Chemist
"A thing too painful to remember is better forgotten. A sip of Lethean draught will help with the forgettin'."
The source of handy potions and phoenix downs world-over, Chemists are known for their well-stocked inventories and their swift reflexes. Whether scientists, herbalists, or something in-between, they know their mixtures and tinctures better than anyone else - and when you want the most out of your stock, you'll want a Chemist there to help out. The Al-Bhed of Spira were infamous chemists who fashioned battle items from things they stole (or salvaged) from their enemies.
A Chemist supports their party with expendable items, in contrast to the MP-based healing of other jobs. Their skillset allows them to use their stock more effectively than those who simply select the 'Item' action, and they possess several potent Reaction abilities to help them keep on top of the battle. 'Cup of Life' allows a Chemist to help others when they help themselves, while high-level Chemists can even instantly reply to ally deaths with 'Auto-Phoenix'! Chemists can also show their fangs with help of the 'Use' command, which allows them to throw out potent items exclusive to their experienced hands.
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Equipment
Dagger, Gun, Light Armor
Bare
Strength: Light, Accuracy 2
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set
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Pharmacology
Salve
Ability Slot Cost: 3
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 Chemist's inventory. If the Chemist does not have enough of the Item to use one on each target, Salve cannot be used.
CoS: Varies
Treatment
Ability Slot Cost: 3
Type: Action
Technique
Target: Group
50D F15 MP: 42
The Chemist 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: +14 MP per tier above 1.
Upgrade
Ability Slot Cost: 3
Type: Action
Technique, Item
Target: Self
40D F15
When Upgrade is used, the Chemist expends one item which deals elemental damage. The Chemist then receives Element Sword (5) of the type of damage which the item would have inflicted.
CoS: 100
Use
Ability Slot Cost: 3
Type: Action
Technique, Item
Target: Varies
50D F20
Allows the Chemist to use potent Use special items.
CoS: Varies
W-Item
Ability Slot Cost: 3
Type: Action
Technique, Item, Multi-Action
Target: Special
55D F20
Allows the Chemist 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
Supports
Double Items
Passive Slot Cost: 2
Type: Support
When the Chemist receives an item drop after a fight, gain double the amount of items automatically.
Maintenance
Passive Slot Cost: 4
Type: Support
The Chemist gains 2 Ranks of Resistance to all negative status effects. (Maintenance does not apply to Effects - only negative statuses)
Physicist Lore
Passive Slot Cost: 4
Type: Support
When the Chemist uses an item that deals damage, it receives a Power Multiplier of x2.
Potion Lore
Passive Slot Cost: 5
Type: Support
When the Chemist uses an item with the Recovery keyword in battle, the amount of HP and MP restored receives a power multiplier of x2.
Remedy Lore
Passive Slot Cost: 3
Type: Support
When the Chemist uses a Remedy, it removes all negative status effects except KO.
Stash
Passive Slot Cost: 2
Type: Support
When Stash is equipped, there is a 20% CoS when in battle that any item consumed by the Chemist's Item, W-Item, Salve or Use abilities will not be expended. Roll once per item that would normally be consumed.
Reaction
Cup of Life
Passive Slot Cost: 3
Type: Reaction
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Target: Party (Chemist excluded)
Trigger: Being healed over your Max HP and/or MP value.
When the Chemist'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 excess healing, calculate what it is. Then divide it by the amount of allies in the party, excluding the Chemist, and restore their HP and/or MP by this new amount.
CoS: 100
Auto-Phoenix
Passive Slot Cost: 4
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 Chemist springs into action. On a successful activation of Auto-Phoenix, the Chemist 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 Chemist applies a phoenix down to that target. If the Chemist is reduced to 0 HP, Auto-Phoenix will not activate.)
CoS: 25