Fencer

Overview

If your character takes the Fencer job, they will gain the powers of a fast, agile warrior, capable of slashing at incredible speed. Fencers gain bonuses to Accuracy and Evasion, making them difficult to pin down, but more able to pin you down. Their abilities fluctuate between magick and techniques, using an assortment of time-based magick to support their quick attacks. Their defenses are not very high, but, nonetheless, they are mostly a front row fighter — Fencers need to get in quick, then get away again.

Fencer Statistics

Base Statistics

Fencers benefit directly from a high Dexterity, improving their already-impressive evasion and accuracy. They can earn an edge with many of their more magickal abilities with a high Intelligence, as well. Charisma will alleviate their low MP total, but some Fencers choose to go with Strength or Constitution in order to enhance their front-line abilities.

Fencer Training

RW_Ashe.jpg

Skill: Persuasion
Weapon: Rapier
Armor: Mail
Accessory: Cape
Job Tree: Gambler or Freelancer

Job Statistics

Physical
Score Base Level Up
HP 15 + CON +5
Accuracy +2 +1
Evasion 12 +1
Stamina 0 +1
Weapon Power 1d10 +1
Magickal
Score Base Level Up
MP 15 + CHA +5
Casting 0 +1
Dodge 10 +1
Willpower 0 +1
Magick Power 1d6 +1

Job Table

The table below summarizes the unmodified stats at every level for the Dark Knight. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).

Level
Duel
HP (CON) MP (CHA) ACC (AGI) CST (SOR) EVA (AGI) DOD (MND) STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Level 1
Features: Featherblow, Parry; Limit: Swordplay; Duel: Delay Attack
15 15 +3 +1 13 11 1 1 1d10+1 1d6+1
Level 2
.
20 20 +4 +2 14 12 2 2 1d10+2 1d6+2
Level 3
Duel: Cheer
25 25 +5 +3 15 13 3 3 1d10+3 1d6+3
Level 4
.
30 30 +6 +4 16 14 4 4 1d10+4 1d6+4
Level 5
Duel: Deccelerate
35 35 +7 +5 17 15 5 5 1d10+5 1d6+5
Level 6
Duel: Delay Buster
40 40 +8 +6 18 16 6 6 1d10+6 1d6+6
Level 7
Duel: Accelerate
45 45 +9 +7 19 17 7 7 1d10+7 1d6+7
Level 8
Duel: Cheer Leader
50 50 +10 +8 20 18 8 8 1d10+8 1d6+8
Level 9
Duel: Check
55 55 +11 +9 21 19 9 9 1d10+9 1d6+9
Level 10
Duel: Deceleraja
60 60 +12 +10 22 20 10 10 1d10+10 1d6+10
Level 11
Duel: Delay Buster, Shadowstick
65 65 +13 +11 23 21 11 11 1d10+11 1d6+11
Level 12
Duel: Acceleraja
70 70 +14 +12 24 22 12 12 1d10+12 1d6+12
Level 13
Duel: Pump Up
75 75 +15 +13 25 23 13 13 1d10+13 1d6+13
Level 14
Duel: Checkmate
80 80 +16 +14 26 24 14 14 1d10+14 1d6+14
Level 15
Arcana: Aspiraga
85 85 +17 +15 27 25 15 15 1d10+15 1d10+15

Fencer Features

These are attack, defense, and limit break options for a fencer:

Featherblow

Featherblow
When you make a physical attack, you can take a -5 penalty on Weapon Power to gain a +5 bonus to the Accuracy roll.

Parry

Parry
When you take the Defend option, choose a target. If that target hits you before your next turn, they must re-roll the attack.

Swordplay

Swprdplay
LIMIT BREAK!
You attack four times. Each attack deals 4 x (Weapon Power) damage.

Duel

"Duel" is the job ability of Fencers. Most Duel abilities are Techs.

Delay Attack

Level 1, 7 MP, Targets One Enemy
~Tech~

Delay Attack
On a hit, roll (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.

Delay Buster

Level 6, 17 MP, Targets One Enemy
~Tech~

Delay Buster
On a hit, roll 2 x (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.

Delay Blaster

Level 11, 27 MP]]], Targets One Enemy
~Tech~

Delay Blaster
On a hit, roll 3 x (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.

Cheer

Level 3, 11 MP, Targets One Ally
~Tech~

Cheer
Roll (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.

Cheer Leader

Level 8, 21 MP, Targets All Allies
~Tech~

Cheer Leader
Roll (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.

Pump Up

Level 13, 31 MP, Targets All Allies
~Tech~

Pump Up
Roll 2 x (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.

Decelerate

Level 5, 15 MP, Targets One Enemy
~Spell, Gravity, Slow~

Decelerate
The target takes (one half Magick Power) Gravity damage, and gains the Slow ailment.
If the target is immune to Slow, they instead take (Magick Power) Gravity damage.

Deceleraja

Level 10, 25 MP, Targets All Enemies
~Spell, Gravity, Slow~

Deceleraja
All enemies take (one half Magick Power) Gravity damage, and gain the Slow ailment.
If any target is immune to Slow, that target instead takes (Magick Power) Gravity damage.

Accelerate

Level 7, 19 MP, Targets One Ally
~Spell, Haste, Holy~

Accelerate
The target heals (Magick Power) HP, and gains the Haste enhancement.

Acceleraja

Level 12, 29 MP, Targets All Allies
~Spell, Haste, Holy~

Acceleraja
The party heals (Magick Power) HP, and gains the Haste enhancement.

Check

Level 9, 23 MP, Targets One Enemy
~Tech, Doom~

Checkmate
Deals (Weapon Power) damage, and inflicts the Doom ailment. If an enemy is immune to this ailment, they take 2 x (Weapon Power) damage instead.

Checkmate

Level 14, 33 MP, Targets One Enemy
~Tech, Doom~

Execute
Inflicts Instant KO. If an enemy is immune to this ailment, they take 3 x (Weapon Power) damage instead.

Shadowstick

Level 11, 27 MP + Sacrifice, Targets One Enemy
~Tech, Stop~

Shadowstick
Deals 2 x (Weapon Power) damage and inflicts the Stop ailment. If the enemy is immune ot this ailment, they take 3 x (Weapon Power) damage instead.

Lead Needle

Level 13, 31 MP, Targets One Enemy
~Tech, Petrify~

Unforgiven
Inflicts the Petrify ailment. If an enemy is immune to this ailment, they take 3 x (Magick Power) shadow damage instead.

Ace

Level 15, 35 MP, Targets One Enemy
~Tech~

Ace
Deals 4 x (Weapon Power) damage.

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