 melee attack and damage against heavily armored enemies
2 Mental Headbutt: While in medium or heavy armor you can make an extra attack at -5
against an adjacent medium or small sized enemy when performing an attack. If you hit,
you deal no damage, but the enemy takes a -2 penalty on their next will save until your
next turn. Only one headbutt can be made each turn.
2 Dizzying Headbutt: While in medium or heavy armor you can make an extra attack at -5
against an adjacent medium or small sized enemy when performing an attack. If you hit,
you deal no damage, but the enemy takes a -2 penalty on their next reflex save until your
next turn. Only one headbutt can be made each turn.
4 Combat Defenses +2
4* Breaker Technique: +2 melee attack and damage against heavily armored enemies
5* War Rush: when you charge, you may attempt bull rush as a free action
6 Combat Defenses +3
7* Breaker Technique 3: +3 melee attack and damage against heavily armored enemies
8 Combat Defenses +4
10 Breaker Technique 4: +4 melee attack and damage against heavily armored enemies
3 Rend Speed: SA, attack applies -10ft speed penalty for three rounds
3 Rend Power: SA, attack applies -2 attack penalty for three rounds
4* Defend Ally +4 AC
5* Rend Armor: free action, next attack is heavy but deals half damage 1/turn
5 Rend Helm: free action, next attack counts as a status against berserk 1/turn
6 Stand Firm +2
10 Defend Ally +6 AC
Dark Knight: +1 to AC, +2 to caster level up to your level, greatsword proficiency, -30% spell failure
1* Soul Eater 1: free action sacrifice up to 1 hit points, gain equal bonus on next weapon
damage
1 Martial Magic 1: +2MP when two handing a melee weapon or wielding a shield
2 Draining Blade: 1MP free action, next attack steals 1d6 hit points from target once per
turn, fortitude negates the gain but not loss
2 Mana Draining Blade: 1MP SA, attack steals ½ CL in MP from target, will negates the gain
but not loss
3 Darksight: gain the ability to see in supernatural darkness via spells of up to 3 rd level
4* Soul Eater 2: free action sacrifice up to 2 hit points, gain equal bonus on next weapon
damage
4 Martial Magic 2: +4MP when two handing a melee weapon and or wielding a shield
5* Abyss Blade: move action sacrifice 5 hit points, perform an attack that deals +1 damage
per level
6 Unholy Sacrifice: SA sacrifice 5 hit points and 2MP, can sacrifice 5 hit points instead for
each missing MP, casts spell as fireball but dark damage using constitution as casting
modifier and BAB as caster level
7* Soul Eater 3: free action sacrifice up to 3 hit points, gain equal bonus on next weapon
damage
9 Martial Magic 3: +6MP when two handing a melee weapon or wielding a shield
10 Soul Eater 4: free action sacrifice up to 4 hit points, gain equal bonus on next weapon
damage
1* Dragoon Jump: jump into the air up to your jump height, you can hold your position there,
each round you hold your position increases the damage you do when you chose to
descend by 2d6 up to a maximum of 10d6, if you have at least 2d6 extra damage from this
ability, the attack is considered heavy
5* Sonic Descent: as a free action you can cause your landing to deal damage in an area
transforming your attack into heavy damage with a reflex save for half, the area is a 10ft
radius, +5ft for each turn you hold your position in the air
6 Fire Wyrm Breath: gain 1d3 per level 10ft cone attack that deals fire damage, reflex for half
counts as magic, usable every 1d3 rounds, suppressed by silence
6 Bolt Wyrm Breath: gain 1d3 per level 10ft cone attack that deals fire damage, reflex for half
counts as magic, usable every 1d3 rounds, suppressed by silence
6 Ice Wyrm Breath: gain 1d3 per level 10ft cone attack that deals fire damage, reflex for half
counts as magic, usable every 1d3 rounds, suppressed by silence
1* Limit Gauge: each attack you perform successfully increases your limit pts by one up to a
maximum of 10
1* Braver: 2limit pts SA jump up to 5ft and melee attack for +4d6 damage heavy
2 Mako Infused 1: +1 MP
3* Focused Thrust: 3 limit pts SA perform a full attack but deal half damage on each attack
5 Triple Slash: 4limit pts full round action, move and attack each enemy you move in range of
once at highest BAB, up to three times, the second hit adds your strength modifier to
damage, the third adds 2x strength modifier to damage, you can only hit each enemy once
6 Mako Infused 2: +2 MP
7* Climhazzard: 5limit pts SA, make an attack, the attack deals additional damage based on
your health, if below 50% health points deal 2x damage, if you are below 25% deal 3x
damage
10 Omnislash: 10 limit pts SA, make three attacks that hits all enemies in 30ft, each hit deals
+2d6 damage
1* Holy Torch: SA, your weapon glows like a torch grants +2 morale bonus against fear in 10ft
for one hour.
2* Intercede: free action, grant an adjacent ally your shield bonus in response to being
attacked once per round
4* Holy Weapon: 1MP swift action, instill next weapon attack with +2d6 holy damage
4 Final Rest: SA, attacking an undead that’s been defeated will prevent revival
4 Knight Magic 1: +2MP and -10% spell failure when wielding a shield and or longsword
6 Divine Shell: SA, grant allies 2d6 temporary hit points for one round per level, twice per
day
6 Intervention: immediate action once per day, halve all damage to an ally in 30ft for one
round
6 Knight Magic 2: +4MP and -20% spell failure when wielding a shield and or longsword
7 Hallowed Blade: swift action, your attacks this round will prevent undead from reviving
when killed
Parivir +1 melee attack, +1 AC vs melee attacks, katana proficiency, -10% spell failure
1* Lightning Quick 1: swift action, your next attack deals electric damage, once per turn
2 Blade Lock: SA, melee attack then initiate a grapple if you hit
3* Hoarfrost Blade 1: SA, attack deals cold damage instead of weapon damage
3 Shimmering Blade 1: SA, attack once dealing fire damage instead of weapon damage
4 Blade Challenge: adjacent enemies moving out of your threat range with actions that
normally do not provoke an attack of opportunity still provoke an attack of opportunity
5 Petal Blade: SA, make weapon attack at 30ft range and deal wind damage instead of
weapon damage
6 Iai Unbalance: after you connect with a melee weapon, enemies with melee weapons take
a -1 penalty on attack
7* Hoarfrost Blade 2: SA, attack deals cold damage instead of weapon damage and 30%
chance of slow DC based on wis
7 Shimmering Blade 2: SA, attack deals fire damage instead of weapon damage and 50%
chance of second attack
8 Lightning Quick 2: free action, your next attack deals electric damage, once per turn
10 Lightning Quick 3: free action, your next attack deals electric damage, no turn limit
Viking +2MP, +1 armor point in heavy armor, +1AC, heavy armor proficiency
1* Axe Ready: free action draw axe, can be done at any time
2 On The Squall!: 1MP SA, shout resist wind 5 to all allies in 60ft 1 round per level
2* Foul Sea Beast!: 1MP SA, shout resist water 5 to all allies in 60ft 1 round per level
2 To The Ground!: 1MP SA, shout resist earth 5 to all allies in 60ft 1 round per level
2 Face The Heavens!: 1MP SA, shout resist lightning 5 to all allies in 60ft 1 round per level
3 Strength of Thunder: 1MP SA, as Thunder but using strength modifier as casting modifier,
level-1 as caster level
3* Water Combat 1: +5 ft move speed in water, halve armor check penalties to swim
4* Sund-is-arm: SA, make a sunder and disarm attempt at the target’s weapon
4 From the Depths: SA, usable only in water, melee attack deals water damage and +2d6
6 Strength of Thundera: 3MP SA, as Thundera but using strength modifier as casting
modifier, level-1 as caster level
7* Water Combat 2: +10 ft move speed in water, negate armor check penalties to swim
9 Strength of Thundaga: 5MP SA, as Thundaga but using strength modifier as casting
modifier, level-1 as caster level
10 Thundergrip: Add 1d4 electric damage to melee attacks when you move 10ft or more.
3 Prepared Arms: When starting combat if you have the surprise round or no enemies act in
the surprise round, you may start combat with a loaded chamber.
3* Parry Arms: When adjacent to an ally and within reach of an enemy, you may use an
immediate action to redirect an attack against that ally to yourself. To do so make an
opposed attack roll against the attack, and if you match or beat the attack roll, the attack is
redirected. Failure does not use up your swift action for the next round, but still uses your
immediate action for the round. Further attacks this round can be made against the ally as
normal.
4* Gunarm Mastery
4 Heart of Stone 1: You gain +1 to your fortitude saving throws, up to a maximum of your
wisdom modifier.
5 Demolitions Expert: You gain an additional 1d6 damage on trigger attacks against
constructs.
6* Quick Cartridge
8 Heart of Stone 2: You gain +2 to your fortitude saving throws, up to a maximum of your
wisdom modifier.
10 Royal Guard
Paladin +4MP, +1 to attack with shieldbash, longsword proficiency, shield proficiency, -20% spell
failure
1* Holy Defenses 1: Gain +1 touch AC when wielding a shield larger than a buckler. Maximum
bonus equal to shield enhancement.
2* Sword Oath: When you perform a full attack action with a melee weapon against an enemy
you gain one sword oath point up to a maximum of two. You can use two sword oath
points to turn your next attack into light damage as a free action.
2 Atonement Blade: You can use a sword oath point as a free action to grant +2 divine bonus
to hit. This bonus can be added after knowing your die roll but not after the attack result.
4 Shielded Provocation: When you make a shield bash as a standard action or as part of a
charge, you can attempt to antagonize as a free action.
4* Rage of Halone: You can use a sword oath point to add +1d6 to your next attack damage. If
your attack benefits from atonement blade you add an additional +1d6.
5 Holy Defenses 1: Gain +2 touch AC when wielding a shield larger than a buckler. Maximum
bonus equal to shield enhancement.
6* Sword Oath 2: When you perform a full attack action with a melee weapon against an
enemy you gain one sword oath point up to a maximum of four.
8 Slash and Bash: When you make a shield bash as a standard action or as part of a charge,
you can make an additional attack with your main hand weapon.
9 Holy Defenses 9: Gain +3 touch AC when wielding a shield larger than a buckler. Maximum
bonus equal to shield enhancement.
10 Blade of Valor: You can use two sword oath points to change your next attack into a
massive glowing blade attack on all enemies in 15ft. The damage dealt is converted into
light damage.
Ravager sprout tiny wings, gain 10ft fly speed, cannot hover more than one round
1 Aerial Acrobatics: You gain a +5 bonus to acrobatics checks to tumble through an enemy
space with your fly speed.
1* Aerial Charge: When you charge using your fly speed your melee attack counts as a heavy
attack.
2* Inflict Weakness: You apply a penalty of -2 to strength when you deal damage with a heavy
or two handed melee attack, lasting one round.
2 Inflict Mindbreak: You apply a penalty of -2 to wisdom when you deal damage with a heavy
or two handed melee attack, lasting one round.
3 Battle Cry: Swift action, sacrifice up to ten AC to gain half that bonus as a competence
bonus to attacks this round. If the value is +3 or more, also gives +1 competence to allies in
60ft.
4 Tenacity: You gain +1 damage on your attacks for each ability score you are penalized on
and for each negative condition you possess. Maximum +4.
5 Spin to Win: Draw a 20ft line 3 squares wide from your space. As a standard action you can
make an attack against each creature in that area. You can use this ability one per minute.
5 From Behind 1: When you pass through an enemy space and attack, you gain +2d6 damage
on the attack.
6 Beatdown: You gain +1 damage on your attacks for each ability score your enemy is
penalized for, and for each negative condition they possess. Maximum +4.
7* Wings: Maintain the Ravager’s tiny wings when not using Ravager if mastered. Gain +10ft
to flight when using Ravager.
8 Aerial Advantage: When attacking a grounded enemy from the air, prevent the enemy
from using immediate or free action abilities to harm you in response.
8 From Behind 2: When you pass through an enemy space and attack, you gain +4d6 damage
on the attack.
9 War Counter: When you are damaged by an attack, you can attempt to demoralize the
source of damage as a free action once per turn.
10 Flying Flank: You count as flanking if threatening while in the air, regardless of positioning
to the target. While threatening an adjacent enemy you can maintain hovering indefinitely.
1* Blind Combat: You only have a 20% miss chance when blinded.
2* Quick Defense: You gain +2 to your flat footed AC in the surprise round.
4* Frog Warrior: While turned into a frog you can move 10ft, slam, full attack with slam, and
take the full defense actions. Your slam damage is 1d3+ ½ strength.
5 Blood Dreams: As a standard action after an enemy drained health from an ally, you may
sacrifice 1d6 health points to return the stolen health. Fortitude negates.
5 Berserk Embrace: When you become Berserk you gain +4 strength as though affected by
rage.
6 Spirit Charge: As a standard action make an attack on an enemy in 10ft. If that creature is
incorporeal you deal 2x damage.
7* Sleep Walker: While asleep you retain your dodge and dexterity bonuses to AC against
attacks.
8 Poison Return: When you’re poisoned, after dealing damage to an enemy gain a 30%
chance to apply poison to the enemy for 1d4 rounds. Fortitude negates.
8 Burn Return: When you’re poisoned, after dealing damage to an enemy gain a 30% chance
to apply burn to the enemy for 1d4 rounds. Fortitude negates.
8 Sap Return: When you’re poisoned, after dealing damage to an enemy gain a 30% chance
to apply sap to the enemy for 1d4 rounds. Fortitude negates.
10 Resilient: When slain by Doom or death effects, you return three rounds later with 10%
health points.
1* Chocobo Mounting: When riding a chocobo enhance it as though it were a chocobo mount
as the chocobo Knight class ability equal to your subclass level.
3* Mounted Charge Expertise 1: You gain a +1 bonus to hit when charging while mounted.
3 Quick Barding: You can attach armor to your mount in half the normal time.
4 Gysahl Tempter: You gain a +4 bonus on handle animal checks with chocobo if you feed
them Gysahl grasses.
7* Mounted Charge Expertise 2: You gain a +2 bonus to hit when charging while mounted.
7 Dustclouds: When charging on a mount in an area with dirt on the ground, your mount can
kick up a 15ft cloud of dirt that provides 20% cover at the point you start your charge.
10 Ironblooded Charge: You gain immunity to fear on a mounted charge and for two rounds
after.
1* Joint Attack Order: Move action other allies gain +2 to melee against target this round.
2* Shields Down: When you charge you can make a free disarm attempt at -4 against an
opponent’s shield.
3 Knight’s Error: When attacked with a shieldbash you can make a counter attack as an attack
of opportunity. This uses your immediate action but doesn’t use your swift action next
turn.
4 Switch Up: You can swap places with a willing ally as a free action.
4* Crowd Pleaser 1: After defeating an enemy you can make a witty remark as a free action to
give other allies within 5ft x wisdom modifier a +1 morale bonus on their next fortitude
saving throw.
5 Kick up Dust: Make a 20ft cone of dust in place of an attack. Creatures caught inside make
a reflex save or become dimmed for one round.
6 Gotcha Now: Transfer your standard action to another creature you’re flanking with. They
act immediately but can only make attacks with this action.
7* Crowd Pleaser 2: After defeating an enemy you can make a witty remark as a free action to
give other allies within 5ft x wisdom modifier a +2 morale bonus on their next fortitude
saving throw.
8 Rolling Finisher: When you defeat an enemy you can toss their body up to 10ft providing a
-1 to AC for one round to anyone hit. You can only perform one finisher in a round.
8 Flash Finisher: When you defeat an enemy you can move up to 5ft as a free action. You can
only perform one finisher in a round.
8 Vampiric Finisher: When you defeat an enemy you gain 2 hit points as a free action. You
can only perform one finisher in a round.
10 Crowd Pleaser 3: After defeating an enemy you can make a witty remark as a free action to
give other allies within 5ft x wisdom modifier a +3 morale bonus on their next fortitude
saving throw.
1* Kenki: You gain 1 kenki when you gain action in the surprise round and whenever you
receive damage from an enemy up to a maximum of 5. Kenki disappear after three rounds
outside combat.
2* Hak Step: You can move an additional 5ft as a free action on your turn by spending 1 Kenki.
3 Ryu Counter: As a free action you can reduce your AC by 10 and take -5 on reflex saves to
receive 2x your kenki when you take damage from enemies this round. When attacked in
melee you may use an attack of opportunity in response.
3 Aburo Blade: You can use 1 kenki as a free action to apply oil on your next attack, inflicting
fire vulnerability 5 for three rounds.
4* Iaijutsu 1: You gain +1d6 damage in the surprise round with your weapon attacks.
5 Third Eye: When you take the total defense action you gain 5 resistance to all elements.
5 Kaminari Cutter: You can use 2 kenki as a free action to apply 1d6 electric damage to your
attack and inflict electric vulnerability 5 for three rounds.
7* Og Namikiri: As a free action you may spend 4 kenki to make your next attack a critical hit.
Cannot exceed 2x critical. You must still roll to confirm. You cannot gain kenki again for two
rounds.
8 Iaijutsu 2: You gain +2d6 in the surprise round with your weapon attacks.
9 Ryu Burst: As a standard action you can spend 2 kenki to make an attack against each
enemy in a 20ft cone, applying fire vulnerability 10 to each for one round.
10 Kaeshi Namikiri: When you deal critical damage with Og Namikiri you can spend 1 Kenki to
make your next attack critical as well. Cannot exceed 2x critical.
Warrior
Knight
Holy Knight
Dark Knight
Samurai
Gladiator
Gunbreaker
Soldier
Dragoon
Lanista
Spellblade
Paladin
Mog Knight
Viking
Chocobo Knight
Parivir
Ravager
Sword Saint
Divine Knight
Magic
White Mage +4 MP, clear mind, ability to use power staff
1* Cure
2 Protect
2 Shell
3 Cure II
4 Dia
4* Poisona
4* Paralyna
4* Blindna
4 Status
5 Clear Mind
5* Cura
5 Shell II
5 Protect II
6 Shellra
6 Protectra
6 Regen II
7 Heal
7 Raise
7 Lightra
8* Esuna
8 Stona
8 Restora
8 Dia III
9 Curaga
10 Holy
Black Mage +4 MP, clear mind, ability to use power rod, acquire a big floppy black hat
1* Fire
1 Blizzard
1 Thunder
2* Dark
4 Fire II
4 Blizzard II
4* Thunder II
5 Clear Mind
5 Bio
5 Fira
5* Blizzara
5 Thundara
6 Fire III
6 Blizzard III
6 Thunder III
7 Darkra
7* Drain
9 Firaga
9 Blizzaga
9 Thundaga
10 Biora
Red Mage +4MP, clear mind, light armor proficiency, rapier proficiency, acquire a red tricorne hat
1* Armored Casting 1: -10% spell failure in light armor
3 Fire
3 Blizzard
3 Thunder
3 Cure
5 Arcane Infusion: sacrifice a spell as a swift action to gain +1d4 non-elemental damage on
weapon attacks for a number of attacks equal to the spell level, must know a spell to
sacrifice MP of that level
5 Haste
5 Silence
6 Quick Cast 1: 2/day cast spell as swift 1st level spells only
7* Arcane Infusion 2: sacrifice a spell as a swift action to gain +1d6 non-elemental damage on
weapon attacks for a number of attacks equal to the spell level, must know a spell to
sacrifice MP of that level
10 Spell Combat
Green Mage +4 MP, hammer proficiency, light caps and boots with no spell failure
2 Blind
2 Sleep
3* Entangle
3 Poison
3 Barkskin
4* Imperil
4 Silence
5 Warp Wood
5 Plant Growth
6 Disable
6 Frog
6 Blindga
6 Sleepga
6 Poisonga
7 Statue
10 Pain
Time Mage +8 MP
3* Haste 2nd
3 Slow 2nd
5 Blink 3rd
5 Dispel 3rd
6* Hastega 4th
6 Slowga 4th
7 Comet 4th
10 Gravity 5th
1* Aero 1st
1 Water 1st
1 Stone 1st
2* Kardia
4 Deprotect II 3rd
4 Deshell II 3rd
5 Rescue 3rd
6 Dispel 3rd
7* Deprotectra II 5th
7 Deshellra II 5th
7 Aeroga 5th
7 Waterga 5th
7 Stonega 5th
8 Raise 4th
Scholar +2MP, sprite familiar (as familiar of half main class level), tome proficiency
1 Regen 1st
1* Ruin 1st
3* Embrace Mimicry 1: 1MP As a swift action charge a familiar or summon in 30ft with the
spell cure. The familiar of summon does not receive healing, but can discharge the spell as
a touch at any point in the next three rounds to cast cure without spending MP. You do not
need to know the spell cure. This spell uses the familiar’s caster level and wisdom.
3 Whispering Dawn Mimicry 1: 1MP As a swift action charge a familiar or summon in 30ft
with the spell regen. The familiar of summon does not receive healing, but can discharge
the spell as a touch at any point in the next three rounds to cast regen without spending
MP. You do not need to know the spell regen. This spell uses the familiar’s caster level and
wisdom.
4* Sprite Familiar: Your sprite familiar is treated as full level to your class instead of half. If
mastered, you retain your sprite familiar when changing to other classes.
5 Regen II 3rd
6 Ruinra 4th
7* Embrace Mimicry 2: 3MP As a swift action charge a familiar or summon in 30ft with the
spell cure II. The familiar of summon does not receive healing, but can discharge the spell
as a touch at any point in the next three rounds to cast cure II without spending MP. You do
not need to know the spell cure II. This spell uses the familiar’s caster level and wisdom.
Embrace 1 is a prerequisite, but once each version is unlocked, either version of the ability
can be used, the upgrade does not replace the original.
7 Whispering Dawn Mimicry 2: 5MP As a swift action charge a familiar or summon in 30ft
with the spell regen II. The familiar of summon does not receive healing, but can discharge
the spell as a 20ft area burst at any point in the next three rounds to cast regen II on each
ally in the area of effect without spending MP. You do not need to know the spell regen II.
This spell uses the familiar’s caster level and wisdom. Whispering Dawn 1 is a prerequisite,
but once each version is unlocked, either version of the ability can be used, the upgrade
does not replace the original.
2 Insightful Reflexes 1: You may spend an immediate action to gain +2 to reflex saves until
your next turn.
2* Simple Star Globe: As the astrologian ability Star Globe but does not grant the ability to
Draw.
3 Augury 2nd
3 Benefic 2nd
3 Malefic 2nd
4* Planetarium 2nd
5 Nulstatus 3rd
5 Barrier 3rd
6 Insightful Reflexes 1: You may spend an immediate action to gain +4 to reflex saves until
your next turn.
6 Renew 3rd
6 Scrying 3rd
7 Malefic II 4th
9 Insightful Reflexes 1: You may spend an immediate action to gain +6 to reflex saves until
your next turn.
10 Lightspeed 4/day
1* Martyr 1: Sacrifice 1d6 hit points as a standard action to grant an equal amount of healing
to an adjacent ally.
1 Fearna 1st
2* Shield 1st
3 Aid 2nd
5 Heroism 3rd
5* Martyr 2: Sacrifice up to 2d6 hit points as a standard action to grant an equal amount of
healing to an adjacent ally.
6 Cleanse 3rd
6 Cross 3rd
7* Ohlightra 4th
8 Shieldra 4th
9 Martyr 3: Sacrifice up to 4d6 hit points as a standard action to grant an equal amount of
healing to an adjacent ally.
9 Bless 5th
1 Geomancy Power: Select a geomancy power from the geomancy ability table. You unlock
that power and can utilize it in the associated terrain. Geomancy has a combined limit of
uses equal to 1 + subclass level per day.
2 Geomancy Power
3 Geomancy Power
4 Geomancy Power
4 Float 2nd
5 Geomancy Power
6 Geomancy Power
7 Geomancy Power
7* Floatga 4th
8 Geomancy Power
9 Geomancy Power
10 Geomancy Power
10 True Geomancy: +1d6 to all Geomancy power damage.
2* Aerospark 1st
2* Avatar: Gain an Avatar as the Avatar class feature, but at -4 summoner level, minimum 1.
3 Summon Rotation: As a one round action you can change your avatar in combat to another
avatar you possess. The summon is removed when you start your action, and comes into
play on the next turn when your action is concluded. If you are made unable to act in this
period of time, the summoning is delayed until you can act again.
4 Deathblow 2nd
4 Summoning Cycle: You gain the ability to restore all your inactive summons at once as a
full round action. Each summon regains 1 health point per ten minutes after using this
ability for a number of minutes equal to ten times your level. This ability can be used a
number of times per day equal to your charisma modifier, minimum 1.
6 Explode 3rd
6* Limit Transfer: You may spend a standard action to give your limit break use to your
summon. The summon must use their limit break before your next turn, or the limit break
use is returned to you. If you are below 50% health this allows your summon to use their
limit break even if they are above 50% health, and the summon must expend your limit
break use before theirs.
8 Wyrmfire 4th
10 Radiant Breath 5th
3* Vertigo 2nd
6* Prominence: 3MP SA This ability is a unique spell to the illusionist. The spell creates an
illusion of fire in a circle around you with a radius of 20ft + 5ft per caster level. The spell
deals (5d6 fire damage + 1d6 per two levels above 5th + your casting modifier) to all
enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
6 Tempest: 3MP SA This ability is a unique spell to the illusionist. The spell creates an illusion
of storming lighting in a circle around you with a radius of 20ft + 5ft per caster level. The
spell deals (5d6 electric damage + 1d6 per two levels above 5 th + your casting modifier) to
all enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
6 Freezeblink: 3MP SA This ability is a unique spell to the illusionist. The spell creates an
illusion of blizzards in a circle around you with a radius of 20ft + 5ft per caster level. The
spell deals (5d6 ice damage + 1d6 per two levels above 5 th + your casting modifier) to all
enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
7* Deluge: 4MP SA This ability is a unique spell to the illusionist. The spell creates an illusion
of flooding in a circle around you with a radius of 20ft + 5ft per caster level. The spell deals
(5d6 water damage + 1d6 per two levels above 5 th + your casting modifier) to all enemies
in the area of effect. Enemies may make a will save to disbelieve the effect, reducing the
damage to one fifth or 20% of its damage. A successful reflex save reduces the damage by
half.
7 Wild Tornado: 4MP SA This ability is a unique spell to the illusionist. The spell creates an
illusion of fierce wind in a circle around you with a radius of 20ft + 5ft per caster level. The
spell deals (5d6 wind damage + 1d6 per two levels above 5 th + your casting modifier) to all
enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
7 Soil Evidence: 4MP SA This ability is a unique spell to the illusionist. The spell creates an
illusion of rupturing earth in a circle around you with a radius of 20ft + 5ft per caster level.
The spell deals (5d6 earth damage + 1d6 per two levels above 5 th + your casting modifier)
to all enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
10 Star Cross: 4MP SA This ability is a unique spell to the illusionist. The spell creates an
illusion of holy power in a circle around you with a radius of 20ft + 5ft per caster level. The
spell deals (5d6 + 1d6 holy damage per two levels above 5 th + your casting modifier) to all
enemies in the area of effect. Enemies may make a will save to disbelieve the effect,
reducing the damage to one fifth or 20% of its damage. A successful reflex save reduces
the damage by half.
Mystic/Oracle +4MP, +2 on saving throws vs undead, +2 on knowledge religion and arcana checks
1* Dread 1st
2 Sanctuary 1st
2* Channel Energy 1: Gain Channel Energy as a cleric of equal level to your subclass. 2/day
3 Augury 2nd
4* See Invisibility 2nd
5 Daylight 3rd
5* Channel Energy 2: Gain Channel Energy as a cleric of equal level to your subclass. 4/day
8 Channel Energy 3: Gain Channel Energy as a cleric of equal level to your subclass. 6/day
8 Raise 4th
10 Zombify 5th
1* Magic Whip: You add half your intelligence modifier to attack and damage with whips.
2 Whip and Blade I: Gain benefit of two weapon fighting when using a whip in your off hand.
Provoke no attacks when using the whip in melee.
3* Fire Whip: Functions as the spell Fire I but costs 2MP and inflicts silence instead of burning
for 1 round if the saving throw is failed. Cannot be reapplied to the same target for 24
hours. 30ft range.
4 Earth Heal: You heal yourself for 3d6 + casting modifier as a standard action for 1MP.
Counts as casting Cure II for purpose of abilities and provoking attacks.
5 Shining Air: Functions as the spell Aero II but costs 3MP and inflicts darkness instead of
squall for 1 round if the saving throw is failed. Cannot be reapplied to the same target for
24 hours. 30ft range.
6 Absorb MP: When you’re hit and fail the save against a spell you gain 1 MP from the spell,
or 2 MP if the spell was 6th level or higher.
7* Heavy Dust: Functions as the spell Stone III but costs 4MP and inflicts immobilize instead of
heavy for 1 round if the saving throw is failed. Cannot be reapplied to the same target for
24 hours. 30ft range.
7 Sliprain: Functions as the spell Water III but costs 4MP and inflicts slow instead of
drenched for 1 round if the saving throw is failed. Cannot be reapplied to the same target
for 24 hours. 30ft range.
8 Frost Bind: Functions as the spell Ice I but costs 2MP and inflicts freeze instead of chill for 1
round if the saving throw is failed. Cannot be reapplied to the same target for 24 hours.
30ft range.
8 Whip and Blade II: Can use a whip in your offhand when taking a standard action to attack.
9 Elemental Shift: When you hit with your whip you can spend 1MP to inflict 5 vulnerability
of two random elements determined by a 1d8 between fire, water, lightning, earth, wind,
dark, and light for one minute. No more than once per element.
Judgemaster +1 insight bonus on all saving throws, law card proficiency, -20% spell failure
1* Ban Item Use: You turn a blank card into a ban on [item use] at the start of an encounter
on the first turn you act as a free action. The ban penalizes anyone breaking the action
with a -4 penalty to AC, to skill checks, and -2 to saving throws for 72 hours. On the second
time breaking a banned action in an encounter, that character is instead removed from the
battlefield, has their penalty doubled, and is sent to the nearest prison. Characters are
aware of the banned action even if they cannot understand the judge’s languages. Wild
monsters are immune to being jailed by law magic.
1 Ban Riding
4 Ban Haste
4 Ban Shell/Protect
4* Ban Raise
4 Ban Song/Dance
5 Attentive 3: +6 on sense motive checks
8 Warning Guns
8 Warning Bows
8 Warning Blades
8 Warning Polearms
8 Warning Maces
8 Ban Humanoid Interference: This bans new humanoids entering the encounter but does
not penalize ones already there.
8 Ban Non-Humanoid Interference: This bans new non-humanoids entering the encounter
but does not penalize ones already there.
10 Double Cards
Magic Knight shield proficiency with no spell failure, medium armor proficiency
3 Sonic Sword: 2MP You may charge your weapon as a free action to turn it into a 30ft
ranged touch attack for one round. It deals wind damage.
4 Auto Shell: When dropped to 25% health points may cast Shell II on yourself as a free
action with no spell failure once per day. MP cost still applies.
5 Auto Protect: When dropped to 25% health points may cast Protect II on yourself as a free
action with no spell failure once per day. MP cost still applies.
5 Chain Knight 2: 20% reduction of spell failure on medium armor
White Mage
Black Mage
Red Mage
Green Mage
Sage
Geomancer
Summoner
Elementalist
Scholar
Arcanist
Illusionist
Astrologian
Time Mage
Bishop
Templar
Magic Knight
Mystic/Oracle
Seer
Alchemist
Judgemaster
Hidden Weapons
2 Chemistry 1: potions you consume add your casting modifier to amount healed
2 Mixer: mix a potion and another healing item of tier one together as a standard action
with combined effects
4 Shared Chemistry 1: potions you provide to others add your casting modifier
4* Throw Potions: throw ingested recovery items by making a ranged touch attack, 10ft range
increment, will require the other creature to consume it if salve isn’t taken
5 Combine Potions: 1MP mix two potions together with combined effects
6 Chemistry 2: potions you consume add twice your casting modifier to amount healed
6 Shared Chemistry 2: any healing item you provide to others adds your casting modifier in
healing, this includes items with no hit point recovery
7* Swift Potion: You can use tier 1 recovery items on yourself as a move action
10 Auto Potion: use a potion automatically if dropped below 50% hit points as a free action
once per combat
Monk: Unarmed attacks apply strength modifier x 1.5 instead of x 1.0 as though two handing,
+4MP
1* Spinning Fist: standard action make an unarmed or light weapon attack again everyone
adjacent
3 Ki Strike: SA make a touch attack and deal unarmed or light weapon attack damage
ignoring DR from armor (still counts as a hit against armor for hit count)
4* Martial Artist 1: increase die size of unarmed weapon by 1 size, up to maximum equivalent
in monk progression
5 Outnumbered By One: When flanked, you can take a -4 penalty on attack rolls to perform a
full attack against two flankers in range. This is in addition to flanking penalties.
5 Wave Fist: SA make a ranged attack and deal unarmed, monk, or light weapon attack
damage (uses melee attack modifiers despite range, range increment 10ft)
8 Always Armed: you retain the 1.5x strength modifier when in other subclasses, get 2x
strength modifier when in monk subclass
9 Tremor Fist: SA make a ranged attack against all creatures on the ground in a 30ft cone.
(uses melee attack modifiers despite range)
10 Counterattack: immediate action when dealt melee damage, perform an attack with an
unarmed, one handed melee, or light melee weapon
Black Belt: Unarmed attacks apply strength modifier x 1.5 instead of x 1.0 as though two handing,
+1 AC
1* Unarmed Defense 1: When wielding only unarmed, light, or monk weapons and no shield
bonus you gain +1 AC.
1 Flying Knee: You may halve the distance on a charge attack to deal 1d4 extra damage on
the attack. You must be using unarmed, light, shield bash, or monk weapons on this attack.
2* Ki Fist: You may choose to perform a full round attack action with an unarmed, light, or
monk weapon at -2 to hit. If you do, your attacks are simultaneously made against any
enemy in 5ft behind the target.
3 Focused Warrior: You use wisdom in place of strength on attacks with unarmed, light, or
monk weapons.
3 Ki Extension: You gain 10ft reach when wielding unarmed weapons, light weapons, or
monk weapons.
4* Unarmed Defense 2: When wielding only unarmed, light, or monk weapons and no shield
bonus you gain +3 AC.
4 Twin Flying Knee: Requires Flying Knee. You may halve the distance on a charge attack to
deal 1d4 extra damage on the attack. If you hit, you may ricochet yourself to another
creature using your remaining movement and perform a second attack against them at -5
to attack. You must be using unarmed, light, shield bash, or monk weapons on this attack.
5 Counter Throw: When you are grappled in melee, you may perform an immediate action
to reverse the grapple. If you do, you may choose to move your attacker up to 10ft in any
horizontal direction.
6 Counter Reaction: When a counter ability or other immediate action response to your
attack that deals damage is used on you, you can use your own immediate action to turn
that attack or damage back on the creature that used it with an opposed attack roll against
the attack or with a reflex save against an effect DC. This has no effect on gaze attacks,
mental abilities, or auras.
6 Perfect Form: When your health points are at maximum, and you are suffering no
debilitating effects, you gain a +1 bonus to attack, AC, and all physical skill checks.
6 Counter Charge: You may perform an immediate action when a charged attack is made at
you to attempt a grapple. If successful you may redirect an enemy charge 5ft back the way
they were charging instead of taking the charge attack.
7* Unarmed Defense 3: When wielding only unarmed, light, or monk weapons and no shield
bonus you gain +4 AC.
7 Focused Power: You may use wisdom in place of strength on attacks with unarmed, light,
or monk weapons. This will extend to the strength multiplier of the class.
7 Tiple Flying Knee: Requires Twin Flying Knee. You may halve the distance on a charge attack
to deal 1d4 extra damage on the attack. If you hit, you may ricochet yourself to another
creature using your remaining movement and perform a second attack against them at -5
to attack. If you hit you may then ricochet yourself to a third creature or the first creature
again and perform a third attack against them at -10 to hit. You must be using unarmed,
light, shield bash, or monk weapons on this attack.
10 Unarmed Defense 4: When wielding only unarmed, light, or monk weapons and no shield
bonus you gain +6 AC.
1 Wool 1: 1MP give an ally armor with +2 DR and 2 resistance to all elements, takes 4 hits,
armor fades after five rounds
5 Fur: 2MP give an ally armor with +4 DR and 4 resistance to all elements, takes 4 hits, armor
fades after five rounds
5 Fluff Off: If you are reduced to 25% health, you can take a free action to reduce the
damage you take from the next source of damage by half. If a spell or ability combines
damage or attacks for its effect, only one of those attacks or damage is reduced.
6 Calm Tail: 3MP calm emotions as the spell on all targets in 20ft cone
7* Wild Tail: 3MP rage as the spell on all targets in 20ft cone
9 Armored Hide: 3MP give an ally armor with +8 DR and 8 resistance to all elements, takes 4
hits, armor fades after five rounds
1* Throwing Cards
1 Lucky 1/day
1 Gil Toss
3* Doubles: If ever you roll the same result of a d20 twice in a row, the second result gets +5
5 Full House: When you perform a critical hit with a roll of 20, you can roll your critical
confirmation dice twice and take the better result.
5 Professional Gambler +2
5* Triples: If you roll three or more damage dice, but no more than five, whenever your dice
results in three die faces of the same result, add six to the damage.
5 Lucky 2/day
6 Pairs: When rolling any number of damage dice, any damage numbers that show the same
result two or more times will add 1 to the damage up to a maximum of +3.
7 Double or Nothing
9 Lucky 3/day
10 Professional Gambler +4
1* Musical Power
3 Brook Melody: SA, then free action to retain, song provides allies +2 on saves vs fire and +1
attack and AC vs fire type creatures
3 Black Melody: SA, then free action to retain, song provides allies +2 on saves vs holy and
+1 attack and AC vs light type creatures
3 Holy Melody: SA, then free action to retain, song provides allies +2 on saves vs dark and +1
attack and AC vs dark type creatures
3 Burning Melody: SA, then free action to retain, song provides allies +2 on saves vs ice and
+1 attack and AC vs ice type creatures
3 Wild Melody: SA, then free action to retain, song provides allies +2 on saves vs
4 Clear Mind
8 Wide Audience
2* Battle Dance 1: inspire competence +1 2/day & inspire courage can be used as dance
3 Dance Talent choose one (Athlete, Coordinate, Defensive Jab, Hardened Strike, Inspire
Haste, Nimble Dodge, Slow Fall)
6 Rain of Blows
6 Velvet Dance: 2MP SA 2/day inflict charmed on enemies in 30ft, save DC based on cha
6 Battle Dance 2: inspire competence +3 3/day & inspire courage can share same x/day
7 Dance Talent choose one (Beloved, Born Leader, Ki Deflection, Melee Power, Punishing
Strike, Reverse Strength, Tavern Brawler, Unarmed Smash)
1* Negotiate
4 Persuade 2/day
4 Beg: at 25% hit points free action to beg enemy mercy, giving them a -2 penalty on attack
against you
5 Mimic Proctor: 2MP SA inflict a target in 30ft with sleep 2/day, saving throw based on cha
5* Praise 2/day
8 Threaten 2/day
Ninja +1 attack with thrown weapons, +2MP, improved two weapon fighting
1* Shuriken Prowess: When throwing shuriken you gain a +1 bonus to attack and +1d6
increase to damage.
2 Swift Steps: As a swift action you can move up to 10ft, if this movement places you at a
vertical surface, you can utilize your tactical ascent as a free action.
3 Tonko-Ichi 1st
4* Shuriken Skill: You gain a +1 bonus plus and additional +1 per four levels after 1 st when
throwing weapons. This bonus + your base attack bonus cannot exceed your main class
level.
4 Light Footsteps 1: your total weight including items is reduced to 1/4 th for the purpose of
triggering pressure traps and for the purpose of interacting with the environment (such as
the weight capacity of ladders or branches).
5* One Blade One Star: While wielding one melee weapon and one ranged weapon, you can
utilize two weapon fighting treating the ranged weapon as an offhand weapon without
provoking attacks of opportunity from an adjacent target.
5 Two Weapon Pounce: When making a charge attack you can add an attack with your
offhand weapon, taking any relevant penalties of two weapon fighting.
5 Tactical Ascent: As a swift action you move up to 10ft along a vertical surface as though
possessing a climb speed of 10. This swift action can be spent at any point during a move
action.
6 Suiton-Ichi 1st
6 Huton-Ichi 1st
6 Karayami-Ichi 1st
7* Fuma Technique: As as swift action you instill power into a thrown weapon for one minute.
When you throw the weapon it deals an additional 1d6 damage. No more than one
weapon can be empowered by fuma technique at a time.
7 Effective Ambidexterity: Two weapon fighting can be utilized in conjunction with abilities
which call for a standard action weapon attack. The abilities of the standard action weapon
attack do not apply to either the offhand weapon or offhand weapon attack.
8 Light Footsteps 2: your total weight including items is reduced to 0 for the purpose of
triggering pressure traps and for the purpose of interacting with the environment, this
includes walking over water and taking no penalty on sand, but grants no ability to float
into the air or reduce falling speed
Mime +10 health points, all other subclass abilities are suppressed until copy action is used 2x
0* Copy Action: 2/day This ability can be mastered in one day’s time, but cannot be used in
other subclasses even if mastered. You copy the last used ability of an adjacent ally. If the
action cost MP, your version also costs MP. If the action is a Limit Break it will require your
use of Limit Break. You do not need to possess the weapon or capability to perform this
action, it will utilize the same statistics of the copied creature’s attributes, talents, class
features, feats, ability scores, and weapons to accomplish this identical action. You must
select the same target or targets for this action.
1 Walk the Walk: 4/day As a move action pick an ally or enemy in 20ft. You movement speed
this round copies their movement speed, and you can move as part of this action. This
does not provide additional modes of movement, nor additional movement that is
situational to terrain or acquired through spells. If you are wearing armor, armor penalties
to movement still apply.
2 Ghost Sound: As the pathfinder spell. 4/day
3 Trap Triggered: When triggering a trap you may choose to receive a negative level for one
minute. If you do, you gain +4 strength and +4 wisdom for the duration.
5 Talk the Talk: 4/day As a free action you can speak the same language as a creature in 20ft
who you have observed speak for at least a minute. You do not understand the language
you are speaking. This persists for one round.
6 Supernatural Walk: 4/day As a move action pick an ally or enemy in 20ft. Your movement
this round copies their alternative form of movement. You may move as part of this action.
If you are wearing armor, armor penalties to movement still apply. If you end your turn in a
location you cannot be in without the movement capability of the creature you are
copying, you can choose to fall or be flatfooted but retain position.
7* Copycat: When standing next to a creature performing an action, you can attempt the
same action if you possess the capability on your next turn, if you do you get a +2 bonus
on this action. Attack or full attack require you to possess the same type of weapon to gain
the bonus with this ability unless used with Copy Action, or Master Copy Action.
8 Copy Copy: 4/day You copy the last action you copied of a specific action type. The action
type of this ability mimics the action type being copied. The available action types are free,
move, swift, standard, and full round action.
9 Copy Status: 4/day As a free action on your turn pick an ally or enemy in 20ft. You copy the
status condition of that creature on yourself. You do not suffer any of the adverse effects of
this status, nor gain any of the beneficial effects of this status, but appear to be afflicted to
anyone discerning. If the copied status is purely visual, the effects are copied. This effect
lasts for one minute.
10 Mastered Copy Action: 2/day This ability is similar to Copy Action but may be used with
other subclasses if mastered. They have separate uses per day. You copy the last used
ability of an ally or an enemy in 20ft. If the action cost MP, your version also costs MP. If
the action is a Limit Break it will require your use of Limit Break. You do not need to
possess the weapon or capability to perform this action, it will utilize the same statistics of
the copied creature’s attributes, talents, class features, feats, ability scores, and weapons
to accomplish this identical action. You may choose a new target or targets for the action.
1* Morpher Shape 1: This ability functions as the Wild Shape ability of the druid except the
creature you transform into is selected from amongst creatures whose spirit bond you
possess. You are suppressed of all spellcasting and any abilities reliant on a weapon attack,
but gain all abilities of the base creature with no class levels. Feats cannot overcome this
limitation. You can only transform into monstrous humanoids of medium size, but do not
lose access to your weapons when you do so. You can use this ability once per day.
2* Animal Shapes: Gain the ability to transform into animals with morpher shape.
3 Fey Shapes: Gain the ability to transform into fey with morpher shape.
3 Small Shapes: Gain the ability to transform into small creatures with morpher shape.
4 Plant Shapes: Gain the ability to transform into plants with morpher shape.
4 Ooze Shapes: Gain the ability to transform into oozes with morpher shape.
5* Morpher Shape 2: This ability functions as the Wild Shape ability of the druid except the
creature you transform into is selected from amongst creatures whose spirit bond you
possess. You are suppressed of all spellcasting and any abilities reliant on a weapon attack,
but gain all abilities of the base creature. Feats cannot overcome this limitation. You can
only transform into humanoids of medium size. You can use this ability twice per day.
5 Construct Shapes: Gain the ability to transform into constructs with morpher shape.
6 Plant Shapes: Gain the ability to transform into plants with morpher shape.
6 Large Shapes: Gain the ability to transform into large creatures with morpher shape.
7* Magical Beast Shapes: Gain the ability to transform into magical beasts with morpher
shape.
7 Tiny Shapes: Gain the ability to transform into tiny creatures with morpher shape.
7 Huge Shapes: Gain the ability to transform into tiny creatures with morpher shape.
8 Aberration Shapes: Gain the ability to transform into aberrations with morpher shape.
9 Dragon Shapes: Gain the ability to transform into dragons with morpher shape.
9 Morpher Shape 3: This ability functions as the Wild Shape ability of the druid except the
creature you transform into is selected from amongst creatures whose spirit bond you
possess. You are suppressed of all spellcasting and any abilities reliant on a weapon attack,
but gain all abilities of the base creature. Feats cannot overcome this limitation. You can
only transform into humanoids of medium size. You can use this ability three times per day.
10 Gargantuan Shapes: When using Morpher Shape you gain the ability to transform into
gargantuan creatures with morpher shape.
Fencer +1 attack with bladed weapons, +1 dodge bonus to AC, grow unnecessarily long shiny hair
1* Defensive Stance 1: When fighting defensively or using total defense, the fencer gains +1 to
dodge AC.
2 Lunge: You gain a +5ft reach to attack with weapons that have 5ft reach. This does not
extend the threat range of the weapon.
3* Point Technique: As a free action you can choose to add +4 to a melee attack and lose your
strength or dexterity bonus to damage for that attack. This must be declared before the
attack roll is made.
4* Defensive Stance 2: When fighting defensively or using total defense, the fencer gains +2 to
dodge AC.
4 Swarmstrike: 1MP As a full round action you can poison your melee weapon for one round
per level. When you deal damage with your weapon you have a 50% chance to apply
poison.
5 Point Guard: Once per day when a critical hit is made on you, you may increase your AC by
6 for the critical confirmation.
7 Parry: Once per round when the Fencer is attacked by a weapon in melee, they may trade
one of their attack of opportunities for the round to react to an incoming blow. They take a
-5 penalty on attack and perform an opposed attack roll against a DC equal to the incoming
attack. If successful the attack misses.
7* Defensive Stance 3: When fighting defensively or using total defense, the fencer gains +3 to
dodge AC.
8 Masterful Lunge: You gain an additional +5ft reach to attack with weapons that have 5ft
reach. This does not extend the threat range of the weapon.
10 Defensive Stance 4: When fighting defensively or using total defense, the fencer gains +4 to
dodge AC.
1* Healthy Eating: You regain 1d4 hit points when consuming a meal as you rest. Creatures
can benefit from no more than three meals per day, and no more than one per hour.
2 Hearty Meatlovers: When you cook a meal with only meat, make a craft(cooking) check. If
you beat a DC of 20 the resulting dish will provide 1d4 temporary hit points to all those
that consume it. For every 10 DC you exceed 20 the dish provides an additional 1d4
temporary hit points. Creatures can benefit from no more than three meals per day, and
no more than one per hour.
2 Vegetarian Mana: When you cook a meal with only vegetables, make a craft(cooking)
check. If you beat a DC of 20 the resulting dish will provide 1MP to all those that consume
it. For every 10 DC you exceed 20 the dish provides an additional 1MP. Creatures can
benefit from no more than three meals per day, and no more than one per hour.
2 Light Loaf: When you cook a meal with only grains, make a craft(cooking) check. If you beat
a DC of 20 the resulting dish will provide an increased carrying capacity as though your
strength was 2 higher to all those that consume it. For every 10 DC you exceed 20 the dish
provides an additional 2 carrying capacity. Creatures can benefit from no more than three
meals per day, and no more than one per hour. Creatures can benefit from no more than
three meals per day, and no more than one per hour.
3* Stew: When you cook a meal with animal parts, make a craft(cooking) check. If you beat a
DC of 20 the resulting dish will provide 1 health point to all those that consume it per hit
die of the creature defeated. Creatures can benefit from no more than three meals per
day, and no more than one per hour.
5* Inhuman Cooking: When you cook a meal using magical beasts, aberrations, outsiders, or
dragons make a craft (cooking) check. If you beat a DC of 25 the resulting dish will provide
a resistance of 5 to one of the elements the cooked creature resisted. Creatures can
benefit from no more than three meals per day, and no more than one per hour.
5 Don’t Eat Ooze: When you cook a meal using oozes, make a craft (cooking) check. If you
beat a DC of 25 the food is poisoned with a DC of 10 + ½ level + casting modifier. Creatures
can benefit from no more than three meals per day, and no more than one per hour.
5 Tonberry Cooking: When you cook a meal with humanoid or monstrous humanoid, make a
craft(cooking) check. If you beat a DC of 25 the resulting dish will provide an insight bonus
to damage on your next attack equal to the HD of the cooked creature. Creatures can
benefit from no more than three meals per day, and no more than one per hour.
10 Connoisseur: When you eat a meal you cook you gain double the benefits.
1 Disappear 1st
1* Hidden Weapon Specialist 1: Gain +2 bonus to conceal weapons and a +1 bonus on attack
rolls on the turn you take hidden weapons out. This bonus plus your base attack bonus
cannot exceed your level.
2* Ultima Assassination 1: As a standard action you make a touch attack with a range equal to
your weapon’s first increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature takes the weapon damage as though you had attacked normally, plus an
additional amount of damage equal to your intelligence modifier.
2 Shadowbind: As a standard action you make a touch attack with a range equal to your
weapon’s first increment up to 30ft maximum against a creature you are flanking, who is
flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the creature
must make a reflex save or become immobilized for three rounds. The creature gains a
new saving throw each round after the first.
3 Hidden Weapon Specialist 2: Gain +4 bonus to conceal weapons and a +2 bonus on attack
rolls on the turn you take hidden weapons out. This bonus plus your base attack bonus
cannot exceed your level.
4 Ague: As a standard action you make a touch attack with a range equal to your weapon’s
first range increment up to 30ft maximum against a creature you are flanking, who is
flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the creature
must make a will save or become slowed for three rounds. The creature gains a new saving
throw each round after the first.
5* Ultima Assassination 2: As a standard action you make a touch attack with a range equal to
your weapon’s first increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature takes the weapon damage as though you had attacked normally, plus an
additional amount of damage equal to your intelligence modifier + wisdom modifier.
5 Hidden Weapon Specialist 3: Gain +6 bonus to conceal weapons and a +3 bonus on attack
rolls on the turn you take hidden weapons out. This bonus plus your base attack bonus
cannot exceed your level.
5 Aphonia: As a standard action you make a touch attack with a range equal to your
weapon’s first range increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature must make a will save or become silenced for three rounds. The creature gains a
new saving throw each round after the first.
7 Hidden Weapon Specialist 4: Gain +8 bonus to conceal weapons and a +4 bonus on attack
rolls on the turn you take hidden weapons out. This bonus plus your base attack bonus
cannot exceed your level.
8 Rockseal: As a standard action you make a touch attack with a range equal to your
weapon’s first range increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature must make a will save or become petrified for three rounds. The creature gains a
new saving throw each round after the first.
9 Hidden Weapon Specialist 5: Gain +10 bonus to conceal weapons and a +5 bonus on attack
rolls on the turn you take hidden weapons out. This bonus plus your base attack bonus
cannot exceed your level.
10 Ultima Assassination 3: As a standard action you make a touch attack with a range equal to
your weapon’s first increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature takes the weapon damage as though you had attacked normally, plus an
additional amount of damage equal to your (intelligence modifier + wisdom modifier) x
1.5.
10 Last Breath: As a standard action you make a touch attack with a range equal to your
weapon’s first range increment up to 30ft maximum against a creature you are flanking,
who is flatfooted, or who has been denied their dexterity bonus to AC. If you hit, the
creature must make a fortitude save or become doomed with a timer of three rounds. The
creature gains a new saving throw each round after the first.
3 Accidents Happen: As a standard action make a combined trip and steal maneuver.
3 Trap Evasion: If you successfully save against a trap you take no damage or effects.
4* Jailbreak: You can make an escape artist attempt against cuffs, chains, or bonds as a swift
action.
5 Blind Spot 1: +1 to attack and dodge AC against a blinded enemy in light or no armor.
7 Blind Spot 2: +2 to attack and dodge AC against a blinded enemy in light or no armor.
8 Full Mugging: When making a full attack against an adjacent flanked enemy, you can make
steal attempt as a free action.
9 Blind Spot 2: +2 to attack and dodge AC against a blinded enemy in light or no armor.
1* Simple Creature Magic: You gain creature magic as the blue mage ability, but limited. Spells
you learn need to be learned with your class before they can be cast. Learning them
through creature magic counts as starting training. The level of the subclass ability
becomes the spell level x 2. You are required to prepare creature spells and can have
prepared more than two, and with a maximum of 4th level.
2* Scan
Chemist
Master Thief
Monk
Dancer
Bard
Mime
Assassin
Ninja
Gambler
Fencer
Black Belt
Mediator
Oracle
Animist
Chef
Blue Mage
Beastmaster
Morpher
Onion Knight
Languages
+1-5 MP
+1-5 HP
+1-3 AC vs a specific weapon or damage type (swords, bows, ranged, bludgeoning, etc)
DR vs specific weapons
Magic Armor +1-5 resist all overcome by 4 hits until the armor is repaired comes with a weakness
5-25% critical evade
The effect deals 5d6 + casting modifier + 1d6 per two levels above 5th water damage to all
enemies in the area of effect.
or
The effect deals 5d6 + 1d6 per two levels above 5th + casting modifier water damage to all
enemies in the area of effect.
Light Caps
Medium Helmets
Heavy Armet
Fire Shell Helmet +2DR +4 fire res while armored, water vuln 1000Gil
Robes
Light Armor
Medium Armor
Heavy Armor
Bangle
Light Band
Medium Bracer
Necklace of Life +4 HP
Pendant of Mana +1 MP
Shoes
Light Boots
Heavy Greaves