Gambler

WARNING!

This article is Work-In-Progress! It's not quite ready for prime-time, but might show some very early work.


Overview

With the Gambler job, you can indulge in games of chance using your job powers, where your luck matters perhaps more than your skill, and you flirt with tragic danger and dramatic success with a roll of the die. Gamblers gain bonuses to Evasion and Casting, making them able to dodge attacks headed their way, and respond with magick, often used in their techniques. They tend to be a long-range job, with their "darts" (usually knives and cards and such) and their magickal ability, but they are by no means a pure magickal class, and can hold their own in the front row thanks to a high Evasion. Because a gambler's abilities are fairly unpredictable, the role they play in a party must be fluid: they are capable of some tremendous damage, but they are also capable of hurting their own party.

Gambler Statistics

Base Statistics

Dexterity and Intelligence are the hallmark of the gambler, with both a quick wrist and a quick wit adding to their Evasion and Casting. Charisma can be key when you hit a lucky streak, and some gamblers use Wisdom or Constitution to help mitigate the effects of when their luck turns against them.

Gambler Training

Ffx2-ladyluck.jpg

Skill: Persuasion
Weapon: Darts
Armor: Weave
Accessory: Ring
Job Tree: Thief or Fencer

Job Statistics

Physical
Score Base Level Up
HP 15 + CON +5
Accuracy +0 +1
Evasion 12 +1
Stamina 0 +1
Weapon Power 1d8 +1
Magickal
Score Base Level Up
MP 15 + CHA +5
Casting +2 +1
Dodge 10 +1
Willpower 0 +1
Magick Power 1d8 +1

Job Table

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

Level
Red
HP (CON) MP (CHA) ACC (AGI) CST (SOR) EVA (AGI) DOD (MND) STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Level 1
Features: Sword Magick, Chant; Limit: X-Magick; Red: Caduceus
15 15 +1 +3 13 11 1 1 1d8+1 1d8+1
Level 2
.
20 20 +2 +4 14 12 2 2 1d8+2 1d8+2
Level 3
Red: Trinity
25 25 +3 +5 15 13 3 3 1d8+3 1d8+3
Level 4
.
30 30 +4 +6 16 14 4 4 1d8+4 1d8+4
Level 5
Red: Helix
35 35 +5 +7 17 15 5 5 1d8+5 1d8+5
Level 6
Red: Caduceaja
40 40 +6 +8 18 16 6 6 1d8+6 1d8+6
Level 7
Red: Silence
45 45 +7 +9 19 17 7 7 1d8+7 1d8+7
Level 8
Red: Trinara
50 50 +8 +10 20 18 8 8 1d8+8 1d8+8
Level 9
Red: Barrier
55 55 +9 +11 21 19 9 9 1d8+9 1d8+9
Level 10
Red: Helira
60 60 +10 +12 22 20 10 10 1d8+10 1d8+10
Level 11
Red: Duality, Paralyze
65 65 +11 +13 23 21 11 11 1d8+11 1d8+11
Level 12
Red: Silenceja
70 70 +12 +14 24 22 12 12 1d8+12 1d8+12
Level 13
Red: Trinaga, Transform
75 75 +13 +15 25 23 13 13 1d8+13 1d8+13
Level 14
Red: Barriaja
80 80 +14 +16 26 24 14 14 1d8+14 1d8+14
Level 15
Red: Heliga, Spellbreaker
85 85 +15 +17 27 25 15 15 1d8+15 1d8+15

Gambler Features

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

Gil Toss

Gil Toss
You can select an amount of gil to throw. Your attack deals 1 hp of damage for every 10 gil, and this damage ignores the target's Stamina. You can spend up to 50 gil per level to fuel this attack.

Bribe

Bribe
You can select an amount of gil to pay. If the gil you pay is at least double the creature's remaining HP, the creature flees combat. The creature does not drop treasure.

X-Magick

X-Magick
LIMIT BREAK!
You can cast four spells. Each spell is cast at 4 x (Magick Power).

Red Magick

"Red Magick" is the job ability of Freelancers. Most Red Magick abilities are Spells.

Caduceus

Level 1, 7 MP, Targets One Enemy or One Ally
~Spell and Regen, Holy or Shadow, Poison~

Caduceus
The effect of this spell varies with the target.
Targets Ally: Heal One-Half (Magick Power) HP and gain the Regen enhancement.
Targets Enemy: Deal One-Half (Magick Power) Shadow damage and gain the Poison ailment.

Caduceaja

Level 6, 17 MP, Targets All Enemies or All Allies
~Spell and Regen, Holy or Shadow, Poison~

Caduceaja
The effect of this spell varies with the target.
Targets Allies: Heal One-Half (Magick Power) HP and gain the Regen enhancement.
Targets Enemies: Deal One-Half (Magick Power) Shadow damage and gain the Poison ailment.

Duality

Level 11, 27 MP, Targets All Enemies or All Allies
~Spell and Regen, Holy or Shadow, Poison~

Duality
The effect of this spell varies with the target.
Targets Allies: Heal (Magick Power) HP and gain the Regen enhancement.
Targets Enemies: Deal (Magick Power) Shadow damage and gain the Poison ailment.

Trinity

Level 3, 11 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinity
Choose Fire, Ice or Lightning
On a hit, you deal (Magick Power) damage of the type you've chosen.

Trinara

Level 8, 21 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinara
Choose Fire, Ice or Lightning
On a hit, you deal 2 x (Magick Power) damage of the type you've chosen.

Trinaga

Level 13, 31 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinaga
Choose Fire, Ice or Lightning
On a hit, you deal 3 x (Magick Power) damage of the type you've chosen.

Helix

Level 5, 15 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Helix
Choose Earth, Water, or Wind
On a hit, you deal One-Half (Magick Power) damage of the type you've chosen to all enemies.

Helira

Level 10, 25 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Helira
Choose Earth, Water, or Wind
On a hit, you deal (Magick Power) damage of the type you've chosen to all enemies.

Heliga

Level 15, 35 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Heliga
Choose Earth, Water, or Wind
On a hit, you deal 2 x (Magick Power) damage of the type you've chosen to all enemies.

Silence

Level 7, 19 MP, Targets One Enemy
~Spell, Seal~

Silence
Deal (Magick Power) damage and inflict the Seal ailment.

Silenceja

Level 12, 29 MP, Targets All lEnemies
~Spell, Seal~

Silence
Deal (Magick Power) damage and inflict the Seal ailment on all enemies.

Barrier

Level 9, 23 MP, Targets One Ally
~Spell, Protect, Shell~

Barrier
Roll (Magick Power). Heal half of this amount in HP, half in MP, and gain the Protect and Shell enhancements.

Barriaja

Level 14, 33 MP, Targets All Allies.
~Spell, Protect, Shell~

Barriaja
Roll (Magick Power). All allies heal half of this amount in HP, half in MP, and gain the Protect and Shell enhancements.

Paralyze

Level 11, 27 MP, Targets One Enemy
~Spell, Immobilize, Disable~

Paralyze
Deals 2 x (Magick Power) damage and inflicts the Immobilize and Disable ailments.

Transform

Level 13, 31 MP, Targets One Enemy
~Spell, Mini, Frog~

Transform
Deals 2 x (Magick Power) damage and inflicts the Mini and Frog ailments.

Spellbreaker

Level 15, 35 MP, Targets One Enemy or One Ally
~Spell~

Spellbreaker
The effect of this spell varies with the target.
Targets Ally: Heal 3 x (Magick Power) HP and remove all Ailments.
Targets Enemy: Deal 3 x (Magick Power) damage remove all Enhancements

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