
TINKERER
The Tinkerer is a job focused around the INT stat and Tools, which employs Traps and Gadgets during battle. Tinkerers provide a high source of damage output through their traps, which can be placed anywhere on the enemy field regardless of the Tinkerer's position, though they can be trick to use as they require an enemy to move on top of the trap after it's placed on the field to activate them.
Traps and Gadgets have a limited number of times they can be set/deployed each battle, denoted by a specific number of Charges for each Trap or Gadget in question. Generally speaking, Traps are placed on the enemy side of the field and activate when an enemy moves on top of it - either willingly, or when pushed into it from an allied attack. Gadgets meanwhile effect the party's side, and can either be placed on the field or activated immediately on a party member depending on the specific Gadget in question. With your Tool Kit you can also create Improvised Traps that have no Charge limit, however each character may only have a single Improvised Trap on the field at any given time. And unlike most attacks, Traps do not need to roll to AIM when activated, and simply deal consistent damage every time.
Bombs and Potions are like traps and gadgets, in that that have limited uses and don't roll to AIM. However, they aren't deployed onto the grid directly, instead taking effect immediately like a more typical skill from other jobs.
Gear
Tinkerers are capable of using all Advanced Tools, though certain evolution branches might gain access to additional types of gear.
Base Job
Inherent Stat Increases
INT+2
HP: +40
Preparation Skills
Crude Explosive. [Trap]. [AoE]. [Multi-Hit]. 1 Charge. Select a currently empty space and place a Crude Explosive in it. If any enemies are on top of or adjacent to it at the end of their first turn, the Crude Explosive detonates and deals [INTx2] damage to them.
Desperation Skills
Left You A Present. [Trap]. [AoE]. [Forceful]. Create two Improvised Traps in currently empty spaces, ignoring the usual limit on Improvised Traps.
Integral Skill
Steel Trap. [Trap]. [Single]. [Forceful]. Has 2 Charges. Create a Steel Trap in a currently empty space, which deals [INTx6] damage when activated.
Quick Skill
Redeploy. [Single]. Select a Trap or Gadget currently on the battlefield that you or an ally placed, then move it into a different location of your choosing. Then select a single combatant adjacent to the trap/gadget you moved; if this is the first time you've moved a trap/gadget adjacent to this combatant, either apply [INT] Stress or grant [INT] EP to them.
Tier 1 Jobs
Novice Oracle
Prereq: Must have Tinkerer mastered.
Evolution Bonuses: +1 SPR. +5 HP. +20 MP. Gain access to Advanced Implements.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.
Preparation Skill
Grim Prophecy. [Spell]. [Single]. MP: 10. Select a single combatant. At the start of the third round, deal [SPRx3] damage (inheriting your Implement's element) to the target, and [INTx2] damage to all enemies adjacent to them.
Special: This Spell may be performed without Chanting.
Desperation Skill
Twisted Fate. [Skill]. [Single]. Perform the exact Skill which was used to defeat you on the enemy that performed it.
Special: Ignore any potential MP/PP/Charge/Ammo cost or needing for Chanting associate with the Skill
Integral Skill
Magic Mine. [Trap]. [Single]. [Forceful]. Has 1 Charges. Place a Magic Mine in a currently empty space, which deals [INTx6] damage when activated.
Special: If you have an Implement Equipped, this damage can copy the Implement's element.
Primary Skills
Further Ruin. [Spell]. [AoE]. [Multi]. MP: 25. Deals damage based on AIM result to any enemy target that was affected by a Trap in the previous round, as well as the target of your Grim Prophecy if it has activated.
Special: If you have an Implement Equipped, this damage can copy the Implement's element.
Lingering Effect: Deal [SPR] damage to all combatants hit by the attack.
AIM Results.
1-3: Miss! Deal no damage.
4-9: Hit! Deals [SPRx4] elemental damage.
10-12: Crit! Deals [SPRx6] elemental damage.
Passive Skill
Resonance. Anytime an enemy activates a Trap, you immediately begin Chanting.
Stalker
Prereq: Must have Tinkerer mastered.
Evolution Bonuses: +1 DEX. +5 HP. Gain access to Advanced Firearms.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Preparation Skill
Rough Terrain. [Trap]. [AoE]. Select 3 unoccupied tiles, and fill them with Rough Terrain. Anytime a Rough Terrain Trap is Detonated, it deals [INTx2] damage.
Integral Skills
Snare. [Trap]. [Single]. [Forceful]. Has 1 Charges. Place a Snare in a currently empty space, which deals [INTx6] damage and prevents the hit target from moving on their next turn when activated.
Passive Skill
Lone Wolf. When you have no allies adjacent to you, deal +[INT] bonus damage anytime you perform a Shoot.
Silver Bullet. Gain access to a new Special Ammo: the Silver Bullet. When used, any target hit becomes incapable of gaining Evasion on their next turn.
Flushing Round. Gain access to a new Special Ammo: the Flushing Round. When used, move the target 1 space in any direction (even on a Miss).
Trapper
Prereq: Must have Tinkerer mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Preparation Skill
Siren. [Trap]. [Single]. [Standard]. 1 Charge. Place a Siren in an empty space. Anytime a combatant ends a turn adjacent to the Siren, the gain [INT] Stress. When detonated, the target takes [INTx2] damage.
Integral Skills
Disarm. [Skill]. [Single]. Move up to 1 space, then remove a single Trap from the combat grid without activating it. Gain +1 Charge of a single Trap Skill you know.
Special: This Skill may only be performed once per encounter.
Pitfall. [Trap]. [AoE]. [Standard]. 1 Charge. Place a Pitfall in an empty space. When detonated, the target takes [INTx4] damage and is only capable of performing a single action on its next turn.
Land Mine. [Trap]. [AoE]. [Multi-Hit]. 1 Charge. Place a Land Mine in an empty space, which deals [INTx4] damage to the target and any adjacent enemies when activated.
Passive Skills
Patience. For each round which has pass since you laid a Trap without it being activated, increase its damage by +1d12.
Builder
Prereq: Must have Tinkerer mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Integral Skill
Spring Trap. [Trap]. [Single]. [Standard]. 1 Charge. Place a Spring Trap in an empty space, which deals [INTx4] damage, and move the target to any location on the combat grid when activated.
Sonic Bomb. [Bomb]. [Single]. [Multi-Hit]. 1 Charge. Deals [INTx3] damage in a 5 tile Plus, and pushes combatants not in the center of the explosion 1 space away from it.
Ether Generator. [Gadget]. [Single]. 1 Charge. Construct an Ether Generator in an empty space with [INTx6] AP. While the Ether Generator persists, it creates [INT]+1d12 Ether each round. You and your allies may opt to borrow and spend Ether in place of MP or PP when performing Spells and Amplifications.
Quick Skill
Boot Stickers. [Potion]. [Single]. 2 Charges. Select a single combatant. They ignore the next effect that would move them against their will.
Passive Skill
Special Tune-up. While not in battle, select a single piece of Job Equipment that you or a party member have equipped. This piece of Gear gains access to an additional bonus Enchantment Slot, which you may fill with any Enchantment that is purchasable, even an enchantment that is already on that piece of gear.
While you can only have one piece of gear selected for the Special Tune-up bonus at any given time, you may change which one gets it anytime outside of combat you have some spare time to tinker with it.
Apothecary
Prereq: Must have Tinkerer mastered.
Evolution Bonuses: +1 WIL. +15 HP. Gain access to Advanced Shields.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max AP.
Preparation Skill
Fast Brew. [Skill]. [Self]. Gain [INT] EP, then select one Potion type Skill that you know, and grant it +1 additional Charge for this encounter.
Integral Skill
Smoke Bomb. [Potion]. [AoE]. [Multi-Hit]. 2 Charges. Grants [INTx3] EP for all combatants in a 5 tile Plus.
Primary Skills
Tonic. [Potion]. [Single]. [Standard]. 2 Charges. Restore [WILx5] HP to a single combatant.
Lavender Oil. [Potion]. [Single]. [Standard]. 2 Charges. Relieve [WILx5] Stress from a single combatant.
Smelling Salts. [Potion]. [Single]. 1 Charge. Allows a single combatant to perform one more Desperation Skill than they normally could this encounter. (ie, if they take a second turn while Dazed, they may perform a second Desperation Skill. Or possibly a third, in the case of Familiars.)
Tier 2 Jobs
Intermediate Oracle
Prereq: Must have Novice Oracle mastered.
Evolution Bonuses: +5 HP. +5 MP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck. OR, +10% Max MP.
Integral Skills
After Image. [Trap]. [Single]. [Multi-Hit]. 1 Charge. Place an After Image trap in an empty space on the enemy grid and select an element. When detonated, it deals [INTx3] damage of the chosen element, then moves into a different space and selects a new element. Do this up to two times - once for each element - before the After Image trap is destroyed.
Ill Omen. [Trap]. [Single]. [Forceful]. 1 Charge. Place an Ill Omen trap in an empty space on the enemy grid. When detonated, it deals [INTx4] damage. Any time a Spell is cast before this trap is Detonated, add an additional +[SPR] bonus damage to it and grow the size of the trap to occupy 1 additional connected tile. Remove all trap tiles when detonated.
Primary Skills
Disaster. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals fire damage to 4 tiles in a box pattern with a space between them, based on AIM Result. For each Trap inside the AoE, deal +[INT] bonus damage.
AIM Result
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] fire damage.
10-12: Crit! Deals [SPRx5] fire damage.
Forecast. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Apply ([SPR] x [Number of Traps on current on the enemy grid, +1]) Stress all enemy combatants.
Lingering Effect: Apply [SPR] Stress to all enemies.
Passive Skill
Fate Weaving. Anytime you spend Luck, relieve [SPR] Stress from yourself or an adjacent ally for each luck.
Hunter
Prereq: Must have Stalker mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck.
Integral Skill
Trip Wire. [Trap]. [AoE]. [Multi-Hit]. 1 Charge. Select one empty space on the enemy grid to place your trip wire trap, and then another 2x2 square area that can be occupied as a blast zone. When your Trip Wire is Detonated, the combatant that triggered it takes [INTx2] damage, while anyone in the blast zone takes [INTx4].
Caltrops. [Trap]. [AoE]. [Multi-Hit]. 1 Charge. Select a 5 tiles in a plus shape on the enemy grid to fill with individual Caltrop traps. Any occupied space within the pattern is not filled. When Detonated, each Caltrop deal [INTx2] damage to the target.
Quick Skill
Prey. [Skill]. [Single]. Designate a single combatant as your Prey. Anytime one of your Skills deals damage to your Prey, deal +[INT] bonus damage. You may only have one combatant designated as your Prey at a time.
Passive Skill
Now We Hunt. Anytime a Trap you placed Detonates, deal +[INT] bonus damage with your next Strike or Shoot.
Trick Shot. Gain access to a new Special Ammo: the Trick Shot. When used, increase the damage all active traps on the enemy grid will deal when detonated by +[DEX].
Turretologist
Prereq: Must have Stalker or Trapper mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck.
Integral Skill
Deploy Turret. [Gadget]. [Single]. [Standard]. 2 Charges. Construct a Turret in an empty space with [INTx5] AP. Once per turn, the Turret will automatically fire upon the front-most enemy in its column, dealing [INTx2] damage.
Primary Skill
Piercing Barrel. [Potion]. [Single]. Has 1 Charge. Select a single Gadget. If this Gadget can perform attacks, those attacks now strike all enemies in a single column, rather than a single target.
Passive Skill
Manual Override. Anytime you Reload or Reposition and have a Turret active, you may choose any enemy combatant to attack with it for that turn rather than being restricted to the front-most enemy in its column, and deal +[DEXx2] bonus damage with it.
Anytime you Reload or Reposition and do not have a Turret active, your next Shoot deals +[INT] bonus damage.
Blitz Bullet. Gain access to a new Special Ammo: the Blitz Bullet. When used, your Turrets may fire twice this round rather than once.
Rust Round. Gain access to a new Special Ammo: the Rust Round. When used, deal [INTx3] damage to the target's AP before calculating the rest of the Firearm's damage to the target.
Sapper
Prereq: Must have Trapper mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck.
Integral Skill
Motion Mine. [Trap]. [Single]. [Forceful]. 1 Charges. Select an empty tile and place a Motion Mine trap in it. When detonated, it deals [INTx5] damage to the target. At the start of subsequent turns, if the Motion Mine has not been detonated you may move it 1 space as a free action. Moving the Motion Mine into an already occupied tile causes it to detonate immediately.
Momentum Mine. [Trap]. [Single]. [Forceful]. 1 Charges. Select an empty tile and place a Momentum trap in it, then apply one of three weapon momentum types to each adjacent target. When detonated, it deals [INTx5] damage to the target.
Quick Skill
Gas Canister. [Potion]. [Single]. [Limited]. Select a Trap on the field. When it Detonates, it applies a stacking -1 AIM penalty to the next attack used by the targets.
Passive Skill
Menacing Aura. Anytime you set a Trap, apply [INT] Stress to all enemies.
Prefab Trap. Once per encounters as a free action, you may change a single Trap you have a Charge for from an Integral Skill into a Primary Skill.
Inventor
Prereq: Must have Builder mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck.
Integral Skills
Fog Machine. [Gadget]. [Single]. [Standard]. 1 Charge. Create a Fog Machine in an empty tile with [INTx5] AP. Once per round it generates [INTx2] EP, which can be allocated to party members in any way you desire. (ie all to one person, split in half between two, grant 1/5th to one person, 1/3rd to another, and the rest to a third, whatever).
Suction Bomb. [Bomb]. [AoE]. [Standard]. 2 Charges. Select a single tile, and pull all enemies 1 space closer to it. Any combatant that ends up occupying the selected tile after this movement takes [INTx3] damage.
Primary Skill
Potion of Power. [Potion]. [Single]. [Standard]. 2 Charges. Select a single target. Their next Strike or Shoot deals +[INTx4] bonus damage.
Magic Potion. [Potion]. [Single]. 2 Charges. Select a single target. They immediately begin Chanting, and the next Spell they perform is cast twice. However, any tiles that have overlapping AoEs are only affected by the Spell a single time.
Quick Skill
Grease Vial. [Bomb]. [Single]. 2 Charges. Select a single target. They next time they're moved by a Skill without unlimited movement range, they move twice as far.
Chemist
Prereq: Must have Apothecary mastered.
Evolution Bonuses: +15 HP.
Choose one: +5% Max HP/MP/PP. OR, +1 Max Luck. OR, +10% Max AP.
Integral Skill
Guarded Administration. [Mane]. [Self]. Perform a Guard, then perform a single Quick Skill with the Potion type you have charges for.
Primary Skills
Sealant. [Potion]. [Single]. [Standard]. 2 Charges. Repair [WILx4] AP to a single combatant or Gadget.
Quick Skills
Potpourri Ball. [Potion]. [Single]. [Standard]. 2 Charges. Relieve [INTx2] Stress from a single combatant.
Tincture. [Potion]. [Single]. [Standard]. 2 Charges. Restores [INTx2] HP to a single combatant.
Pixie Dust. [Potion]. [Single]. [Standard]. 2 Charges. Grants [INTx2] EP to a single combatant.
Tier 3 Jobs
Grand Oracle
Prereq: Must have Intermediate Oracle mastered.
Evolution Bonuses: +5 HP. +5 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.
Integral Skill
Spiral Trap. [Trap]. [Single]. [Forceful]. 1 Charge. Place a Spiral Trap in an empty corner tile on the combat gird, which deals [INTx6] damage when Detonated. At the start of your subsequent turns, you may pull a single combatant one space closer (or on top of if already adjacent) to the trap.
Primary Skill
Deja Vu. [Spell]. [Single]. MP: 20. Choose a single Trap that has been detonated during this encounter. Create a copy of it in an empty space.
Karma. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals damage to all living enemy combatants that are currently adjacent to a Trap, based on AIM Result.
Special: Inherits your Implement's element.
Lingering Effect: Increase the damage of a single trap on the battle field by +[SPR].
AIM Results
1-4: Graze! Apply [SPR] Stress.
5-8: Hit! Deals [SPRx3] damage.
9-10: Crit! Deals [SPRx6] damage.
Passive Skill
Apocalyptic Vision. Anytime a Trap is Detonated, increase the damage of all other Traps on the combat grid by +[SPR].
Dream within A Dream. On your third turn of each encounter, you may perform a single Preparation Skill as a free action.
Expert Hunter
Prereq: Must have Hunter mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Integral Skill
Paint Trap. [Trap]. [Single]. [Forceful]. 1 Charge. Select an empty tile and place a Paint Trap. When Detonated, the target takes [INTx4] damage and for the rest of combat, incoming attacks against them have +1 AIM.
Net Trap. [Trap]. [Single]. [Standard]. 1 Charge. Select an empty tile and place a Net Trap. When Detonated, apply [INTx4] Stress and negate the first [INTx4] EP the target would gain on their next turn.
Passive Skills
Harvest. Anytime your Prey is Defeated, relieve [INT] Stress, gain [INT] EP, and deal +[INT] damage with your next attack.
Solitude Shot. Gain access to a new Special Ammo: the Solitude Shot. When used, deal +[INTx3] bonus damage if your target has no adjacent allies or gadgets.
Clincher Bullet. Gain access to a new Special Ammo: the Clincher Bullet. When used, deal +[DEXx3] bonus damage against a target you have previously hit with another attack.
Master Turretologist
Prereq: Must have Turretologist mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Integral Skill
Weight Sensor. [Trap]. [Single]. 1 Charge. Place a Weight Sensor on an empty title. Until most traps, the weight sensor does not detonate when a combatant moves on top of it. Instead, anytime a combatant starts a turn while occupying the same tile as the Weight Sensor, all your Turrets will automatically perform one of their attacks as a free actions.
Primary Skills
Auto Retaliate. [Potion]. [Single]. 2 Charges. Select a single Gadget. For the rest of the encounter, any time the Gadget is hit by an attack, deal [INT] damage to the attacker in return. If the Gadget has a method of attacking, it may choose to perform an attack rather than automatically countering for [INT] damage instead.
Explosive Launcher Install. [Potion]. [Single]. 2 Charges. Enables a single Gadget to perform Explosive Launcher once per use.
- [Bomb]. [AoE]. [Multi-Hit]. The Gadget attacks a 5 tile plus shape and deals [INTx3] damage to all targets within.
Passive Skill
Focus Fire. Anytime you Shoot a target one of your Gadgets has also attacked this turn, deal +[DEX] bonus damage.
Sparking Shot. Gain access to a new Special Ammo: the Sparking Shot. When used, select a single gadget. Repair [INT] AP to it, grant it [DEXx2] EP, and if it has any attacks, they now deal +1d12 damage.
Expert Sapper
Prereq: Must have Sapper mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Integral Skill
Brick Wall. [Trap]. [Single]. Has 1 Charge. Select a single empty tile and place a Brick Wall in it. For the rest of the encounter, no combatant may enter that space, the brick wall prevents direct ranged attacks from passing through it, and if pushed into it they suffer [INT] damage per tile of movement it prevents.
Primary Skill
Jury-rig. [Skill]. Select two Traps on the field. Combine them together; remove one from the field and grant the other one all the effects of the former trap, including it's detonation value and any other effects it might have had.
Frag Grenade. [Bomb]. [Single]. [Standard]. Has 1 Charge. Deals [INTx3] damage to a single target. Each time a Trap is Detonated before using this Skill, increase the damage by +[INT].
Special: When you successfully perform a Disarm Skill, gain +1 Charge of Frag Grenade.
Desperation Skill
Safety Hazard. [Trap]. [Single]. [Forceful]. Increase the damage of all Traps on the enemy combat grid by +[INTx2], then select a single empty tile and place a Safety Hazard trap in it. When the Safety Hazard trap detonates, deal [INTx6] damage.
Passive Skill
High Tension. When you Strike, Shoot or Bomb a combatant adjacent to at least one Trap, deal +[INT] bonus damage.
Alchemist
Prereq: Must have Inventor or Chemist mastered.
Evolution Bonuses: +15 HP. (Gain access to Advanced Shield and +1 WIL, if you did not already have them.)
Choose one: +1 to any Attribute. OR, +1 Max Luck.
Integral Skill
Elixir. [Potion]. [AoE]. [Multi-Hit]. 1 Charge. When used, select four options: Restore [WILx2] HP, Relieves [WILx2] Pressure, Repairs [INTx2] HP, grants [INTx2] EP, removes all non-Amp penalties. Choses may be taken multiple times. You may applies these chosen effects between one to four people each use.
Tower of Power. [Gadget]. [Single]. 1 Charge. Construct a Tower of Power with [INTx5] AP in a single empty tile. Each turn, the Tower of Power may select a single party member and grant them a +[INT] potency bonus with the first Skill they perform that turn. If this is the first time the Tower of Power has granted that combatant a bonus this encounter, increase it by a further +1d12.
Primary Skills
Aether Bomb. [Bomb]. [Single]. [Standard]. 1 Charge. Deals [INTx3] damage to a single target. The next Potion you use gains +[INT] Potency.
Desperation Skill
Liquidate. [Skill]. When you use this Skill, you have 4 points with which to spend on performing Bomb, Trap, Gadget and Potion Skills. Each Integral Gadget/Potion is worth 3, each Primary Gadget/Potion is worth 2, and each Primary Gadget/Potion is worth 1. Bomb/Trap Skills are worth +1 additional point. Each Skill performed may target a different combatant.
Passive Skill
Recycle. Any time a Trap is detonated by an enemy, recover +1 Charge of any Bomb Skill. Any time an allied Gadget is destroyed, recover +1 Potion Skill.





