An expert in surviving with what life throws at him. The class makes its own destiny, obtaining resources from where nobody expects. His main Stats are Air and Water. His skills strengthen the group, making their allies better prepared to face their challenges. Many of their skills are related to luck and may have unpredictable results.
Spoiler: Survivalist (level 1)
Survivalist: Core Ability acquired at level 1. You can equip medium armor, and the following weapons: Polearms; Light Sword / Knife;Rifles / Crossbows and Throwing Weapons.Your HP bonus is 4x your level, and increases by 1x your level at levels 15, 30 and 60. Your bonus MP is zero, and increases by 1x your level at level 30. Specialties:
Steal: Requires Air level 3. You gain the Quick physical action!Steal. This action allows you to gain items stealing them of your opponents. Perform an Air vs Air attack, difficulty 50. If successful, you gain the targetís Common item. In case of a critical hit, you acquire the Rare item instead. See the Equipment chapter for more details.
Gilionaire: Requires Water level 3. Whenever you gain a Gil reward, you earn 25% extra Gil.
Treasure Hunter: Requires level 3 in Fire. Whenever you win a combat, you may roll again for spoils. This gives you more chances of earning items at the end of combats. See Equipment chapter for more details.
Spoiler: Clinical Eye (level 1)
Clinical Eye: Core Ability acquired at level 1. This ability represents the Rogue's ability to find weak points and details about their opponents. However, each Rogue develops a peculiar point of view, able to perceive different aspects. You gain one of the following:
!Detectis a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the targetís maximum and current HP and MP, their Stat levels, and their status Vulnerabilities,Resistances and Immunities.
!Peep is a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the targetís maximum and current HP and MP, and their elemental Vulnerabilities, Resistances, Immunities and Absorption.
!Lucky Odds is also a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the targetís maximum and current HP and MP target, and what their Common and Rare items. You may swap the targetĎs Common and Rare items, so the Common becomes Rare and vice-versa.
Regardless of the chosen action, the Specialties are:
Feint: Requires Air and Fire level 5. Whenever an opponent reacts to your action, you can force him to re-roll the reaction.
Fight Another Day: Requires Air level 6. The difficulty of your !Escape action is reduced to zero.
Karma: Requires Earth level 7. You gain the reaction !Karma. It may be used when you suffer the effects of a critical hit. By using, you cast a revenge curse muttered under your breath against the opponent who struck you. Choose an element: Fire, Ice, Lightning, Water, Air, Poison, Earth, Light or Shadow. The opponent who attacked you lose any Absorptions, Immunities and Resistances of the chosen element and gains Vulnerability to the element. This effect lasts 3 rounds.
Spoiler: Dice (level 15)
Dice: Core Ability acquired at level 15. You gain the Quick magical action !Dice. This action casts ghostly die to haunt the target. Perform a Water vs Earth attack, difficulty 0. The opponent suffers Crush-elemental damage equal to the d100 result, ignoring their Magic Armor. In case of a critical hit, consider the opponent had a critical hit against you and you suffer Crush-elemental damage component equal to the d100 result, considering your Magic Armor as usual. Specialties:
Arcane Trickster: Requires Water level 10. Increase your MP bonus by 1x your level. In addition, you gain one of the following Spell groups: Transformation, Poison, Images, Teleport, Weaken or Slow.
Dismantle: Requires Fire level 10. You gain the Quick magic action !Dismantle. You use your machines and technology mastery to disarm threats. Perform a Fire vs Earth attack, difficulty 80, against a target. If the target is a construct (such as a golem) or machine (a robot for example), it is instantly reduced to 0 HP. Treat this effect as a Fatal type status.
Gambler: Requires Air level 10. You gain the Quick action !Moogle Reels. Do 3 Water vs Fire (the greater between opponentsí) attacks, difficulty 50. If all fail, you suffer the Confuse status until the end of the next round. If successful in just one, you realize the !Attack action against a random opponent. If successful in exactly two, you deal magical damage of a random element in all opponents equal to 10 x Water level. If successful in all three, you inflict the Confuse, Slow and Poison statuses on all opponents until the end of the next round.
Spoiler: Invention (level 24)
Invention: Core Ability acquired at level 24. When purchasing weapons and armor, you can change their properties to equivalent ones. Elemental damage can be exchanged for any other element. (Monster) Destroyer and (Monster) Killer may change the type of monster to any other type. Critical Spell, Imbued Spell and Arcane Focus can change its Spell to any other Spell of the same level or lower. Auto- Resistance, Vulnerability, Immunity or Absorption of Crush, Puncture or Cut can be exchanged for another of these three elements. Auto-Resistance, Vulnerability, Immunity or Absorption of other elements can be exchanged for another element except Crush, Puncture or Cut. The weapons who give extra damage based on a Stat can change it to another Stat, except the weaponís Offensive Stat. Finally, Auto-Status, SOS-Status, Status Resistance, Status Immunity, Status Touch and Status Strike can swap the Status within the following power levels:
I: Sleep, Blind, Strengthen (Speed ), Weaken (Speed), Poison.
II: Weaken (Armor), Weaken (Mental), Weaken (Physical), Weaken (Magic), Strengthen (Armor) Strengthen (Spirit), Strengthen (Magic,) Strengthen (Physical), Immobilize, Float, Slow.
III: Haste, Condemn, Confuse, Disable, Shell, Protect, Berserk, Image, Reraise, Mute, Premonition, Virus, Flight.
IV: Charm, Helpless, Invisible, Death, Wall, Stop, Stone, Reflex, Frog, Zombie.
In addition, at any time out of combat, you can pay half weaponís or armorís Gil cost to change its properties, as if you just had bought that equipment. Specialties:
Steal the Spotlight: Requires Earth level 6 and Water level 11.You can spend alliesí initiative dice to act if that ally allows it.
Lucky Number: Requires Air and Fire level 10. Whenever you roll a result 77 or 07 in a d100, you are successful, regardless of the difficulty. In addition, you gain the reaction !Lucky Seven. Use after your character suffers damage from an attack and if the last digit of your HP is 7. Attack the opponent who attacked you with a Water vs Water attack, difficulty 77. If you fail, deal 7 damage. If successful, deal 77 damage. In case of a critical hit, deal 777 damage. This attack ignores Armor. You need not to spend initiative dice to use this reaction.
Abandon Subtlety: Requires Air level 13. Whenever you use the !Stealaction, successful or not, you may perform the !Attack action as a free action against the same target.
Spoiler: Charity's Lesson (level 42)
Charityís Lesson: Core Ability acquired at level 42. You gain the Ranged Quick physical action !Gil Toss. If money is power, the Rogue shows it in the most direct way possible! With this action, you can throw any number of Gil against your targets. You perform an Air vs Air attack, difficulty 0, against all opponents. For every 100 Gil spent, deal 1x Air level Puncture-elemental damage, split evenly among all targets hit. Gil spent this way is irretrievably lost. !Gil Toss canít deal more than 999 damage to each target. Specialties:
Jackpot: Requires Air and Fire level 12. Acquire the Quick action !Chocobo Reels. Do 3 Water vs Earth (the greater between opponentsí) attacks, difficulty 50. If all fail, you suffer the Condemned status until the end of the next round. If successful in just one, you cast the Cura Spell, even if you donít know it. If successful in exactly two, you deal physical damage of a random element in all opponents equal to 20 x Water level. If successful in all 3, you inflict the Shell, Protect and Haste statuses in all allies until the end of the next round.
Counter Theft: Requires Air and Earth level 12. You may use the !Steal action as a reaction when suffering a melee physical attack, even if you donít have the Steal Specialty. You may not perform any other attack during this reaction, even if you have the Abandon Subtlety Specialty.
Steal Heart: Requires Air and Water level 12. You gain the Ranged Quick magical action !Steal Heart. With your charm, your opponents become infatuated. Make a Water vs Fire attack, difficulty 80, inflicting the Charm status on a target until the end of round, if successful.
Spoiler: Measured Risks (level 60)
Measured Risks: Core Ability acquired at level 60. Once per round, if your current HP is 25% or less of your max HP, you may perform a reaction as a free action. If, for any reason, your current HP become greater than 25% of your max HP, and then drop below that limit again, you may use this Ability again in the same round. Specialties:
Footwork: Requires Air level 20. At the beginning of each round, you gain an extra initiative dice with the value 10.
Distract: Requires Fire level 20. You gain the Ranged Quick physical action !Distract
. Distracting the target, you expose its weaknesses. Make a Fire vs Fire attack, difficulty 50. If successful, inflict the Meltdown status until the end of the round.
Magic Reels: Requires Water level 20. You gain the Quick action !Magic Reels
. Do 3 Water vs Water (the greater between opponentsí) attacks, difficulty 50. If all fail, you are reduced to 0 HP and your opponents recover HP equal to the amount of HP you lost. If successful in at least one, you cast a random Spell without spending MP, even if you donít know it. Roll 1d10 and compare to the table below to see what Spell will be cast. For each critical hit, the Spell is cast again, up to 4 Spell casts if you obtain 3 critical hits.