New Final Fantasy Tactics Jobs

Disclaimer

This Hub was written for fun; there's no guarantee that any of these ideas will appear in any future Final Fantasy Tactics games.

Introduction

Final Fantasy Tactics is one of the most addictive SRPG ever released. It's one of the few games that is universally accepted as being timeless.

One reason the game is so engrossing is because of Tactics' fulfilling and highly customizable Job system. It allows nearly complete freedom in developing party members and hundreds of possibilities for gameplay.

This probably isn't the first time anyone has brainstormed ideas for additional Final Fantasy Tactics Jobs, so hopefully there are some ideas that haven't been thought up yet. 3 of the 8 Jobs presented here were borrowed from the Final Fantasy Tactics A3 entry on my blog, the Video Game Design Studio. I thought they were such great ideas that it only made sense to retweak them and post them here as well.

Anyway, I present to you 8 more Job ideas for Final Fantasy Tactics. Enjoy!

Final Fantasy Tactics Jobs & Monsters (Video)

The Bombardier is what would result if the Bomb monster was made into a full-fledged Job in Final Fantasy Tactics.
The Bombardier is what would result if the Bomb monster was made into a full-fledged Job in Final Fantasy Tactics.

Bombardier

Irrationally brave and wildly destructive. Bombardiers have massive damage potential with their TRIGGER skill., Unfortunately, their endeavors almost always backfire.

Bombardiers are very risky Units to use. Their abilities are powerful, but most will damage HP as a result of using them. In that sense, they are also like Construct 8. Compared to other Final Fantasy Tactics Jobs, Bombardiers are most effective right in the midst of enemy territory.

Incendiaries, their weapon of choice, inflict splash damage when used in battle.

ACTION

Catapult – Become a human cannonball and travel a great distance in one of the four cardinal directions. Damages the user.

Warhead – Lowers target’s Max HP. Also damages the user.

Detonate – Inflicts damage to all adjacent tiles. Damages user.

Timebomb – Pins an explosive to the target that detonates after 2 turns.

Bomb’s Away! – Damages all units on battlefield.

Self Destruct – KO’s user, inflicts heavy damage to target.

REACTION

Shrapnel - Damages the area surrounding user.

SUPPORT

Smartbomb – Prevents user from ever inflicting damage to friendly units.

The Marksman is Final Fantasy Tactics' penultimate ranged class. It takes the long-range functionality of the Sky Pirate and fine tunes it.
The Marksman is Final Fantasy Tactics' penultimate ranged class. It takes the long-range functionality of the Sky Pirate and fine tunes it.

Marksman

An expert gunslinger, no opponent can avoid the GUNPLAY of a Marksman.

Despite the name, the Marksman is not a Male-specific Job. In all accuracy, it is the successor to the Archer. Marksmen are long-range fighters with a strong emphasis on hitting targets regardless of their positioning. 

They are also the only Unit in the Final Fantasy Tactics world that uses Guns exclusively.Though powerful, their Abilities consume great amounts of MP.

ACTION

Pinpoint – Attack that can target a unit even if another is in front.

Leyline – Fires a magical shot that forces units out of the narrow line of fire.

Ricochet – Attack that always hits the target’s backside.

Penetrate – Magical shot that can attack through obstacles.

Bulls-eye – Unleash an unavoidable attack.

Bullet Rain – Attack all enemies.

Chaingun – Attack the targeted enemy twice.

REACTION

Recharge – Restores MP when attacked.

SUPPORT

Bulletproof – Immune to guns and gun skills.

Gamblers are the next tier above the Trickster Job from Final Fantasy Tactics A2. They also share common characteristics like using Cards as weapons.
Gamblers are the next tier above the Trickster Job from Final Fantasy Tactics A2. They also share common characteristics like using Cards as weapons.

Gambler

Gamblers rest their fate and fortunes solely upon their famed SLEIGHT and infamous luck.

Luck is the major factor that fuels Gamblers. They can either be extremely helpful or completely useless depending on how fortunate they are. Thankfully, in Final Fantasy Tactics they can increase their odds by using the Felicity Ability.

They also throw Cards in battle, most of which inflict negative status effects on their targets.

ACTION

Felicity - Increases the effectiveness of the next Sleight ability used. Effect can be stacked, but disappears after a Sleight is used.

Shuffle – Inflict a random amount of damage on a Unit.

Fixed Dice – Inflicts a set amount of damage every time.

Roulette – Kills a random unit on the battlefield.

Slots – Induce a random outcome that affects either all allies or all enemies.

7 Flush - Inflicts 7, 77 or 777 HP worth of damage to the target.

REACTION

High Stakes - When attacked, there is a small chance that Gil will be depleted instead of HP.

SUPPORT

Critical Boost – Increases Critical Hit %.

MOVEMENT

Luck Mine - Reverses the effects of traps.

In Final Fantasy Tactics, Spies are the successors of Ninjas. They take the concept of stealth to a whole other level.
In Final Fantasy Tactics, Spies are the successors of Ninjas. They take the concept of stealth to a whole other level.

Spy

Masters of deception, Spies use ESPIONAGE to intercept and disrupt enemy communication.

Spies introduce the world of espionage to Final Fantasy Tactics. Most of their abilities involve indirectly interfering with the enemy. Used correctly, they are capable of severely crippling the opposing forces.They wield a variety of weapons, most notably Knives and Guns.

ACTION

Intercept - Any effect cast on the target is instead cast on the user.

Scramble – Randomizes the damage of the target's next attack.

Isolate – Prevents any friendly units from moving adjacent to the target.

Expose – Removes Vanish from enemy target.

Reverse - Inflicts Reverse; damage heals target, healing damages target.

REACTION

Implicate – When damaged, the attacking unit will begin to receive 50% of all damage inflicted on the user.

SUPPORT

Silencer – Attack sleeping targets without waking them.

MOVEMENT

Infiltrate - Allows the user to walk through enemy units.

Necromancers bring their unique mastery over death to Final Fantasy Tactics.
Necromancers bring their unique mastery over death to Final Fantasy Tactics.

Necromancer

Mighty wizards who wield death itself as a weapon, the NETHER spells of Necromancers decimate the mortal.

As their name implies, the skills of a Necromancer center around death in some way, shape or form. They are like the Assassin class from the original Final Fantasy Tactics, except more fleshed out. Sickles are there weapons of choice, and they all have a slight chance of instantly killing the target.

ACTION 

Crystallize – If this attack kills the target, they are guaranteed to turn into a Crystal.

Materialize – If this attack kills the target, they are guaranteed to turn into a Treasure Chest.

Grudge – Damage of this attack increases with the number of Units killed by user.

Condemn – Inflicts Instant Death and Doom on the target.

REACTION

Revenge – Attacker will die if the user does.

SUPPORT

Survivor – User's attack is multiplied for every dead ally on the field.

Immortal – Immune to Instant Death and Doom.

Equip Sickle – Equip Sickles, regardless of class.

The Ringleader takes the adjacent targeting of the original Final Fantasy Tactics Monk Job and expands upon it.
The Ringleader takes the adjacent targeting of the original Final Fantasy Tactics Monk Job and expands upon it.

Ringleader

Natural born leaders, Ringleaders use their Formation abilities to support surrounding allies.

Ringleaders are very interesting additions to the Final Fantasy Tactics Job roster. Their Formation abilities are always in effect on surrounding friendly units, so long as the Ringleader is alive. They are mostly a support class, but the Chakrams they wield are quite powerful.

ACTION

Halo – Restores HP to adjacent units.

Magic Circle – Restores MP to adjacent units.

Safety Net - Grants adjacent units Protect and Shell.

Warzone – Boosts Attack Power of adjacent units.

Sanctuary – Prevents negative status effects in adjacent units.

REACTION

Buffer – Moves attacking units one tile backwards.

SUPPORT

Rally – Surrounding units are granted 100% Reaction activation rate.

Like the Dark Knight, Rasps absorb enemy parameters, but are also masters of status effects.
Like the Dark Knight, Rasps absorb enemy parameters, but are also masters of status effects.

Rasp

Eerie warriors, Rasps use the power of MIST to absorb and influence battle parameters.

The main contribution of the Rasp Job to Final Fantasy Tactics is that it provides a unit who specializes in draining and status effects, but is also useful. They can literally strip their enemies of all their strength, and are great against and using negative status effects.

Orbs are their main weapons, and they function like Blood Swords. They can drain HP, and are also ranged.

ACTION

Life Flush - Drain HP from the target.                                              

Mind Slum - Drain MP from the target

Brain Drain - Drain Magic from the target.

Trade Fate - Exchange status effects with the target

REACTION

Transfer – Transfers incurred damage to a random unit on battlefield.

SUPPORT

Permeate – Status effects have 100% accuracy.

MOVEMENT

Stroll - Remove negative status effects by moving.

Acrobats come from the same family as Final Fantasy Tactics A2's Jugglers.
Acrobats come from the same family as Final Fantasy Tactics A2's Jugglers.

Acrobat

Nimble and flexible, these talented circusfolk use ACROBATICS to mesmerize and astonish.

Acrobats are masters of movement, and so, many of their abilities revolve around that theme. They are one of the few Jobs that grant the ability to reposition the enemy in Final Fantasy Tactics. They can also assist in moving teammates by using the Hoist Ability.

The Batons they wield function like staves, except their Attack power grows as the user loses HP.

ACTION

Hoist – Pick up and toss adjacent unit.

Vault - Switches places with an enemy.

Trapeze - Use the target as a stepping stone; will move along with target, and receive any effects cast on them as well.

Flex – Increases user’s Evasion.

SUPPORT

Poise – Prevents user from being moved.

MOVEMENT

Tightrope – User can walk over any gap as long as the "origin" and "destination" tiles are the same height.

Conclusion

And there you have it, I feel like I could come up with ideas for Final Fantasy Tactics Jobs all day, so I may write a follow-up to this Hub in the future.

Thanks for reading! 

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