Cannoneer: This is certainly an original take on gun-based jobs, with outfits that are reminiscent of XVIIIth-XIXth century French army uniforms. The Cannoneer has no innate abilities, and grants small boosts to strength and magic, with a small penalty to defence and speed. It can use its Open Fire job command to fire a cannon: this deals heavy damage irrespective of the enemy’s row, but may also inflict a random status effect. Its final ability, Combine, is reminiscent of a Chemist, as it allows it to mix special ammo (which becomes available for purchase once the job is unlocked) with various items. The resulting shot either deals elemental damage or inflicts negative status effects, and, if you have a recipe list, can be pretty devastating. The Cannoneer also learns the Exp Up ability, which raises EXP gain by 1.5. This would’ve been handy a LOT earlier, but hey, it makes levelling in the optional dungeon a breeze. The job can use light armour, swords, daggers and shields.
Oracle: This is a variation on the gambler-type job, which hadn’t yet appeared in the series back when FFV first came out. The Oracle has no innate abilities, but trumps even the Summoner in terms of magic power. Conversely, it takes small penalties in every other stat. Its job command is Condemn: curative abilities affecting the entire party, or attack and status spells affecting all enemies. They cost no MP, but are executed after a countdown (like the Blue spell Condemn) and aren’t especially powerful. The Oracle also learns the Predict ability, which is similar…but worse. There are three levels: the first is the most powerful and costs only 1MP, but takes a while to execute; the second is weaker, costs more MP, but executes quicker; and the third one is the quickest, weakest and costliest of the lot. Moreover, the results are completely random, and some of them can damage the party. The real selling point of the job, though, are its ABP Up and Read Ahead abilities. The former is the counterpart of Exp Up, raising ABP gain by 1.5, while the latter dramatically decreases the rate of random encounters. Ideal for when you’re trying to quickly cross an area containing annoying enemies. In short, interesting abilities, great for magic stat growth, terrible in combat. The Oracle can equip robes and staves.
Gladiator: The melee job par excellence. Each character’s outfit is based on a different summon: Bartz’s on Odin (horned helmet), Lenna’s on Shiva (snowflake on her mask), Faris’ on Syldra (purple and spiky), and Krile’s on Carbuncle (ruby, long ears and tail). The Gladiator grants a hefty boost to strength (as much as the Monk), a significant boost to speed (as much as the Ninja or Mystic Knight), a small boost to defence and a moderate penalty to magic. Its innate ability is Lure, which increases the random encounter rate. Its job command is Finisher, which either deals a critical hit or an elemental attack for 9,999 damage. In accordance with each character’s elemental affinity, Bartz’s attack is wind-elemental, Lenna’s water, Faris’ fire and Krile’s earth. Of course, if the enemy absorbs an element, the corresponding Finisher will simply heal it. Krile’s will also miss any flying enemies. Finisher can also miss altogether, but the probability lessens as the job levels up. The Gladiator also learns Long Range, which makes melee attacks deal full damage from the back row and can therefore be used to protect weaker characters without drawbacks. No need to go further, since the final ability is the same as the Monk’s Kick and, as it serves to master the job, will transfer Lure as an innate to the Freelancer. And you probably don’t want that. The Gladiator can equip heavy armour, shields, swords, daggers, katana, axes, spears and bows.
Necromancer: This is like an evil version of the Blue Mage, as signalled by the skulls and horned headdresses. Faris notably appears to have nicked hers from Emperor Mateus of FFII. The Necromancer grants large boosts to magic and defence, and small ones to strength and speed. Its innate ability is Undead, which means that curative items and spells will hurt it in combat (but not in the field). Thankfully, it doesn’t get transferred to the Freelancer and Mime when you master the job. The Necromancer’s job command is Dark Arts, which consists of six tiers of spells learned by killing specific enemies. Some of those can only be found in one of the optional dungeons, but they deal some serious damage. It also has the Oath ability, which is the same as the Ranger’s Animals (with less variety), except with demons. I.e. it sucks. All in all, considering how late you get the job, it distinctly feels like a waste: Dark Arts is great…but there’s not much left to use it on by the time you can. The Necromancer can equip robes, rods and daggers.