CORSAIR
"My life is a chip in your pile. Ante up!"
A wanderer has to make their own luck - Corsairs are high-rolling gamblers, larger than life pirates of the sea and air with a flair for extravagance and a love of freedom. They dress at the height of fashion and carry strange six-barreled guns, bringing the all-or-nothing swing of a game of chance to the battlefield. As if it needed more!
The Corsair is a well-rounded job with a variety of abilities, most of which vary wildly depending on a die roll. The more your party can prepare for the bonuses and curses they lay down, the luckier they'll seem - Quick Draw is one of the most certain curses available, accuracy-wise, and enemies can have trouble keeping up with the unpredictable enhancement of the Phantom Roll, especially used turn-after-turn.
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Equipment
Daggers, Instruments, Guns, Light Armor
Bare
Strength: Medium, Ranged, Critical 1
Blocking: No
Defenses: Light
Style: Endurance
Bonus: Whenever the Corsair is at Max HP at the start of his turn, gain an Enhancement (2). Roll 1d8 at the start of each turn: 1-2: Brave, 3-4: Faith, 5-6: Haste, 7: Tranq, 8: Resist. If the Corsair already has the rolled Enhancement, simply increase its timer by (2) instead.
Gamble
Attack Reels
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]+30D F[W]+15
The Corsair performs a random number of attacks which deal normal weapon damage again a single selected target. When Attack Reels is used, roll a d8 to determine the amount of attacks made, then perform that many Basic Attacks against the target.
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CoS: 80
Elemental Reels
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: (As Result of Roll)
Target: Single (Group on Critical)
[W]D F[W]
The Corsair shrouds his weapon in a random element and delivers an attack, delivering weapon damage. Roll a d6 when performing Elemental Reels: the result decides the element of the attack. The Corsair chooses his target after rolling for an element, but before rolling to hit. This ability inherently has Critical 2, delivering a critical hit on rolls from 1-10 barring other boosts. When a critical is rolled, instead of gaining a bonus to damage, Elemental Reels automatically hits the target's group as opposed to the single target. If the Corsair's equipped weapon has the Impact property, apply a x0.75 Power multiplier to the group damage, while if it has the Brutal property, apply a x1.1 Power multiplier. (This is a secondary effect that requires no to-hit roll when triggered.)
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CoS: 80
Lady Luck
Ability Slot Cost: 3
Type: Action
Technique, Enhancement: Critical Up
Target: Party
50D F20 MP: 69
Lady Luck bestows the effects of Crit Up to all party members. Luck is fickle, however, and the duration on each party member is different; Each target rolls a d8, the result is the duration of their Crit Up.
CoS: 100
Adjustment: +23 MP per tier above 1.
Loaded Deck
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F20
Loaded Deck moves an ally up in the turn order, causing them to act sooner - lower the allies current delay by 20.
CoS: 100
Phantom Roll
Ability Slot Cost: 3
Type: Action
Technique, Enhancement: (As Result of Roll)
Target: Group
50D F20 MP: 90
Phantom Roll bestows a single positive status on each target with a (4) duration. Roll one d8 per target to determine which effect each one is granted.
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CoS: 100
Adjustment: +30 MP per tier above 1.
Quick Draw
Ability Slot Cost: 3
Type: Action
Technique, Status: (As Result of Roll)
Target: Single
40D F15 MP: 30
Quick Draw inflicts a single random status effect (6). Roll a d6 to decide which before rolling CoS.
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CoS: 80
Adjustment: +10 MP per tier above 1.
Random Deal
Ability Slot Cost: 3
Type: Action
Technique
Target: Group
50D F20 MP: 45
Random Deal has a set chance of moving any ally up in the turn order, causing them to act sooner. On a success, lower the allies current delay by 15.
CoS: 70
Adjustment: +15 MP per tier above 1.
Gambler's Slots
Ability Slot Cost: 3
Type: Action
Magic, (Additional Keywords, as determined by Slots result)
Target: Varies
50D F20 CT10
When using Slots, the Corsair rolls 2d6, the result of which indicates both the target and the effect of that use of Slots. Consult the table below for results. (Note that results with Target: Group (1 Front Row and Back) means that the effect hits a single target in the front row and a single target in the back row.)
CoS: 80
Target: Group (1 Target Front and Back) || Effect: Deals [5 + 5xTier] x MAG + d12 magical lightning damage Target: Single || Effect: Restores [5 + 5xTier] x MAG + d12 HP Target: Single || Effect: Restores [3 + 3xTier] x ATK + d8 HP Target: Group || Effect: Removes all Statuses and Enhancements Target: Single ||
Target: Single || Effect: Deals [4 + 4xTier] x ATK + d10 magical fire damage Target: Group (Row) || Effect: Deals [3 + 3xTier] x MAG + d8 magical fire damage Target: Group || Effect: Increased the targets current delay by 20D. Target: Single || Effect: Deals [5 + 5xTier] x ATK + d12 magical holy damage Target: Single ||
Target: Group (Row) || Effect: Deals [5 + 5xTier] x ATK + d12 magical shadow damage Target: Group || Effect: Deals [5 + 5xTier] x ATK + d12 magical ice damage Target: Single || Effect: Deals [3 + 3xTier] x MAG + d8 magical ice damage Target: Group || Effect: Deals [3 + 3xTier] x MAG + d8 magical shadow damage Target: Group ||
Target: Group || Effect: Deals [5 + 5xTier] x ATK + d12 magical ice damage Target: Single || Effect: Restores [6 + 6xTier] x ATK + d12 HP. Target: Group (1 Target Front and Back) || Effect: Deals [4 + 4xTier] x MAG + d10 magical water damage Target: Group (Row) || Effect: Deals [4 + 4xTier] x MAG + d10 magical water damage Target: Group (1 Target Front and Back) ||
Target: Single || Effect: Deals [3 + 3xTier] x MAG + d8 magical ice damage Target: Group || Effect: Deals [4 + 4xTier] x MAG + d10 magical water damage Target: Group (Row) || Effect: Restores [5 + 5xTier] x MAG + d12 MP. Target: Group || Effect: Deals [5 + 5xTier] x MAG + d12 magical damage. Target: Single ||
Target: Single || Effect: Deals [5 + 5xTier] x ATK + d12 magical holy damage |
Wild Card
Ability Slot Cost: 5
Type: Action
Technique, Recovery
Target: Group
50D F20 MP: 225
When Wild Card is used, roll 2d8 for each party member. One of the d8 determines what percentages of the targets Max HP is restored, while the other d8 determines what percentage of the targets Max MP is restored.
Wild Card is not effected by the Enhance: Recovery property.
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CoS: 100
Adjustment: +75 MP per tier above 1.
Winning Streak
Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F15 MP: 75
When Winning Streak is used, increase the timers of all status conditions currently affecting the target by (2).
CoS: 75
Adjustment: +25 MP per tier above 1.
Reaction
Lucky Sevens
Passive Slot Cost: 3
Type: Reaction
—
Target: The triggering enemy
Trigger: Being hit by an action that reduces the ones digit in the Corsairs Current HP score to a 7.
The Corsair responds by striking the enemy for 77 physical piercing damage which ignores all situational modifiers.
CoS: 100
Adjustment: +77 damage per tier above 1.