Second Circle
Orator
- HP
- 85
- MP
- 65
- PA
- 6
- MA
- 11
- SP
- 8
- DEF
- 4
- MDEF
- 5
- MOV
- 4
- JUMP
- 3
Evasion
- Physical
- 10%
- Magical
- 15%
Evasion is subtracted from an attacker's accuracy, and facing decides how much of it applies: full from the front, half from the side, and none from behind. Flanking beats dodging.
Growth per level
- HP
- 8
- MP
- 6
- PA
- 0
- MA
- 2
- SP
- 1
Unlocking
- Requires
- Apothecary level 3
- Weapon classes
- Bag · Book · Gun · Knife
Action abilities 12
Each of these rolls independently at the start of every battle. The percentage is the chance this job fields it as a primary.
common 75% primary · 60% sub
uncommon 50% primary · 30% sub
Dissuade
uncommon
Sow doubt — enemy Faith -5
6 MP
Enlighten
uncommon
Open the mind — an ally's magic sharpens
10 MP
Hearten
uncommon
Steady an ally's nerve — they guard themselves better
9 MP
Preach
uncommon
Kindle conviction — ally Faith +5
6 MP
Stall
uncommon
Keep them talking — the target loses tempo
8 MP
rare 25% primary · 9% sub
Conviction
rare
Absolute belief. Their magic lands like scripture — and so does everyone else's, on them
16 MP
Doubt
rare
Talk them out of it. No spell they cast works, and no spell touches them
16 MP
Insult
rare
Words that cut too deep — the target turns on their own
16 MP
Rabble-Rouse
rare
Work the crowd until nobody knows whose side they're on
20 MP
ultimate 10% primary · 1% sub
Reaction, Support & Movement
One of each may be equipped. Unlike actions these are not rolled — they are chosen, and a secondary job never lends them.
| Slot | Name | Effect | JP |
|---|---|---|---|
| Reaction | Finger Guard | Talk fast, duck faster — block physical strikes (40% trigger) | 250 |
| Movement | Orator's Pace | +1 MOV — always where the argument is (+1 MOV) | 250 |