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. 'Auto-Potion' makes threatening the chemist a difficult task! 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.
|
Equipment
Dagger, Gun, Light Armor
Bare
Strength: Light, Slower (Heavy Delay), Ranged, Accuracy 4, Sighted.
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set
|
Pharmacology
Analyze
AP: 100
Type: Action
Technique, Effect: Libra
Target: Single
27D F10
Analyze reveals information concerning the target, granting the Chemist information about the target's HP, MP, level, family, rank, status resistances, 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
Use
AP: 100
Type: Action
Technique, Item
Target: Varies
50D F20
Allows the Chemist to use potent Use special items.
CoS: Varies
W-Item
AP: 100
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
Salve
AP: 100
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
AP: 100
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
AP: 100
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
Mix
AP: 100
Type: Action
Technique, Item
Target: Varies
60D F20
Allows the Chemist 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 one 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: Targets a row. CoS 30 - on a hit, both statuses are inflicted.
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
Supports
Item Lore (Innate)
AP: 125
Type: Support
Apply a x1.5 Power multiplier to any Item with the Recovery keyword.
Maintenance
AP: 150
Type: Support
The Chemist gains 4 Ranks of Resistance to all negative status effects. (Maintenance does not apply to Effects - only negative statuses)
Reaction
Auto-Potion
AP: 150
Type: Reaction
Technique, Item
Target: Self
Trigger: Being stuck for direct HP damage by another target.
When the Chemist is hit by an attack which directly damages his HP, he uses a Restorative Item that heals HP on himself immediately - however, Item Lore does not benefit the item used with Auto-Potion. The Chemist needs to have, and automatically expends, the item used.
CoS: 40
Traits
Swift Use
AP: 50
Type: Trait
Reduce the Delay on Use by 3.
Swift Upgrade
AP: 50
Type: Trait
Reduce the Delay on Upgrade by 3.
Swift Treatment
AP: 50
Type: Trait
Reduce the Delay on Treatment by 3.
Alchemy Lore
AP: 25
Type: Trait
Increase the Power multiplier gained from Item Lore from x1.5 to x2 when it benefits Recovery items.
Physicist Lore
AP: 75
Type: Trait
The x1.5 Power multiplier gained from Item Lore applies to offensive items that deal damage as well.
Remedy Lore
AP: 100
Type: Trait
Remedies used by the Chemist remove all negative status effects.
Stash Lore
AP: 50
Type: Trait
Anytime the Chemist uses an item, there is a 20% CoS (checked per item) that the item is not expended.