Classes
Archer Mage Noble Scoundrel Warrior
Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat
11 +8 Talent
12 +9 Bonus feat
13 +9 Talent
14 +10 Bonus feat
15 +11 Talent
16 +12 Bonus feat
17 +12 Talent
18 +13 Bonus feat
19 +14 Talent
20 +15 Bonus feat

Archer

Archers are the scouts, adventurers, and explorers of the Final Fantasy world. Full of curiosity and trained to handle the out-of-the-way locations where the best adventures are to be found. Archers tend to be independent, signing on when the gil is good and their skills are appreciated.

Game Rule Information

Hit Points

Archers begin play at 1st level with a number of hit points equal to 24 + their Constitution modifier. At each level after 1st, archers gain 1d8 hit points + their Constitution modifier.

Mist Points

Archers gain a number of Mist points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

Class Features

All of the following are the features of the Archer class.

Defense Bonus

At first level, you gain a +1 class bonus to your Fortitude defense, and a +2 class bonus to your Reflex defense.

Archer.jpg

Starting Feats

Shake It Off (must meet prerequisites)
Weapon Proficiency (simple, light blades, bows)

Class Skills

(trained in 5 + Int modifier): Athletics, Endurance, Initative, Knowledge (all), Mechanics, Perception, Pilot, Ride, Stealth, Survival

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Awareness Talent Tree
Camouflage Talent Tree
Fringer Talent Tree
Survivor Talent Tree

Bonus Feats

At every even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Armor Proficiency (light, heavy), Careful Shot, Deadeye, Dodge, Far Shot, Linguist, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Running Attack, Skill Focus, Skill Training, Sniper, Vehicular Combat, Weapon Proficiency (guns, polearms)

Gil

A 1st-level archer starts with 3d4 x 250 gil.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat
11 +8 Talent
12 +9 Bonus feat
13 +9 Talent
14 +10 Bonus feat
15 +11 Talent
16 +12 Bonus feat
17 +12 Talent
18 +13 Bonus feat
19 +14 Talent
20 +15 Bonus feat

Mage

Mages are the essential spellcasters of the Final Fantasy universe. Black magic uses potent mystical abilities to allow attack from afar and inflict hellish damage upon their opponents. White magic spells protect allies from wounds, wound the undead, and heal status and physical aliments.

Game Rule Information

Hit Points

Mages begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, nobles gain 1d6 hit points + their Constitution modifier.

Mist Points

Mages gain a number of Mist points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

Class Features

All of the following are the features of the Mage class.

Defense Bonus

At first level, you gain a +1 class bonus to your Reflex defense, and a +2 class bonus to your Will defense.

FFT-Wizard.jpg
FFT-Priest.jpg

Starting Feats

Armor Proficiency (mystic)
Weapon Proficiency (simple)
Black Magic Training or White Magic Training

Class Skills

(trained in 2 + Int modifier): Deception, Gather Information, Initiative, Knowledge (all), Perception, Persuasion, Ride, Treat Injury

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Enchantment Tree
Esoteric Knowledge Tree
Spell Refinement Tree
Recovery Tree

Bonus Feats

At every even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Magic Training - Arcane, Magic Training - Astral, Magic Training- Black, Magic Training - Red, Magic Training - White, Armor Proficiency (light), Linguist, Point Blank Shot, Precise Shot, Melee Defense, Weapon Proficiency (light, bows), Skill Training, Skill Focus, Chemist, Medic

Gil

A 1st-level mage starts with 3d4 x 200 gil.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat
11 +8 Talent
12 +9 Bonus feat
13 +9 Talent
14 +10 Bonus feat
15 +11 Talent
16 +12 Bonus feat
17 +12 Talent
18 +13 Bonus feat
19 +14 Talent
20 +15 Bonus feat

Noble

Noble's are masters of the spoken word. With their knowledge of the subtleties of the spoken word, they can manipulate opponents into disregarding beliefs, switching sides, and running in fear. They can bolster the courage and the faith of their allies with these same skills, all of which use the power of language.

Game Rule Information

Hit Points

Nobles begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, nobles gain 1d8 hit points + their Constitution modifier.

Mist Points

Nobles gain a number of Mist points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

Class Features

All of the following are the features of the Noble class.

Defense Bonus

At first level, you gain a +1 class bonus to your Fortitude defense, and a +2 class bonus to your Will defense.

Mediator.jpg

Starting Feats

Weapon Proficiency (simple & light blades)
Linguist (must meet all prerequisites)

Class Skills

(trained in 6 + Int modifier): Deception, Gather Information, Initiative, Knowledge (all), Perception, Perform, Persuasion, Ride

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Influence tree
Inspiration tree
Leadership tree
Lineage tree

Bonus Feats

At every even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Armor Proficiency (light), Chemist, Linguist, Medic, Melee Defense, Skill Focus, Skill Training, Surgical Expertise, Tech Specialist, Weapon Finesse, Weapon Proficiency (guns, heavy blades)

Gil

A 1st-level noble starts with 3d4 x 400 gil. In addition, a noble starts with 20,000 gil to spend which they may only use to buy personal vehicles, animals, clothing, food, services, symbols of rank and such trappings as a noble commonly lives with. Any unspent money vanishes once play begins.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat
11 +8 Talent
12 +9 Bonus feat
13 +9 Talent
14 +10 Bonus feat
15 +11 Talent
16 +12 Bonus feat
17 +12 Talent
18 +13 Bonus feat
19 +14 Talent
20 +15 Bonus feat

Scoundrel

The lovable rogues of the Final Fantasy universe, almost universally the main character, with a wide eyed aspiration to go out and become a famous character. Known for being unorthodox in the extreme, they can find a way to turn any situation to their advantage.

Game Rule Information

Hit Points

Scoundrels begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, scoundrels gain 1d6 hit points + their Constitution modifier.

Mist Points

Scoundrels gain a number of Mist points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

Class Features

All of the following are the features of the Scoundrel class.

Defense Bonus

At first level, you gain a +2 class bonus to your Reflex defense, and a +1 class bonus to your Will defense.

Thief.jpg

Starting Feats

Melee Defense (must meet prerequisites)
Weapon Proficiency (simple, light blades)

Class Skills

(trained in 4 + Int modifier): Acrobatics, Deception, Gather Information, Initiative, Knowledge, Mechanics, Perception, Perform, Persuasion, Pilot, Stealth

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Fortune Tree
Misfortune Tree
Sky Pirate Tree
Thief Tree

Bonus Feats

At every even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Deadeye, Dodge, Melee Defense, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Running Attack, Skill Focus, Skill Training, Tech Specialist, Vehicular Combat, Weapon Proficiency (bows, guns)

Gil

A 1st-level scoundrel starts with 3d4 x 250 gil.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, starting feats, talent
2 +2 Bonus feat
3 +3 Talent
4 +4 Bonus feat
5 +5 Talent
6 +6 Bonus feat
7 +7 Talent
8 +8 Bonus feat
9 +9 Talent
10 +10 Bonus feat
11 +11 Talent
12 +12 Bonus feat
13 +13 Talent
14 +14 Bonus feat
15 +15 Talent
16 +16 Bonus feat
17 +17 Talent
18 +18 Bonus feat
19 +19 Talent
20 +20 Bonus feat

Warrior

Warriors combine discipline with martial skills to become the best pure fighters in the land. Warriors can be stalwart defenders of those in need, cruel marauders, or anything in between. Why they fight can vary from the desperate need to protect what is precious to them, to a wish to prove themselves stronger and better than everyone else.

Game Rule Information

Hit Points

Warriors begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level after 1st, warriors gain 1d10 hit points + their Constitution modifier.

Mist Points

Warriors gain a number of Mist points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

Class Features

All of the following are the features of the Warrior class.

Defense Bonus

At first level, you gain a +1 class bonus to your Reflex defense, and a +2 class bonus to your Fortitude defense.

Squire.jpg

Starting Feats

Armor Proficiency (light, heavy)
Weapon Proficiency (simple, light blades, heavy blades)

Class Skills

(trained in 3 + Int modifier): Acrobatics, Athletics, Endurance, Initiative, Knowledge (all), Mechanics, Perception, Pilot, Ride, Treat Injury

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Armor Specialist Talent Tree
Brawler Talent Tree
Commando Talent Tree
Weapon Specialist Talent Tree

Bonus Feats

At every even-numbered level (2nd, 4th, 6th, etc.), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Armor Proficiency (heavy), Behemoth Rush, Careful Shot, Charging Fire, Cleave, Combat Reflexes, Coordinated Attack, Crush, Deadeye, Double Attack, Dual Weapon Mastery I, Dual Weapon Mastery II, Dual Weapon Mastery III, Far Shot, Great Cleave, Improved Charge, Improved Disarm, Martial Arts I, Martial Arts II, Martial Arts III, Melee Defense, Mighty Swing, Pin, Point Blank Shot, Power Attack, Shake It Off, Skill Focus, Skill Training, Sniper, Throw, Toughness, Trip, Triple Attack, Triple Crit, Vehicular Combat, Weapon Focus, Weapon Proficiency (polearms)

Gil

A 1st-level Warrior starts with 3d4 x 250 gil.

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