Job Information
Main Abilities
Innate Ability: Entertain
The Entertainer is constantly performing, passively granting buffs to a single attribute for all party members. At the beginning of each chapter they choose to perform one of the following and can switch to a different one as a Slow action:
Allies do not benefit from this while the Entertainer is unconscious, afflicted by a negative status effect that would prevent performing (such as Petrify or Stun), or they cannot see or hear the Entertainer.
Defining Ability: Fantasia
Outside of combat the Entertainer may spend 3 points of Destiny to rewrite the destiny of a single willing ally. That ally immediately falls asleep, spending 8 hours transforming into their new self. When this happens they may reallocate any attribute points that they see fit, trade in any abilities they have taken for new ones, trade in current spells they know (except Blue Magic spells), change their chosen race, change their chosen class, and change their chosen gender.
The character’s new self must be appropriate for the campaign and is up to the discretion of the GM as to what choices can be made when modifying the character in this way.
In addition if the Trade Secrets defining ability is known the Entertainer may change what job it is gaining trade secrets from outside of combat by spending 1 point of Destiny. Any magic, abilities, and equipment usage granted by the previous job is no longer available to the Entertainer upon switching.
Defining Ability: Repertoire
The entertainer may use a Standard action to begin performing a routine from their vast repertoire, picking one of the options below:
Defining Ability: Trade Secrets
The Entertainer chooses a specific job other than Entertainer and Freelancer and gains that classes’ innate ability plus two abilities from that job. Trade Secrets also provides access to all equipment types and spells as though the Entertainer was that chosen job.
Ultimate Ability: Troupe
Entertain and Repertoire may grant all of their options at once to the Entertainer.
The Entertainer is constantly performing, passively granting buffs to a single attribute for all party members. At the beginning of each chapter they choose to perform one of the following and can switch to a different one as a Slow action:
- Battle Voice: While allies can see or hear you they gain a temporary bonus to PWR equal to your finesse score.
- Troubadour: While allies can see or hear you they gain a temporary bonus to RES equal to your finesse score.
- Wanderer’s Minuet: While allies can see or hear you they gain a temporary bonus to DEX equal to your finesse score.
- Mage’s Ballad: While allies can see or hear you they gain a temporary bonus to MND equal to your finesse score.
Allies do not benefit from this while the Entertainer is unconscious, afflicted by a negative status effect that would prevent performing (such as Petrify or Stun), or they cannot see or hear the Entertainer.
Defining Ability: Fantasia
Outside of combat the Entertainer may spend 3 points of Destiny to rewrite the destiny of a single willing ally. That ally immediately falls asleep, spending 8 hours transforming into their new self. When this happens they may reallocate any attribute points that they see fit, trade in any abilities they have taken for new ones, trade in current spells they know (except Blue Magic spells), change their chosen race, change their chosen class, and change their chosen gender.
The character’s new self must be appropriate for the campaign and is up to the discretion of the GM as to what choices can be made when modifying the character in this way.
In addition if the Trade Secrets defining ability is known the Entertainer may change what job it is gaining trade secrets from outside of combat by spending 1 point of Destiny. Any magic, abilities, and equipment usage granted by the previous job is no longer available to the Entertainer upon switching.
Defining Ability: Repertoire
The entertainer may use a Standard action to begin performing a routine from their vast repertoire, picking one of the options below:
- Accurate Etude: While allies can see or hear the Entertainer they gain a +1 to ACC.
- Jitterbug: While allies can see or hear the Entertainer they gain a +1 to AVD.
- MP Mambo: While allies can see or hear the Entertainer they regain MP equal to the Entertainer’s MND at the start of the round.
- Nature’s Minne: While allies can see or hear the Entertainer they regain HP equal to the Entertainer’s MND at the start of the round.
- Elemental Threnody: While allies can see or hear the Entertainer their attacks deal additional damage equal to the Entertainer’s MND if they are of a specific element. This element is chosen by the character at the time they begin this performance and cannot be Holy or Shadow.
Defining Ability: Trade Secrets
The Entertainer chooses a specific job other than Entertainer and Freelancer and gains that classes’ innate ability plus two abilities from that job. Trade Secrets also provides access to all equipment types and spells as though the Entertainer was that chosen job.
Ultimate Ability: Troupe
Entertain and Repertoire may grant all of their options at once to the Entertainer.
Job Abilities
Ability: Blade Dance
As a Standard action the Entertainer may choose to start a Blade Dance. During the Blade Dance allies may make an additional attack whenever they only use their action on their turn to make an attack (this includes Instant actions and movement). As soon as any ally does anything other than attack, Blade Dance ends.
Blade Dance may only be used once per combat.
Ability: Center Stage
The Entertainer may choose to use their Perform skill in place of their Negotiate skill checks, and they may reroll any dice that result on a 1 when making a Perform or Negotiate roll.
In addition, as a Standard action the Entertainer may make a Perform skill check opposed by one target enemy’s Force or Finesse check, as chosen by the GM. On a successful roll, the Entertainer creates a serene field of Difficult Terrain; all local targets have their disposition toward the party increased by one step – from Hostile to Wary, from Wary to Neutral, or from Neutral to Friendly. In addition, all allies are immune to the effects of Fear while upon the terrain.
Maintaining this powerful craft takes an Instant action every round, and thus it ends immediately if the Entertainer is ever unconscious or would be afflicted by a negative status effect that would prevent this, such as Petrify or Stun.
Ability: Dance Partner
The Entertainer may begin dancing with an ally as an Instant action, allowing both themselves and their ally to succeed on Teamwork Attacks made with one another if either of them rolls a 6 or a duplicate die. Dance Partner lasts for 4 rounds and the Entertainer can only have a single Dance Partner at any given time.
Ability: Encore
When the Entertainer uses the same action that they used last turn its potency is increased. Any temporary benefits it grants last one additional round if possible the damage or healing it deals is increased by one step.
Ability: Finishing Flourish
At the end of a combat the Entertainer may grant an ally a +2 bonus to any Salvage checks they make.
If the Entertainer has the Repertoire ability on the final turn a Repertoire is active they may make a finishing move based on which feature they were using:
Ability: Grand Finale
Once per chapter, the Entertainer may give any number of destiny to one ally. Until the end of the current turn, both the Entertainer and the ally gain a +1 to all rolls and a +1 bonus to damage steps for each point of destiny transferred in this way.
Ability: Hidden Potential
The Entertainer may choose to use their Perform skill in place of their Thievery skill checks, and they may reroll any dice that result on a 1 when making a Perform or Thievery roll.
If the Entertainer has the Trade Secrets defining ability, they gain one additional ability from their chosen job. This ability may be taken multiple times, granting an additional ability from the chosen job each time.
Ability: Illusionist
The Entertainer may choose to use their Perform skill in place of their Stealth skill checks, and they may reroll any dice that result on a 1 when making a Perform or Stealth roll.
The character also gains access to the Illusion and Advanced Illusion spells. They must still spend MP to use them.
Ability: Illustrate
Objects that exist nowhere but in the mind of the Entertainer can be made real with enough creativity and focus.
By expending one point of Destiny, the Entertainer may dream, sketch, paint or otherwise conjure up a non-sentient object that suits their purpose, such as a set of skeleton keys, a complex timepiece, or a mirror that can reflect the face of one’s true love…even if they’ve never met. This object instantly allows the character to gain a +4 bonus to skill checks for the single purpose it was designed for. An Entertainer may never have more than one such creation active at any given time, but the object may be sustained indefinitely so long as the character continues to dream them into being; whenever the Entertainer is rendered Unconscious, their creation vanishes as well.
Ability: Juggler
Upon gaining the Juggler ability, all of the character’s weapons (including Improbable Weapons) are treated as though they were also Ranged, allowing the Entertainer to target enemies at a Medium distance and ignoring the Flight property and status effect.
Furthermore, once per combat when the Entertainer would be targeted by a physical ranged attack, such as fired bullets or arrows, hurled shuriken or boulders, they may make an opposed Force or Finesse check against their attacker. A success means they simply catch such objects in mid-flight and negate the attack, and, when appropriate, may even add the weapon or item directly to their inventory.
Intangible items such as an energy beam cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably hold, or lift with an average Force check, are also out of the question.
Ability: Mascot
The Entertainer may choose to use their Perform skill in place of their Acting skill checks, and they may reroll any dice that result on a 1 when making a Perform or Acting roll.
If the entertainer has the Trade Secrets defining ability they may choose to gain a single defining ability from their chosen job.
Ability: Mime
Mime may be used as a Standard action once per round. It allows the character to repeat the last action taken before his turn by an ally – even if this means using a spell or ability the Entertainer does not actually possess, or to copy Slow Actions in the span of only a few seconds. The Entertained may choose a new target for whatever spell/attack/ability is mimicked. This is subject to several important restrictions.
The Entertainer’s stats and attributes are used in all calculations, so there’s no guarantee that mimicked moves will be as powerful or accurate as the original. If the Entertainer does not have enough MP to cast a spell, then that spell cannot be used. Any actions that involve the use of thrown weapons, consumables or items that the user does not have cannot be performed. And finally, Mime cannot be used to duplicate effects caused by spending Destiny, actions performed by Espers, or mimicking the actual Esper summoning itself.
Ability: Moonlighting
The Entertainer gains a +2 bonus to skill checks made at night. Any abilities they would gain or use from other classes (such as from the Trade Secrets ability, Limit Breaks, and Mime) may use their MND attribute instead of their normal attributes.
Ability: Patissier
The Entertainer may choose to use their Perform skill in place of their Synthesis (Cooking) skill checks, and they may reroll any dice that result on a 1 when making a Perform or Synthesis (Cooking) roll.
Using consumable items on enemies may also change one of that enemy’s immunities into a resistance or one of their vulnerabilities into a weakness until the end of combat. Likewise, using consumable items on allies may change one of that ally’s resistances into an immunity or weaknesses into a vulnerability until the end of combat.
Ability: Pictomancy
The Entertainer may take a Slow Action and spend 5 MP to deal (PWR x 3) + 2d6 non-elemental damage to a single enemy. This ability is considered a spell and as such is reduced by M.ARM and cannot be used when Seal is active on the Entertainer. As the Entertainer gains levels the power of Pictomancy may be increased in the following way:
Ability: Pitch Perfect
The Entertainer may take a Slow Action and spend 5 MP to deal (PWR x 1) + 2d6 non-elemental damage to all enemies. This damage increases by 1 step for each turn that has passed that the Entertainer has been using the Repertoire ability.
This ability is considered a spell and as such is reduced by M.ARM and cannot be used when Seal is active on the Entertainer.
At 11th level the Entertainer may double the steps of damage this deals by increasing its MP cost to 50. This doubling happens after the step increases from Repertoire.
Ability: Power Chord
By activating Power Chord as a Standard action once per chapter, the Entertainer may roll their Perform skill opposed by the Force or Finesse of one enemy within a Medium Range. That target immediately suffers (Skill Check Result x Twice Level) points of Non-Elemental M.ARM damage, and if the Entertainer won the opposed roll, the unlucky foe also suffers a Medium Range knockback and finds their equipment and items scattered. All items they possessed – weapons, armor, accessories, their inventory and any item listed in the drop section of a monster’s entry – are strewn about and must be re-collected before they can be used. Use the same rules and common sense for this as though multiple standard Disarm actions were successful all at once.
Ability: Puppetmaster
By spending one point of Destiny, the Entertainer may imbue a non-magical object with life. The object becomes flexible and mobile, capable of understanding simple orders and carrying out basic tasks, and gains the Sentience weapon property if it is an equippable item. Objects awakened in this way cannot participate in combat on their own, are generally loyal to the Entertainer that created them, and are as resilient as the material they are made out of. This could be used to convince shackle locks to spring open of their own accord, create marionettes that would amuse the king himself, or confuse opponents with surprised and struggling suits of armor. The Entertainer may only bestow life to a single object at a time; if they use this ability again, the previously animated object is no longer imbued with life.
When imbuing the an object with life the Entertainer also chooses one of the following bonus features for that particular object:
Ability: Showstopper
Whenever the Entertainer critically succeeds on a Perform skill check or spends a point of Destiny, they also receive a +2 bonus to all checks until the end of their next turn. This effect is cumulative, so an Entertainer who spends four points of Destiny would then receive a +8 bonus to all checks until the end of their next turn.
Ability: Smile Toss
Once per combat as a Standard action the Entertainer may grant one ally an extra action. This ability is unaffected by the Haste status effect.
Ability: Song of Life
As a Standard action the Entertainer may expend MP to restore HP to all allies equal to the amount of MP spent. If the MP spent is at least 30 this action removes all negative status conditions from allies and if the MP spent is at least 200 this action returns all allies to life before restoring this HP.
Ability: Songstress Shuffle
As a Standard action, the Entertainer begins performing an enfeebling performance, attempting to inflict Stop, Poison, or Blind to all enemies within a Medium range until the end of combat. The Entertainer must use its Standard action to continue this effect on its subsequent turn or the status effects end on all targets that have been inflicted with a status effect in this way.
Ability: Soul Voice
When using Entertain or Repertoire the Entertainer may choose for each ally to gain benefits from different performances of their choosing. If Technical Step is known, this applies to the debuffs inflicted on each enemy instead.
Ability: Technical Step
The Entertainer may choose for Repertoire and Entertain to debuff enemies instead of buffing allies. In this case the bonuses are penalties, any HP or MP regaining is changed to HP or MP loss, and additional damage is now a reduction in damage.
When used with Entertain the Entertainer can switch between buffing and debuffing by taking a Slow action.
Ability: Theatrhythm
The Entertainer and each ally within a short range of them deals additional damage equal to the Entertainer’s Perform skill score each round that the Entertainer takes the attack action. An attack with this bonus rolls an extra die each time a six is rolled, adding this value to the attack roll. If at least two sixes are rolled an attack is considered a critical hit (as per usual).
Ability: Weapon of Choice
Whenever the entertainer purchases or synthesizes a weapon for themselves to use, they may also choose to permanently grant it the Unified property and another weapon property of Tier 3 or lower, making their methods of inflicting harm as much a part of them as their voice or imagination. The Tier 3 or lower property is chosen when this ability is first taken, further representing how their Weapon of Choice always manifests itself.
If the Fantasia job ability is known an Entertainer’s weapon can morph into a new type of weapon of the Entertainer’s choice whenever spending Destiny to change their Trade Secrets.
As a Standard action the Entertainer may choose to start a Blade Dance. During the Blade Dance allies may make an additional attack whenever they only use their action on their turn to make an attack (this includes Instant actions and movement). As soon as any ally does anything other than attack, Blade Dance ends.
Blade Dance may only be used once per combat.
Ability: Center Stage
The Entertainer may choose to use their Perform skill in place of their Negotiate skill checks, and they may reroll any dice that result on a 1 when making a Perform or Negotiate roll.
In addition, as a Standard action the Entertainer may make a Perform skill check opposed by one target enemy’s Force or Finesse check, as chosen by the GM. On a successful roll, the Entertainer creates a serene field of Difficult Terrain; all local targets have their disposition toward the party increased by one step – from Hostile to Wary, from Wary to Neutral, or from Neutral to Friendly. In addition, all allies are immune to the effects of Fear while upon the terrain.
Maintaining this powerful craft takes an Instant action every round, and thus it ends immediately if the Entertainer is ever unconscious or would be afflicted by a negative status effect that would prevent this, such as Petrify or Stun.
Ability: Dance Partner
The Entertainer may begin dancing with an ally as an Instant action, allowing both themselves and their ally to succeed on Teamwork Attacks made with one another if either of them rolls a 6 or a duplicate die. Dance Partner lasts for 4 rounds and the Entertainer can only have a single Dance Partner at any given time.
Ability: Encore
When the Entertainer uses the same action that they used last turn its potency is increased. Any temporary benefits it grants last one additional round if possible the damage or healing it deals is increased by one step.
Ability: Finishing Flourish
At the end of a combat the Entertainer may grant an ally a +2 bonus to any Salvage checks they make.
If the Entertainer has the Repertoire ability on the final turn a Repertoire is active they may make a finishing move based on which feature they were using:
- Accurate Etude: If Entertainer makes an attack this turn they may score a critical hit on a roll of 9-12.
- Jitterbug: The Entertainer may make a single Slow action as a Standard action, or a single Standard action as an Instant action this turn.
- MP Mambo: The Entertainer may use its Standard action to have a single ally restore 50% of its MP.
- Nature’s Minne: The Entertainer may use its Standard action to have a single ally restore 50% of its HP.
- Elemental Threnody: The Entertainer may use a Slow action to deal (Half-Level x PWR) damage to all enemies. This damage is reflectable and deals damage of the same element chosen at the time Elemental Threnody was activated.
Ability: Grand Finale
Once per chapter, the Entertainer may give any number of destiny to one ally. Until the end of the current turn, both the Entertainer and the ally gain a +1 to all rolls and a +1 bonus to damage steps for each point of destiny transferred in this way.
Ability: Hidden Potential
The Entertainer may choose to use their Perform skill in place of their Thievery skill checks, and they may reroll any dice that result on a 1 when making a Perform or Thievery roll.
If the Entertainer has the Trade Secrets defining ability, they gain one additional ability from their chosen job. This ability may be taken multiple times, granting an additional ability from the chosen job each time.
Ability: Illusionist
The Entertainer may choose to use their Perform skill in place of their Stealth skill checks, and they may reroll any dice that result on a 1 when making a Perform or Stealth roll.
The character also gains access to the Illusion and Advanced Illusion spells. They must still spend MP to use them.
Ability: Illustrate
Objects that exist nowhere but in the mind of the Entertainer can be made real with enough creativity and focus.
By expending one point of Destiny, the Entertainer may dream, sketch, paint or otherwise conjure up a non-sentient object that suits their purpose, such as a set of skeleton keys, a complex timepiece, or a mirror that can reflect the face of one’s true love…even if they’ve never met. This object instantly allows the character to gain a +4 bonus to skill checks for the single purpose it was designed for. An Entertainer may never have more than one such creation active at any given time, but the object may be sustained indefinitely so long as the character continues to dream them into being; whenever the Entertainer is rendered Unconscious, their creation vanishes as well.
Ability: Juggler
Upon gaining the Juggler ability, all of the character’s weapons (including Improbable Weapons) are treated as though they were also Ranged, allowing the Entertainer to target enemies at a Medium distance and ignoring the Flight property and status effect.
Furthermore, once per combat when the Entertainer would be targeted by a physical ranged attack, such as fired bullets or arrows, hurled shuriken or boulders, they may make an opposed Force or Finesse check against their attacker. A success means they simply catch such objects in mid-flight and negate the attack, and, when appropriate, may even add the weapon or item directly to their inventory.
Intangible items such as an energy beam cannot be caught, as they are not in a state of matter that can be palmed when they reach the character's grasp. Likewise, projectiles larger than the character could conceivably hold, or lift with an average Force check, are also out of the question.
Ability: Mascot
The Entertainer may choose to use their Perform skill in place of their Acting skill checks, and they may reroll any dice that result on a 1 when making a Perform or Acting roll.
If the entertainer has the Trade Secrets defining ability they may choose to gain a single defining ability from their chosen job.
Ability: Mime
Mime may be used as a Standard action once per round. It allows the character to repeat the last action taken before his turn by an ally – even if this means using a spell or ability the Entertainer does not actually possess, or to copy Slow Actions in the span of only a few seconds. The Entertained may choose a new target for whatever spell/attack/ability is mimicked. This is subject to several important restrictions.
The Entertainer’s stats and attributes are used in all calculations, so there’s no guarantee that mimicked moves will be as powerful or accurate as the original. If the Entertainer does not have enough MP to cast a spell, then that spell cannot be used. Any actions that involve the use of thrown weapons, consumables or items that the user does not have cannot be performed. And finally, Mime cannot be used to duplicate effects caused by spending Destiny, actions performed by Espers, or mimicking the actual Esper summoning itself.
Ability: Moonlighting
The Entertainer gains a +2 bonus to skill checks made at night. Any abilities they would gain or use from other classes (such as from the Trade Secrets ability, Limit Breaks, and Mime) may use their MND attribute instead of their normal attributes.
Ability: Patissier
The Entertainer may choose to use their Perform skill in place of their Synthesis (Cooking) skill checks, and they may reroll any dice that result on a 1 when making a Perform or Synthesis (Cooking) roll.
Using consumable items on enemies may also change one of that enemy’s immunities into a resistance or one of their vulnerabilities into a weakness until the end of combat. Likewise, using consumable items on allies may change one of that ally’s resistances into an immunity or weaknesses into a vulnerability until the end of combat.
Ability: Pictomancy
The Entertainer may take a Slow Action and spend 5 MP to deal (PWR x 3) + 2d6 non-elemental damage to a single enemy. This ability is considered a spell and as such is reduced by M.ARM and cannot be used when Seal is active on the Entertainer. As the Entertainer gains levels the power of Pictomancy may be increased in the following way:
- 6th Level: 20 MP to deal (PWR x 5) + 2d6 damage.
- 11th Level: 40 MP to deal (PWR x 8) + 2d6 damage.
- 16th Level: 100 MP to deal (PWR x 12) + 2d6 damage.
- 21st Level: 200 MP to deal (PWR x 25) + 2d6 damage.
Ability: Pitch Perfect
The Entertainer may take a Slow Action and spend 5 MP to deal (PWR x 1) + 2d6 non-elemental damage to all enemies. This damage increases by 1 step for each turn that has passed that the Entertainer has been using the Repertoire ability.
This ability is considered a spell and as such is reduced by M.ARM and cannot be used when Seal is active on the Entertainer.
At 11th level the Entertainer may double the steps of damage this deals by increasing its MP cost to 50. This doubling happens after the step increases from Repertoire.
Ability: Power Chord
By activating Power Chord as a Standard action once per chapter, the Entertainer may roll their Perform skill opposed by the Force or Finesse of one enemy within a Medium Range. That target immediately suffers (Skill Check Result x Twice Level) points of Non-Elemental M.ARM damage, and if the Entertainer won the opposed roll, the unlucky foe also suffers a Medium Range knockback and finds their equipment and items scattered. All items they possessed – weapons, armor, accessories, their inventory and any item listed in the drop section of a monster’s entry – are strewn about and must be re-collected before they can be used. Use the same rules and common sense for this as though multiple standard Disarm actions were successful all at once.
Ability: Puppetmaster
By spending one point of Destiny, the Entertainer may imbue a non-magical object with life. The object becomes flexible and mobile, capable of understanding simple orders and carrying out basic tasks, and gains the Sentience weapon property if it is an equippable item. Objects awakened in this way cannot participate in combat on their own, are generally loyal to the Entertainer that created them, and are as resilient as the material they are made out of. This could be used to convince shackle locks to spring open of their own accord, create marionettes that would amuse the king himself, or confuse opponents with surprised and struggling suits of armor. The Entertainer may only bestow life to a single object at a time; if they use this ability again, the previously animated object is no longer imbued with life.
When imbuing the an object with life the Entertainer also chooses one of the following bonus features for that particular object:
- Valoredge: The Entertainer may use an Instant action to have the object be struck by an attack instead of themselves. This is only usable once per combat.
- Sharpshot: The Entertainer may use an Instant action to make an attack from the imbued object as though it were their equipped weapon. This attack has the Long Range and Accurate properties and is only usable once per combat.
- Stormwaker: The Entertainer may use an Instant action to cast Thunder, Thundara (if at least level 5), or Thundaga (if at least level 10) from the imbued object, using the entertainer's own stats but not consuming MP. This is only usable once per combat.
Ability: Showstopper
Whenever the Entertainer critically succeeds on a Perform skill check or spends a point of Destiny, they also receive a +2 bonus to all checks until the end of their next turn. This effect is cumulative, so an Entertainer who spends four points of Destiny would then receive a +8 bonus to all checks until the end of their next turn.
Ability: Smile Toss
Once per combat as a Standard action the Entertainer may grant one ally an extra action. This ability is unaffected by the Haste status effect.
Ability: Song of Life
As a Standard action the Entertainer may expend MP to restore HP to all allies equal to the amount of MP spent. If the MP spent is at least 30 this action removes all negative status conditions from allies and if the MP spent is at least 200 this action returns all allies to life before restoring this HP.
Ability: Songstress Shuffle
As a Standard action, the Entertainer begins performing an enfeebling performance, attempting to inflict Stop, Poison, or Blind to all enemies within a Medium range until the end of combat. The Entertainer must use its Standard action to continue this effect on its subsequent turn or the status effects end on all targets that have been inflicted with a status effect in this way.
Ability: Soul Voice
When using Entertain or Repertoire the Entertainer may choose for each ally to gain benefits from different performances of their choosing. If Technical Step is known, this applies to the debuffs inflicted on each enemy instead.
Ability: Technical Step
The Entertainer may choose for Repertoire and Entertain to debuff enemies instead of buffing allies. In this case the bonuses are penalties, any HP or MP regaining is changed to HP or MP loss, and additional damage is now a reduction in damage.
When used with Entertain the Entertainer can switch between buffing and debuffing by taking a Slow action.
Ability: Theatrhythm
The Entertainer and each ally within a short range of them deals additional damage equal to the Entertainer’s Perform skill score each round that the Entertainer takes the attack action. An attack with this bonus rolls an extra die each time a six is rolled, adding this value to the attack roll. If at least two sixes are rolled an attack is considered a critical hit (as per usual).
Ability: Weapon of Choice
Whenever the entertainer purchases or synthesizes a weapon for themselves to use, they may also choose to permanently grant it the Unified property and another weapon property of Tier 3 or lower, making their methods of inflicting harm as much a part of them as their voice or imagination. The Tier 3 or lower property is chosen when this ability is first taken, further representing how their Weapon of Choice always manifests itself.
If the Fantasia job ability is known an Entertainer’s weapon can morph into a new type of weapon of the Entertainer’s choice whenever spending Destiny to change their Trade Secrets.