Alchemist Class

ALCHEMIST

"I wanted to save this for something special."

A student of chemistry and natural law, the Alchemist specializes in the cutting edge of study - in their hand, everyday items become forces to be reckoned with. In Ivalice, Alchemists are seen as reclusive mystics whose concoctions bend the fabric of reality - in Spira, you're more likely to see them tuning up Machina and building explosives.

A tricky class, the Alchemist specializes in the use of items - using items faster, using items to accomplish strange effects, using items without using items, using items on the party, using monsters as things to turn into items, and so on. They're the quickest healers in the Class system, and Mirror Item grants them fearsome flexibility. They also dabble in invention - their Hand Cannon ability can be modified on the spot, generating some fearsome contraption to lay waste to the enemies!

+2 ATK +1 VIT +5 SPD +2 MAG 0 SPR +60 HP +40 MP

Equipment

Daggers, Guns, Axes&Hammers, Light Armor

Bare

Strength: Light, Accuracy 2
Blocking: No
Defenses: Light
Style: Endurance
Bonus: Pick one set

Set 1 Resist Pain 4, +5 CoS to Reactions and Stash
Set 2 Resist Zombie 4, SOS-Haste
Set 3 Resist Confuse 4, Resist Slow 4
Set 4 Resist Provoke 4, Resist Lock 4

Technique

Analyze

AP: 100
Type: Action
Technique, Effect: Libra
Target: Single
27D F10

Analyze reveals information concerning the target, granting the Alchemist information about the target's HP, MP, level, family, rank, and elemental properties. Each use of a "Libra" effect also reveals a single other property belonging to the monster, as chosen by the GM.
CoS: 100

Salve

AP: 130
Type: Action
Technique, Item
Target: Group
60D F20

Select a single target Restorative, Support, or Offensive Item. One item is used on each target in the group, all depleted from the Alchemist's inventory. If the Alchemist does not have enough of the Item to use one on each target, Salve cannot be used.
CoS: Varies

Use

AP: 130
Type: Action
Technique, Item
Target: Varies
50D F20

Allows the Alchemist to use potent Use special items.
CoS: Varies

W-Item

AP: 130
Type: Action
Technique, Item, Multi-Action
Target: Special
55D F20

Allows the Alchemist to use two Restorative, Support, or Offensive Items at once. The items do not need to share the same target, and may be be different types of items as well.
CoS: Varies

Mix

AP: 130
Type: Action
Technique, Item
Target: Varies
60D F20

Allows the Alchemist to combine two items together to create potent effects.
When Mixing Restorative Items:
Two of the same item that restore HP or MP: apply its effects to one row.
Two different items that both restore HP: add the values together and applying a +25% situational modifier and restore that amount to a single target.
Two different items that both restore MP: add the values together and applying a +25% situational modifier and restore that amount to a single target.
Two of the same item that remove a status: apply its effects to a single row.

When Mixing Support Items:
Two of the same item: applies the enhancement with a timer of (10) to a single target.
Two different items: apply both the enhancements with a timer of (3) to one row.

When Mixing Offensive Items:
Two items that inflict the same status: Inflict the status with a CoS of 100 (80 instead if this is a Death Effect) to a single target.
Two items that inflict a different status: Inflict both statuses with a CoS of 30 to one row.
Two items that deal the same elemental damage: add both values together, and apply a +25% situational modifier to the damage dealt to a single target.
Two items that deal different elemental damage: apply a x0.5 Power modifier to the damage dealt by each item, then deal the damage from each item to one row.

When Mixing Anything Else (including two items that don't fall under the same header):
Dud Tonic! Deal (1 x MAG + 5d12) magical damage to a group with a CoS of 100. +1 Power and +1d12 per additional tier above 1.
CoS: Varies

Upgrade

AP: 130
Type: Action
Technique, Item
Target: Self
40D F15

When Upgrade is used, the Alchemist expends one item which deals elemental damage. The Alchemist then receives Element Sword (7) of the type of damage which the item would have inflicted.
CoS: 100

Morph

AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 39

Morph deals weapon damage with a x0.66 Power multiplier. If the use of Morph kills the enemy, then Alchemist receive a copy of whatever item would have been in its Item slot, even if the Item slot had previously been stolen.
CoS: 80
Adjustment: +13 MP per tier above 1.

Construct Killer

AP: 130
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 51

After taking a moment to find the weak point on the foe, the Alchemist then rushes forward to strike! If the target is a Construct, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80
Adjustment: +17 MP per tier above 1.

Plant Killer

AP: 130
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 51

After taking a moment to find the weak point on the foe, the Alchemist then rushes forward to strike! If the target is a Plant, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80
Adjustment: +17 MP per tier above 1.

Treatment

AP: 130
Type: Action
Technique
Target: Group
50D F15 MP: 36

The Alchemist tosses some concoction into this air which slowly begins to remove ailments. When Treatment is used, reduce the timers on all negative status effects (except Condemn) by (1).
CoS: 100
Adjustment: +12 MP per tier above 1.

Mirror Item

AP: 150
Type: Action
Technique, Item, Status: (As Item chosen)
Target: Single
50D F20

The Alchemist pulls out an item typically used to cure a negative status effect, then in a twist of ingenuity uses it to inflict that very status instead! Status effects inflicted in this manner have a timer of (4). Mirror Item cannot be used with Remedies.
CoS: 65

Hand Cannon

AP: 50
Type: Action
Technique, Aimed
Target: Single
60D F20

The Alchemist pulls out a unique invention and lets loose an attack which deals (6 x ATK + 1d10) physical ranged damage instead. The Hand Cannon ability can be modified by other specific abilities that the Alchemist can learn; each will specify that it effects the next action the Hand Cannon takes. These individual effects can be combined together to create a single, potent attack which unleashes all the various effects at once. Each effect cannot be stacked upon itself, and all effects vanish after a single use of Hand Cannon and must be set up again if the Alchemist wishes to have their effects once again.
CoS: 75
Adjustment: +3 Power per tier above 1.

Noiseblaster

AP: 75
Type: Action
Technique, Status: Confuse
Target: Self
25D F10

Grants an additional 50% CoS to inflict Confuse (4) with the next Hand Cannon action.

Bioblaster

AP: 90
Type: Action
Technique, Status: Poison
Target: Self
25D F10

Grants an additional 50% CoS to inflict Poison (4) with the next Hand Cannon action.

Flashbang

AP: 75
Type: Action
Technique, Status: Blind
Target: Self
25D F10

Grants an additional 50% CoS to inflict Blind (4) with the next Hand Cannon action.

Foresight

AP: 100
Type: Action
Technique
Target: Self
25D F10

The next Hand Cannon action becomes a Multi-Hit ability (and gains the keyword) which hits twice.

Buckshot

AP: 100
Type: Action
Technique
Target: Self
25D F10

The next Hand Cannon action has its target typed changed from Single to Group (Row).

Scope

AP: 75
Type: Action
Technique
Target: Self
25D F10

All CoSes involved in the next Hand Cannon action performed by the Alchemist are increased by 20.

Prime

AP: 100
Type: Action
Technique
Target: Self
25D F10

The next Hand Cannon action gains a x2 Power Modifier.

Heavy Shot

AP: 75
Type: Action
Technique
Target: Self
25D F10

The next Hand Cannon action gains +1d10 per character tier to the damage rolled, in addition to 5 ranks of Critical.

Split shot

AP: 75
Type: Action
Technique
Target: Self
25D F10

The next Hand Cannon action becomes Piercing, and in addition ignores the Protect status effect.

Magic

Achilles

AP: 130
Type: Action
Magic, Status: Imperil
Target: Single
50D F20 MP: 105

Achilles lowers an enemy's resistances to the elements, inflicting Imperil (6).
CoS: 70
Adjustment: +35 MP per tier above 1.

Numerology

AP: 130
Type: Action
Magic
Target: Group
50D F20 MP: 78

Numerology deals (5 x MAG + 1d12) magical damage. For each consecutive use, add a +25% situational modifier to the damage dealt; such that the second time time would deal +25%, the third time +50%, and so on up to a maximum modifier of +100%.
CoS: 100
Adjustment: +26 MP, +2 Power and +1 die per tier above 1.

Stamp

AP: 130
Type: Action
Magic
Target: Single
50D F20 MP: 57

Stamp transfer all negative statuses current inflicted upon the Alchemist, along with their timers, onto the target while removing them from the Alchemist.
CoS: 70
Adjustment: +19 MP per tier above 1.

Support

Alchemy 1-4

AP: 75
Type: Support

When the Alchemist uses an item with the Recovery keyword in battle, the amount of HP and MP restored receives a Power multiplier. At rank 1 this is x1.25, then at rank 2 it is x1.5, x1.75 at rank 3, then x2 at rank 4.

Physicist 1-4

AP: 75
Type: Support

Physicist provides a Power multiplier to Items which deal damage. At rank 1 this is x1.25, then at rank 2 it is x1.5, x1.75 at rank 3, then x2 at rank 4.

Phoenix Lore 1-2

AP: 100
Type: Support

Phoenix Downs revive their target with 10% Max HP at rank 1, and 25% Max HP at rank 2.

Remedy Lore 1-3

AP: 75
Type: Support

Increases the number of status effects that remedies cure. At rank 1 they additionally remove Berserk, Charm, Evasion Down, and Condemn. At rank 2 they additionally remove Zombie, Curse, Provoke and Stone. At rank 3, remedies remove all negative status effects.

Chemist

AP: 100
Type: Support

Increases the CoS to inflict negative statuses with Items by 10.

Quick Pockets

AP: 130
Type: Support

Quick Pockets reduces the Delay and Floor of all abilities with the Item keyword by 5.

Stash

AP: 150
Type: Support

When Stash is equipped, there is a 20% CoS when in battle that any item consumed by the Alchemist's Item, W-Item, Salve or Use abilities will not be expended after all. Roll one per item that would normally be consumed.

Double Items

AP: 150
Type: Support

When the Alchemist receives an item drop after a fight, gain double the amount of items automatically. (This has no baring on the CoS of drops, it simply gives twice the amount of items per roll.)

Call Shop

AP: 100
Type: Support

The mercantile spirit pervades the universe. An Alchemist with Call Shop is effectively capable of calling a shop of the Alchemist's tier to themselves whenever they find themselves in a sanctuary. (Any place where it would be safe enough to rest.) Depending on the setting, this might involve the summoning of a spirit, bargaining with friendly monsters, shopping by satellite uplink, or simply the Alchemist patting their pockets and going "Oh, of course I remembered to buy all this before we left."

Maintenance

AP: 130
Type: Support

The Alchemist gains Resist Deprotect 3, Resist Deshell 3, Resist Defaith 3 and Resist Debrave 3.

Charged Attacks

AP: 100
Type: Support

All Weapon abilities performed by the Alchemist gain an MP Cost of 10 (+ 1 per tier). In exchange, they receive a x1.25 Power multiplier.

Move-HP

AP: 25
Type: Support

Whenever the Alchemist performs an action with the Movement keyword, they regain HP equal to their VIT score times their character tier.

Reactions

Auto Potion

AP: 150
Type: Reaction
Technique, Item
Target: Self
Trigger: Being stuck for direct HP damage by another target.

When the Alchemist is hit by an attack which directly damages his HP, he uses a Restorative Item that heals HP on himself immediately - however, Potion Lore does not benefit the item used with Auto-Potion. The Alchemist needs to have, and automatically expends, the item used.
CoS: 40

Distribute

AP: 125
Type: Reaction

Target: Party (Alchemist excluded)
Trigger: Being healed over your Max HP and/or MP value.

When the Alchemist's HP and/or MP is restored by an amount that brings his current HP and/or MP over his maximum value, rather than lose the exceed healing, calculate what it is. Then divide by the amount of allies in the party, excluding the Alchemist, and restore their HP and/or MP by this new amount.
CoS: 100

Split Damage

AP: 175
Type: Reaction

Target: Special
Trigger: Being hit by an action that inflicts damage.

The damage, before any Defense Factor is calculated, is cut in half. Then apply this amount of damage to both the Alchemist and the triggering enemy.
CoS: 30

Auto Phoenix

AP: 200
Type: Reaction
Technique, Item
Target: All Triggering Allies
Trigger: One or more allies is reduced to 0 HP

When an ally is knocked out, the Alchemist springs into action. On a successful activation of Auto-Phoenix, the Alchemist uses a Phoenix Down on a fallen ally. (Roll once for each ally slain by that action - this still counts as one "reaction". On each successful result check, the Alchemist applies a phoenix down to that target. If the Alchemist is reduced to 0 HP, Auto-Phoenix will not activate.)
CoS: 25

Catch

AP: 150
Type: Reaction

Target: Self
Trigger: Being hit by a single target ranged action that inflicts physical damage

The Alchemist instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 40

Ability Grid

Seed_Alchemist_Class_Grid.png
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