Job Information
Main Abilities
Innate Ability: Slots
As an Instant action once per round, the Gambler may decide to roll 3d6 and check for numerical matches. If none of the three dice rolled show the same number then this is known as a Bust, granting them 1 point of Bad Luck. If two of the three dice rolled show the same number the Gambler may choose to increase the damage dealt by all allies for the current round by one step or to restore either HP or MP to all allies equal to (MND x Half-Level). If all three dice rolled show the same number this is known as a Jackpot, granting the Gambler 1 point of Good Luck, increasing the damage dealt by all allies for the next round by 2 steps, and restoring both (MND x Level) HP and MP to all allies.
The Gambler has a -1 to ACC and AVD for each point of Bad Luck they have and a +1 to ACC and AVD for each point of Good Luck they have. These two types of points cancel each other out - if a Gambler gains a point of Good Luck while having Bad Luck all their Bad Luck disappears (and vice versa).
Defining Ability: Cheat Fate
Upon using this ability as an instant action at any time, the Gambler spends three points of Destiny to alter the result of any one die roll made by themselves or an ally to any other result they like. (That is, a Gambler could turn a roll of 2 into a roll of 12 or vice-versa.) Obviously, a Gambler can’t increase a roll past its theoretical maximum or minimum.
Defining Ability: Stacked Deck
The Gambler gains the ability to reroll a single die a number of times per chapter equal to their Finesse Score. They cannot use this reroll on a die that has already been rerolled but they may use this reroll on any die that targets them or any die they use to target another - allies or enemies alike can be influenced by the Gambler’s Luck.
Defining Ability: Turn of Luck
As a Slow action the Gambler may turn their luck around, making all Bad Luck become Good Luck or vice-versa.
Ultimate Ability: Lucky 7
By spending three points of Destiny as an instant action the Gambler may immediately set their Bad Luck or Good Luck to 7.
As an Instant action once per round, the Gambler may decide to roll 3d6 and check for numerical matches. If none of the three dice rolled show the same number then this is known as a Bust, granting them 1 point of Bad Luck. If two of the three dice rolled show the same number the Gambler may choose to increase the damage dealt by all allies for the current round by one step or to restore either HP or MP to all allies equal to (MND x Half-Level). If all three dice rolled show the same number this is known as a Jackpot, granting the Gambler 1 point of Good Luck, increasing the damage dealt by all allies for the next round by 2 steps, and restoring both (MND x Level) HP and MP to all allies.
The Gambler has a -1 to ACC and AVD for each point of Bad Luck they have and a +1 to ACC and AVD for each point of Good Luck they have. These two types of points cancel each other out - if a Gambler gains a point of Good Luck while having Bad Luck all their Bad Luck disappears (and vice versa).
Defining Ability: Cheat Fate
Upon using this ability as an instant action at any time, the Gambler spends three points of Destiny to alter the result of any one die roll made by themselves or an ally to any other result they like. (That is, a Gambler could turn a roll of 2 into a roll of 12 or vice-versa.) Obviously, a Gambler can’t increase a roll past its theoretical maximum or minimum.
Defining Ability: Stacked Deck
The Gambler gains the ability to reroll a single die a number of times per chapter equal to their Finesse Score. They cannot use this reroll on a die that has already been rerolled but they may use this reroll on any die that targets them or any die they use to target another - allies or enemies alike can be influenced by the Gambler’s Luck.
Defining Ability: Turn of Luck
As a Slow action the Gambler may turn their luck around, making all Bad Luck become Good Luck or vice-versa.
Ultimate Ability: Lucky 7
By spending three points of Destiny as an instant action the Gambler may immediately set their Bad Luck or Good Luck to 7.
Job Abilities
Ability: Amped Strike
Critical Hits and Limit Breaks made by the Gambler generate a point of Good Luck. As a Standard action while the Gambler has Good Luck the Gambler makes a weapon attack, automatically missing if either die rolls a 1 or 2. If the attack hits, it deals additional steps of damage equal to one quarter of the Gambler’s level.
Ability: Astrologian
As an Instant action once per round while the Gambler has Good Luck they may draw a card. When they do so, pick a target then roll 1d6 to determine who gains the benefits of the card:
Ability: Attack Reels
While the Gambler has Bad Luck they may use a Standard action to use Attack Reels. Roll 2d6 and look below to determine what the results of attack reels accomplishes:
Ability: Blind Stud
As a Slow action the Gambler lays a card on the ground. These cards seem innocent until the Gambler uses an Instant action to activate it. When they do so the card explodes, dealing (PWR x Quarter-Level) + 3d6 points of Non-Elemental magical damage to all Local targets that ignores Shell, Unusual Defense, and M.ARM. If all 3 dice show the same number, this damage is multiplied by 4 and the Gambler gains a point of Good Luck.
Only one card created by Blind Stud may ever be active at a given time and they function no matter the distance between the card and the Gambler. Creating a second one makes the first one vanish without a trace and the cards leave a magical residue upon detonating – much like gunpowder – that allows the Gambler to be tracked down. Thus, Blind Studs are a poor choice when stealth is called for. The Gambler’s equipment properties don’t apply when calculating damage from this job ability.
Ability: Cash Out
When the Gambler gains a point of bad or good luck they may immediately set their current luck to 0 as an Instant action before gaining that luck. If this reduces the Gambler’s bad luck they may deal damage to one creature within a medium range equal to (Level x Bad Luck Lost) and if this reduces their good luck they may instead choose to heal one creature within medium range equal to (Twice Level x Good Luck Lost).
Ability: Crooked Cards
When a complication for a skill check is rolled the Gambler may choose to gain a point of Bad Luck. The Gambler gains a +1 bonus to Acting, Stealth, and Thievery. When making an Acting, Stealth, or Thievery check the Gambler may reroll any number of dice used for the check a single time. If the result still fails, the Gambler gains a point of Bad Luck.
Ability: Destiny Reels
By spending 1 point of Destiny while in combat as a Standard action the Gambler uses Destiny Reels, rolling 3d6 and consulting the chart below to determine what the results of destiny reels accomplish. This roll cannot be manipulated or rerolled in any way and status effects inflicted by Destiny Reels do not allow an opposed roll.
Ability: Dice
Once per combat the Gambler rolls a number of dice equal to one-quarter of their level (rounded up). This attack then deals damage to a single target within medium range equal to the total die roll times the Gambler’s PWR. The damage from this ability cannot miss and is reduced by M.ARM instead of ARM. The Gambler may spend 2 points of Good Luck as an Instant action to refresh the use of this ability.
Ability: Double-Up
After rolling 2d6 the Gambler may choose to immediately add an additional 1 or 2 d6s to the roll. If the total on all dice rolled becomes 12 or greater the roll is considered a Bust, counting as a roll of 2 on the dice (and thus generating a complication if used for a skill check) and generating a point of Bad Luck.
Ability: Elemental Reels
The Gambler may declare the use of Elemental Reels as an Instant action. The next weapon attack the Gambler hits with this turn deals one additional step of damage and deals damage of a specific element. Roll an extra 2d6 for the attack and look below to determine what the results of elemental reels accomplishes:
Ability: Fold
As an Instant action at any time the Gambler may choose to change all Bad Luck and Good Luck they currently have to 0. When they do so any abilities they use to generate Bad Luck or Good Luck next round generate twice as much as normal.
Ability: Fortune Street
Whenever a Critical Hit or Limit Break is scored against the Gambler they may choose to gain a point of Bad Luck. The Gambler gains a +1 bonus to Inquiry, Mercantile, and Negotiation. When making an Inquiry, Mercantile, or Negotiation check the Gambler may reroll any number of dice used for the check a single time. If the result still fails, the Gambler gains a point of Bad Luck.
Ability: Interject
As an Instant action the Gambler may lose 1 point of Good Luck or 3 points of Bad Luck to distract one enemy taking a Slow action, interrupting the action they were taking.
Ability: Item Reels
While the Gambler has Good Luck they may use a Standard action to use Item Reels. Roll 2d6 and look below to determine what the results of item reels accomplishes:
Ability: Long Shot
The Gambler may use a Ranged weapon to target enemies at up to a Long Range without the standard -4 penalty for doing so. Furthermore, they gain a +4 bonus to combat or skill rolls in any situation where they need a dice result of 12 or better to succeed, whether this refers to accuracy checks against extremely evasive foes, on opposed Force or Finesse checks, or on extremely difficult skill tests.
Ability: Memorandum
The Gambler’s gains a different effect and innate ability related to a different class at the start of each combat, based on a die roll. These benefits last until the end of combat or until the Gambler takes a Slow action to reroll this ability.
Ability: Phantom Roll
By spending a point of Good Luck as a Standard action the Gambler invokes the spirit of others. Roll 1d6 twice, consulting the chart on the next page based on what was rolled. The character immediately uses that ability as an Instant action. The character may spend 1 additional point of Good Luck to completely reroll this ability.
Critical Hits and Limit Breaks made by the Gambler generate a point of Good Luck. As a Standard action while the Gambler has Good Luck the Gambler makes a weapon attack, automatically missing if either die rolls a 1 or 2. If the attack hits, it deals additional steps of damage equal to one quarter of the Gambler’s level.
Ability: Astrologian
As an Instant action once per round while the Gambler has Good Luck they may draw a card. When they do so, pick a target then roll 1d6 to determine who gains the benefits of the card:
- 1: One random enemy.
- 2: One random ally.
- 3: The Gambler.
- 4: The targeted ally.
- 5: The targeted ally.
- 6: All allies.
- 2: Malefic: The target takes (MND x Half-Level) damage.
- 3: Spire: The target’s weapon attacks ignore ARM this round.
- 4: Arrow: The target can make weapon attacks at a Long range for the round.
- 5: Spear: The target scores critical hits on weapon attacks with a roll of 11-12 for the round.
- 6: Benefic: The target regains (MND x Half-Level) HP.
- 7: Balance: The target may reroll a single die roll when making an attack with a weapon this round.
- 8: Ewer: The target regains (MND x Half-Level) MP.
- 9: Bole: The target’s weapon attacks gain the Stop-inflict property for this round.
- 10: Lord of Crowns: The target’s weapon attacks deal an additional step of damage this round.
- 11: Lady of Crowns: The target’s weapon attacks deal damage to the target’s MP as well as HP this round.
- 12+: Wheel of Fortune: The Gambler may choose which other card effect to apply.
Ability: Attack Reels
While the Gambler has Bad Luck they may use a Standard action to use Attack Reels. Roll 2d6 and look below to determine what the results of attack reels accomplishes:
- 2: The attack reels turn on the Gambler, dealing (PWR x Half-Level) magical damage to all allies. The Gambler gains a point of Bad Luck.
- 3-4: The attack reels miss completely, dealing no damage. The Gambler gains a point of Bad Luck.
- 5-6: All enemies take a single point of damage. This damage cannot be reduced or avoided in any way. The Gambler loses a point of Bad Luck.
- 7: All enemies take magical damage equal to the Gambler’s PWR. The Gambler loses a point of Bad Luck.
- 8-9: All enemies take (PWR x Quarter-Level) magical damage. The Gambler loses a point of Bad Luck.
- 10-11: All enemies take (PWR x Half-Level) magical damage. The Gambler loses a point of Bad Luck.
- 12+: All enemies take (PWR x Level) magical damage and the Gambler gains a point of Good Luck.
Ability: Blind Stud
As a Slow action the Gambler lays a card on the ground. These cards seem innocent until the Gambler uses an Instant action to activate it. When they do so the card explodes, dealing (PWR x Quarter-Level) + 3d6 points of Non-Elemental magical damage to all Local targets that ignores Shell, Unusual Defense, and M.ARM. If all 3 dice show the same number, this damage is multiplied by 4 and the Gambler gains a point of Good Luck.
Only one card created by Blind Stud may ever be active at a given time and they function no matter the distance between the card and the Gambler. Creating a second one makes the first one vanish without a trace and the cards leave a magical residue upon detonating – much like gunpowder – that allows the Gambler to be tracked down. Thus, Blind Studs are a poor choice when stealth is called for. The Gambler’s equipment properties don’t apply when calculating damage from this job ability.
Ability: Cash Out
When the Gambler gains a point of bad or good luck they may immediately set their current luck to 0 as an Instant action before gaining that luck. If this reduces the Gambler’s bad luck they may deal damage to one creature within a medium range equal to (Level x Bad Luck Lost) and if this reduces their good luck they may instead choose to heal one creature within medium range equal to (Twice Level x Good Luck Lost).
Ability: Crooked Cards
When a complication for a skill check is rolled the Gambler may choose to gain a point of Bad Luck. The Gambler gains a +1 bonus to Acting, Stealth, and Thievery. When making an Acting, Stealth, or Thievery check the Gambler may reroll any number of dice used for the check a single time. If the result still fails, the Gambler gains a point of Bad Luck.
Ability: Destiny Reels
By spending 1 point of Destiny while in combat as a Standard action the Gambler uses Destiny Reels, rolling 3d6 and consulting the chart below to determine what the results of destiny reels accomplish. This roll cannot be manipulated or rerolled in any way and status effects inflicted by Destiny Reels do not allow an opposed roll.
- 1-1-1: Dud-All allies lose 50% of their current HP.
- 2-1-1: Falling Rock-A single random enemy takes (PWR x 2) + 2d6 physical damage.
- 2-2-1: Toy Soldier-A single random enemy takes (PWR x 5) + 2d6 physical damage.
- 2-2-2: Hammer-All enemies lose 100 MP.
- 3-1-1: Icicles-A single random enemy takes (PWR x 3) + 2d6 physical Ice damage.
- 3-2-1: Cripple-All enemies are inflicted with Speed Break.
- 3-2-2: Chocobo Stampede-All enemies take (PWR x 2) + 2d6 physical damage.
- 3-3-1: Armor Break-All enemies are inflicted with Armor Break.
- 3-3-2: Magicide-All enemies are inflicted with Magic Break.
- 3-3-3: Lucky Girl-All allies gain 7 points of Good Luck (including yourself). For allies this Good Luck lasts for the next 4 rounds and grants a +7 bonus to ACC and AVD.
- 4-1-1: Black Sky-All allies and enemies are inflicted with Blind.
- 4-2-1: Arcanum-All enemies are inflicted with Seal.
- 4-2-2: Firecracker-All enemies take (PWR x 3) + 2d6 physical Fire damage. This damage ignores ARM.
- 4-3-1: Weight-All enemies are inflicted with Stop.
- 4-3-2: Power Break-All enemies are inflicted with Power Break.
- 4-3-3: Prismatic Flash-All enemies are inflicted with the Blind status. For the
- next 4 rounds they cannot become invisible and their AVD cannot be increased in
- any way.
- 4-4-1: Delay Buster-All enemies are inflicted with Slow.
- 4-4-2: Cry in the Night-All enemies are inflicted with Sleep. They take (PWR x 1) + 2d6 Non-elemental damage at the start of each of their turns that they are asleep.
- 4-4-3: Intimidate-All enemies are inflicted with Fear.
- 4-4-4: Quartet Knife-All enemies are inflicted with Power Break, Armor Break, Speed Break, and Magic Break.
- 5-1-1: Cure-All allies regain (MND x 2) + 2d6 HP. This healing is reflectable.
- 5-2-1: L-Bomb-The next enemy that attacks immediately explodes, making their attack miss and causing them to lose 25% of their current HP.
- 5-2-2: Thundara-All enemies immediately take (PWR x 5) + 2d6 points of magical Lightning damage. This damage is reflectable.
- 5-3-1: Firaga-All enemies immediately take (PWR x 8) + 2d6 points of magical Fire damage. This damage is reflectable.
- 5-3-2: Blizzaga-All enemies immediately take (PWR x 8) + 2d6 points of magical Ice damage. This damage is reflectable.
- 5-3-3: Meteorites-A random enemy takes (PWR x 2) + 2d6 Non-elemental magical damage. This attack repeats 5 times in total and is reflectable.
- 5-4-1: Bio-All enemies immediately take (PWR x 3) + 2d6 points of Non-elemental magical damage and become inflicted with the Virus status effect. This is reflectable.
- 5-4-2: Tantalize-All enemies are inflicted with Charm.
- 5-4-3: Wall-All allies gain the Protect and Shell status.
- 5-4-4: Transform-The Gambler grows huge, lowering their AVD to 0 and making all their weapon attacks deal twice as much damage for the remainder of combat.
- 5-5-1: Cura-All allies regain (MND x 5) + 2d6 HP. This healing is reflectable.
- 5-5-2: Auto-Life-All allies gain the Auto-Life status effect.
- 5-5-3: Mysidian Rabbit-All allies restore 25% of their maximum HP and lose any negative status effects currently inflicted on them.
- 5-5-4: Mog Dance-All allies regain 50% of their HP and MP.
- 5-5-5: Full Cure-All allies restore all HP and MP. This also revives any allies that were unconscious.
- 6-1-1: Dark Matter-A random enemy takes 999 damage.
- 6-2-1: Dive Bomb-All enemies and the Gambler take damage equal to 25% of their current HP.
- 6-2-2: Hell House-All enemies take (PWR x 8) + 2d6 physical Shadow damage.
- 6-3-1: Blessed Gem-A random enemy takes (MND x 8) + 2d6 Holy damage.
- 6-3-2: Supreme Gem-All enemies take (MND x 8) + 2d6 Non-elemental damage.
- 6-3-3: Eject-All enemies are launched into the sky as though they had the Eject spell cast upon them.
- 6-4-1: Demi-All Lesser and Standard enemies have their current HP reduced by 50%.
- 6-4-2: Fat Chocobo-A single random enemy takes (PWR x 15) + 2d6 physical damage.
- 6-4-3: Break-All enemies immediately take (PWR x 10) + 2d6 points of magical Earth damage and are inflicted with Petrify. There is also a 50% chance for Petrified Lesser and Standard enemies to be instantly defeated by this attack. This is reflectable.
- 6-4-4: Clean Slate-All allies and enemies have all positive status effects and negative status effects removed.
- 6-5-1: Flare-All enemies immediately take (PWR x 8) + 2d6 points of Non-elemental magical damage. This damage is reflectable.
- 6-5-2: Primo Grenade-All enemies take (Level x 10) damage. This damage cannot be reduced in any way.
- 6-5-3: Aurochs-All enemies take (PWR x Twice Level) + 2d6 physical damage.
- 6-5-4: Rapture-All Lesser and Standard enemies immediately leave the battle, leaving behind items, EXP, and Gil as though they were defeated normally.
- 6-5-5: Summon-A single Esper of the Gambler’s choice is summoned. This can be either a Party or an Individual Esper.
- 6-6-1: Death Joker-All allies are immediately defeated. This ignores immunity to Death.
- 6-6-2: Excalibur-All enemies take (PWR x 30) + 2d6 physical Holy damage.
- 6-6-3: Ultima-All enemies immediately take (PWR x 50) + 2d6 points of Non-elemental magical damage. This damage is reflectable.
- 6-6-4: Shin-Zantetsu-All enemies that are not immune to Death are immediately defeated.
- 6-6-5: Mega Flare-All enemies immediately take (PWR x 80) + 2d6 points of Non-elemental damage. This damage may automatically go beyond the damage limit of 999.
- 6-6-6: The End- All enemies are immediately defeated. This ignores immunity to Death.
Ability: Dice
Once per combat the Gambler rolls a number of dice equal to one-quarter of their level (rounded up). This attack then deals damage to a single target within medium range equal to the total die roll times the Gambler’s PWR. The damage from this ability cannot miss and is reduced by M.ARM instead of ARM. The Gambler may spend 2 points of Good Luck as an Instant action to refresh the use of this ability.
Ability: Double-Up
After rolling 2d6 the Gambler may choose to immediately add an additional 1 or 2 d6s to the roll. If the total on all dice rolled becomes 12 or greater the roll is considered a Bust, counting as a roll of 2 on the dice (and thus generating a complication if used for a skill check) and generating a point of Bad Luck.
Ability: Elemental Reels
The Gambler may declare the use of Elemental Reels as an Instant action. The next weapon attack the Gambler hits with this turn deals one additional step of damage and deals damage of a specific element. Roll an extra 2d6 for the attack and look below to determine what the results of elemental reels accomplishes:
- 2: The attack ricochets, dealing just as much damage to the Gambler as the target. The Gambler gains a point of Bad Luck.
- 3: The damage dealt is the Shadow element.
- 4: The damage dealt is the Wind element.
- 5: The damage dealt is the Water element.
- 6: The damage dealt is the Ice element.
- 7: The damage dealt is Non-Elemental. It still deals the increased damage however.
- 8: The damage dealt is the Fire element.
- 9: The damage dealt is the Lightning element.
- 10: The damage dealt is the Earth element.
- 11: The damage dealt is the Holy element.
- 12+: The attack deals Non-Elemental damage to all enemies in a short range of the original target and one additional step of damage (making this ability grant the attack two additional steps of damage in total). The Gambler gains one point of Good Luck.
Ability: Fold
As an Instant action at any time the Gambler may choose to change all Bad Luck and Good Luck they currently have to 0. When they do so any abilities they use to generate Bad Luck or Good Luck next round generate twice as much as normal.
Ability: Fortune Street
Whenever a Critical Hit or Limit Break is scored against the Gambler they may choose to gain a point of Bad Luck. The Gambler gains a +1 bonus to Inquiry, Mercantile, and Negotiation. When making an Inquiry, Mercantile, or Negotiation check the Gambler may reroll any number of dice used for the check a single time. If the result still fails, the Gambler gains a point of Bad Luck.
Ability: Interject
As an Instant action the Gambler may lose 1 point of Good Luck or 3 points of Bad Luck to distract one enemy taking a Slow action, interrupting the action they were taking.
Ability: Item Reels
While the Gambler has Good Luck they may use a Standard action to use Item Reels. Roll 2d6 and look below to determine what the results of item reels accomplishes:
- 2: All allies lose 50% of their current HP. The Gambler gains a point of Bad Luck.
- 3-4: All allies may remove a single negative status effect they are currently afflicted with. The Gambler loses a point of Good Luck.
- 5-6: All allies restore 25% of their maximum MP. The Gambler loses a point of Good Luck.
- 7: All allies restore 25% of their maximum HP. The Gambler loses a point of Good Luck.
- 8-9: Any unconscious allies revive with 1 HP. The Gambler loses a point of Good Luck.
- 10-11: All allies gain the benefits of Shell and Protect for the next 4 rounds. The Gambler loses a point of Good Luck.
- 12+: All conscious allies fully regain all missing HP and MP. The Gambler gains a point of Good Luck.
Ability: Long Shot
The Gambler may use a Ranged weapon to target enemies at up to a Long Range without the standard -4 penalty for doing so. Furthermore, they gain a +4 bonus to combat or skill rolls in any situation where they need a dice result of 12 or better to succeed, whether this refers to accuracy checks against extremely evasive foes, on opposed Force or Finesse checks, or on extremely difficult skill tests.
Ability: Memorandum
The Gambler’s gains a different effect and innate ability related to a different class at the start of each combat, based on a die roll. These benefits last until the end of combat or until the Gambler takes a Slow action to reroll this ability.
- 1-1: Nothing. The Gambler gains a point of Bad Luck.
- 1-2 and 1-3: Destructive Trinity (Black Mage), spells deal one additional step of damage.
- 1-4 and 1-5: Learning (Blue Mage), The Gambler chooses a number of Blue Magic spells to know of a spell level a Blue Mage of the same level would know this combat equal to their Finesse score. Blue Magic learned in this way can only be cast whenever Blue Mage is rolled with Memorandum.
- 1-6 and 2-1: Darkside (Dark Knight), weapon attacks deal one additional step of damage.
- 2-2 and 2-3: Jump (Dragoon), weapon attacks have their critical range increased by 1.
- 2-4 and 2-5: Tinkering (Inventor), the Gambler gains a bonus to their Systems skill equal to their Finesse score. They may still only use each Tool once per chapter.
- 2-6 and 3-1: Entertain (Entertainer), the Gambler gains a bonus to their Perform skill equal to their Finesse score.
- 3-2 and 3-3: Geomancy (Geomancer), the Gambler gains resistance to all elements they are not vulnerable to, are not weak to, and are not Non-Elemental.
- 3-4 and 3-5: Martial Arts (Monk), the Gambler gains additional HP and Max HP equal to their level times their Finesse score.
- 3-6 and 4-1: Throw (Ninja), +2 AVD.
- 4-2 and 4-3: Cover (Paladin), the Gambler takes half damage from damage taken when covering an ally.
- 4-4 and 4-5: Aim (Ranger), +2 ACC.
- 4-6 and 5-1: Spellblade (Red Mage), The Gambler chooses a number of White and Black Magic spells to know of a spell level a Red Mage of the same level would know this combat equal to their Finesse score.
- 5-2 and 5-3: Iaido (Samurai), Limit Breaks for the Gambler can be used with one less requirement than normal and their Limit Breaks are treated as having the Area Effect feature (if possible).
- 5-4 and 5-5: Libra (Scholar), the Gambler gains a bonus to their Lore skills equal to their Finesse score. The bonus on opposed rolls gained by using Libra remain even when they are not a Scholar through Memorandum.
- 5-6 and 6-1: Steal (Thief), the Gambler gains a bonus to their Thievery skills equal to their Finesse score.
- 6-2 and 6-3: Weapon Master (Warrior), the Gambler gains bonus ARM and M.ARM equal to their level times their Finesse score.
- 6-4 and 6-5: Medical Magic (White Mage), spells deal one additional step of healing.
- 6-6: One of the other rolls of the Gambler's choice. The Gambler gains a point of Good Luck.
Ability: Phantom Roll
By spending a point of Good Luck as a Standard action the Gambler invokes the spirit of others. Roll 1d6 twice, consulting the chart on the next page based on what was rolled. The character immediately uses that ability as an Instant action. The character may spend 1 additional point of Good Luck to completely reroll this ability.
1 |
2 |
3 |
4 |
5 |
6 |
|
1 |
Escape (Thief) |
Draw Out (Samurai) |
Bonecrusher (Warrior) |
Transpose (Black Mage) |
Targeted Shot (Ranger) |
Dismissal (Samurai) |
2 |
Draw Out (Samurai) |
Feint (Thief) |
Mug (Thief) |
Annoy (Thief) |
Veil (Ninja) |
Payback (Dark Knight) |
3 |
Bonecrusher (Warrior) |
Mug (Thief) |
Provoke (Warrior) |
Flimflam (Thief) |
Saint’s Cross (Paladin) |
Solid Barrel (Ranger) |
4 |
Transpose (Black Mage) |
Annoy (Thief) |
Flimflam (Thief) |
Syphon Strike (Dark Knight) |
Shukiuchi (Ninja) |
Blade Dance (Entertainer) |
5 |
Targeted Shot (Ranger) |
Veil (Ninja) |
Saint’s Cross (Paladin) |
Shukiuchi (Ninja) |
Battle Litany (Dragoon) |
Rapid Fire (Ranger) |
6 |
Dismissal (Samurai) |
Payback (Dark Knight) |
Solid Barrel (Ranger) |
Blade Dance (Entertainer) |
Rapid Fire (Ranger) |
Warcry (Warrior) |
Ability: Press Luck
After a successful Teamwork Attack is rolled by yourself and your allies you may choose to reroll any or all of the dice. If you do so, both attacks in the Teamwork Attack deal one additional step of damage (if the Teamwork Attack still hits). You may use this ability multiple times for a single Teamwork Attack, increasing the amount of additional damage each time. If this ability adds three or more additional steps of damage you gain a point of Good Luck.
Ability: Random Reels
The Gambler may use a Standard action to use Random Reels. Roll 2d6 and look below to determine what the results of random reels accomplishes:
Ability: Share the Luck
As a Standard action the Gambler transfers all of their Bad Luck or Good Luck to a single creature within a Short range, granting them the same ACC and AVD modification they would have and reducing their own Luck to 0. This modification to a creature’s ACC and AVD lasts 4 rounds.
Ability: Status Reels
While the Gambler has Bad Luck they may use a Standard action to use Status Reels. Roll 2d6 and look below to determine what the results of status reels accomplishes:
Ability: Streak
While the Gambler has Good Luck they are on a Hot Streak and while the Gambler has Bad Luck they are on a Cold Streak. These Streaks grant their attacks bonus properties based on how much Luck they have, as noted here:
Ability: Tempt Fate
The Gambler may use an Instant action to Tempt Fate, spending up to as many points of Destiny, Bad Luck, and/or Good Luck that they currently have. They then roll 1d6; on a roll of 4 or better they gain twice as much Destiny or Luck as the amount they spent. Tempt Fate is only usable once per round and this cannot allow a character to go beyond their Destiny cap. Tempt Fate’s die roll cannot be altered or rerolled in any way.
Ability: Untouchable
Once per combat a Gambler may roll 2d6 when attacked, changing their base 5 AVD from the Gambler class into the rolled number for the attack. This new base number still changes based on the amount of Luck the Gambler has, the DEX score of the Gambler, and anything else that would influence AVD. If a 2 is rolled on this AVD change, the Gambler gains a point of Bad Luck and if a 12 is rolled on this AVD change the Gambler gains a point of Good Luck.
Ability: Wild Card
The Gambler may spend 1 point of Luck (Good or Bad) and use an Instant action to immediately teleport to a location within a Short range of a target it has already dealt damage to in the current combat.
Ability: Wildfire
The Gambler activates Wildfire as a Standard action, dealing large amounts of damage but with the potential for things to go awry. Declare a target and roll 2d6 instead of making an accuracy check; then, consult the information below to see how the attack behaves and how much damage is dealt.
After a successful Teamwork Attack is rolled by yourself and your allies you may choose to reroll any or all of the dice. If you do so, both attacks in the Teamwork Attack deal one additional step of damage (if the Teamwork Attack still hits). You may use this ability multiple times for a single Teamwork Attack, increasing the amount of additional damage each time. If this ability adds three or more additional steps of damage you gain a point of Good Luck.
Ability: Random Reels
The Gambler may use a Standard action to use Random Reels. Roll 2d6 and look below to determine what the results of random reels accomplishes:
- 2: All allies lose 50% of their current HP. The Gambler gains a point of Bad Luck.
- 3: All allies and enemies are inflicted with the Power Break status effect.
- 4: All allies and enemies are inflicted with the Speed Break status effect.
- 5: All allies and enemies are inflicted with the Armor Break status effect.
- 6: All allies and enemies are inflicted with the Magic Break status effect.
- 7: All allies and enemies regain HP as though the Gambler cast Cure.
- 8: The Gambler casts a Novice-level elemental Black Magic spell that targets all allies and enemies in battle. The Gambler gets to choose which elemental spell to cast
- 9: The Gambler casts an Intermediate-level elemental Black Magic spell that targets all allies and enemies in battle. The Gambler gets to choose which elemental spell to cast.
- 10: The Gambler casts an Expert-level elemental Black Magic spell that targets all allies and enemies in battle. The Gambler gets to choose which elemental spell to cast.
- 11: The Gambler rolls a d6, casting an elemental spell of their choice that targets only the enemy group. On a roll of 1-2 the spell is a Novice-level spell; on a roll of 3-4 the spell is an Intermediate-level spell; and on a roll of 5-6 the spell is an Expert-level spell.
- 12+: All Lesser and Standard enemies immediately leave the battle, leaving behind items, EXP, and Gil as though they were defeated normally. The Gambler gains a point of Good Luck.
Ability: Share the Luck
As a Standard action the Gambler transfers all of their Bad Luck or Good Luck to a single creature within a Short range, granting them the same ACC and AVD modification they would have and reducing their own Luck to 0. This modification to a creature’s ACC and AVD lasts 4 rounds.
Ability: Status Reels
While the Gambler has Bad Luck they may use a Standard action to use Status Reels. Roll 2d6 and look below to determine what the results of status reels accomplishes:
- 2: Status reels inflict all enemies with Haste. The Gambler gains one point of Bad Luck.
- 3-4: Status reels attempt to inflict all enemies with Sleep. The Gambler loses one point of Bad Luck.
- 5-6: Status reels attempt to inflict all enemies with Blind. The Gambler loses one point of Bad Luck.
- 7: Status reels attempt to inflict all enemies with Poison. The Gambler loses one point of Bad Luck.
- 8-9: Status reels attempt to inflict all enemies with Seal. The Gambler loses one point of Bad Luck.
- 10-11: Status reels attempt to inflict all enemies with either Armor Break, Power Break, Speed Break, or Magic Break (Gambler’s Choice). The Gambler loses one point of Bad Luck.
- 12+: Status reels attempt to inflict all enemies with Petrify. The Gambler gains one point of Good Luck.
Ability: Streak
While the Gambler has Good Luck they are on a Hot Streak and while the Gambler has Bad Luck they are on a Cold Streak. These Streaks grant their attacks bonus properties based on how much Luck they have, as noted here:
- Hot Streak: Fire Strike (1+), Fire Enhancer (3+), Lucky (5+), Triple Critical (7+)
- Cold Streak: Ice Strike (1+), Ice Enhancer (3+), Stun-Touch (5+), Spellburst: Freeze (7+)
Ability: Tempt Fate
The Gambler may use an Instant action to Tempt Fate, spending up to as many points of Destiny, Bad Luck, and/or Good Luck that they currently have. They then roll 1d6; on a roll of 4 or better they gain twice as much Destiny or Luck as the amount they spent. Tempt Fate is only usable once per round and this cannot allow a character to go beyond their Destiny cap. Tempt Fate’s die roll cannot be altered or rerolled in any way.
Ability: Untouchable
Once per combat a Gambler may roll 2d6 when attacked, changing their base 5 AVD from the Gambler class into the rolled number for the attack. This new base number still changes based on the amount of Luck the Gambler has, the DEX score of the Gambler, and anything else that would influence AVD. If a 2 is rolled on this AVD change, the Gambler gains a point of Bad Luck and if a 12 is rolled on this AVD change the Gambler gains a point of Good Luck.
Ability: Wild Card
The Gambler may spend 1 point of Luck (Good or Bad) and use an Instant action to immediately teleport to a location within a Short range of a target it has already dealt damage to in the current combat.
Ability: Wildfire
The Gambler activates Wildfire as a Standard action, dealing large amounts of damage but with the potential for things to go awry. Declare a target and roll 2d6 instead of making an accuracy check; then, consult the information below to see how the attack behaves and how much damage is dealt.
- 2-3: Hit the Deck! The shot goes wild, targeting a random ally (not the Gambler) and dealing 200% damage. The Gambler gains a point of Bad Luck.
- 4-6: Ricochet! The attack targets a random combatant on either team and deals normal damage.
- 7: Miss! The attack misses completely, and deals no damage.
- 8-9: Hit! The attack strikes true, dealing normal damage to the intended target.
- 10-11: Perfect Shot! The shot is dead-on, dealing 200% damage to the intended target. The Gambler gains a point of Good Luck.
- 12: Critical Hit! The shot is a critical hit on the intended target, and deals 300% damage as though the Gambler had the Triple Critical weapon property. The Gambler gains a point of Good Luck.