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Throughout the Final Fantasy series that has been times where characters could take a second job or class or even fulfilled two roles naturally. This optional playstyle is here to portray that for your tabletop game. The Sub Job system is much like the gestalt system you likely know of, but is far more limited in what you get. You get a Primary Class and a Secondary Class, or Sub Job. As you level your primary class, your sub job will level with it albeit much slower. This allows GM’s who want to gestalt but is afraid of the power rise, or those who want to dabble into the prospect of it.  For the players this allows them to gestalt in the same manner as powering up a normal class or choosing a second class to help the primary or just make up their own concept all together.

Below is the process of using this optional playstyle.

Choose your Primary Class. This is like choosing your normal class. You gain all the benefits of this class as normal. This class can be multi-classed into other classes other than your Sub Job, and if choosing to gain a prestige class, the primary class is replaced by the prestige class when leveling. Freelancers cannot be picked as a primary class nor sub job, however. Your Primary class is considered to be any class you start out with at creation, multi-class, and prestige into. The same as creating a normal character. It is a blanket term to separate it from the sub job.

Now, choose your Sub Job. You must choose from the list below and you gain the command in the brackets. This sub job command’s class feature will always be half the level of your character level (minimum level 1).

  • Core Classes:
    • Archer: You gain the Aim class feature.
    • Bard: You gain Bard Songs class feature, gaining a MP pool and songs as if you had levels in Bard equal to half of your character level (minimum level 1).
    • Beastmaster: You gain the Animal Companion class feature and you may spend a talent/trick up to 5 times to increase the maximum level of your animal companion by 1.
    • Black Mage: You gain Black Magic spells, gaining a MP pool and spells as if you had levels in Black Mage equal to half of your character level (minimum level 1).
    • Dragoon: You gain the Deadly Lancer and Jump class features.
    • Knight: You gain the Defensive Stance class feature and may take Knight talents in place of other talents that modify Defensive Stance.
    • Monk: You gain the Martial Arts class feature.
    • Red Mage: You gain Red Magic spells, gaining a MP pool and spells as if you had levels in Red Mage equal to half of your character level (minimum level 1).
    • Thief: You gain the Sneak Attack class feature.
    • Warrior: You gain the Chosen Weapon class feature.
    • White Mage: You gain White Magic spells, gaining a MP pool and spells as if you had levels in White Mage equal to half of your character level (minimum level 1).
  • Base Classes:
    • Astrologian (You gain Astromancy spells, gaining a MP pool and spells as if you had levels in Astrologian equal to half of your character level (minimum level 1).
    • Berserker: You gain the Rage class feature and may take Rage Powers in place of talents to modify Rage.
    • Blue Mage: You gain Blue Magic spells, gaining a MP pool and spells as if you had levels in Blue Mage equal to half of your character level (minimum level 1).
    • Chemist: You gain the Bombs class feature and may take Discoveries in place of talents to modify the Bomb class feature.
    • Chocobo Knight: You gain the Chocobo Mount class feature and you may spend a talent/talent up to 5 times to increase the maximum level of your mount by 1.
    • Cleric: You gain the Channel Energy class feature.
    • Dark Knight: You gain the Darkside class feature.
    • Engineer: You gain the Automaton class feature and you may spend a talent/trick up to 5 times to increase the maximum level of your automaton by 1.
    • Gambler: You gain the Luck Pool class feature and may take a gambler gambit in place of a talent.
    • Geomancer: You gain the Geomancy class feature and may take a geomancer trick in place of a talent to modify the Geomancy class feature.
    • Gunner: You gain the Skirmish class feature.
    • Illusionist: You gain Illusion Magic spells, gaining a MP pool and spells as if you had levels in Illusionist equal to half of your character level (minimum level 1).
    • Medic: You gain the Triage class feature and may take a medical practice in place of a talent to modify the Triage class feature.
    • Necromancer: You gain the Bone Commander class feature and you may spend a talent/trick up to 5 times to increase the maximum level of your bone commander by 1.
    • Paladin: You gain the Oath Stance class feature.
    • Psychic: You gain the Altered Defense class feature.
    • Summoner: You gain the Avatar class feature and you may spend a talent/talent up to 5 times to increase the maximum level of your avatar by 1.
    • Time Mage: You gain Time Magic spells, gaining a MP pool and spells as if you had levels in Time Mage equal to half of your character level (minimum level 1).
  • Hybrid Classes:
    • Black Belt: You gain the Martial Flexibility class feature.
    • Dancer: You gain the Battle Dance class feature.
    • Druid: You gain Druid Magic spells, gaining a MP pool and spells as if you had levels in Druid equal to half of your character level (minimum level 1).
    • Fencer: You gain the Duelist Stance class feature.
    • Gunbreaker: You gain the Aurora class feature.
    • Ninja: You gain Ninjutsu class feature, gaining a MP pool and ninjutsus as if you had levels in Ninja equal to half of your character level (minimum level 1).
    • Samurai: You gain the Weaponskills and Kenki Pool class features.
    • Scholar: You gain the Dark/Light Arts class feature.
    • Sword Saint: You gain the Swordplay class feature and may take sword saint talents in place of other talents to modify the Swordplay class feature.

All sub job commands that gain “something” magic (or Bard Songs/Ninjutsu) gain MP and spells/songs/ninjutsus as if you gain a level in that class. However, if your primary class is a casting class and you choose another casting class as your sub job, you only get half the MP from the sub job (any primary class that doesn’t begin with spellcasting, but later on receives it, doesn’t count as a casting class).

Your sub job is capable of helping your primary class achieve requirements for feats, and prestige classes as if it was your normal class. Your sub job may never be changed or multiclassed. Your sub job can never be the same as your primary class.

Example: At level 1, your sub job command should be level 1, when your primary class hits level 2, your sub job will stay 1 until your primary hits level 4. When your primary class hits level 4, your sub job command goes to level 2 and will not level again until your primary class hits level 6.