Golemologist

GOLEMOLOGIST

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Golemologist character.
- 2 Passive Abilities.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Golem: While a Golemologist is an adequate support units on their own, their true worth lies in their ability to command strange robot creatures called "Golems".
Golems act semi-independently from the Golemologist in battle; they have their own turn marker (they always start combat at the bottom of the initiative list), are effected by statuses, and even have their own HP Bars!

In order to act, a Golem requires Fuel - when their turn marker is up, they may either do nothing on their turn, or spend 1 Fuel and act normally. The only actions a Golem may perform are the abilities attached to its equipped Programs. Each Golem has two programs equipped at any given time, which may be any of the programs the Golemologist has learned. (They start with 6, and earn more as they level.) These programs may be swapped freely out of battle, or changed in-battle using abilities such as Program Install.

A Golem may stock any amount of fuel, though all fuel unspent dissipates when the battle ends.

A Golem has 40HP, and automatically recovers 10HP after each fight in which it was not destroyed. If your Golem is destroyed in battle, it can't be used again for the rest of the fight. As soon as you're not in combat, however, the Golemologist can spend 10MP to perform repairs, which restore it to max HP and gets it working just fine for the next fight.
Golems do not have their own MP pools - instead anytime a Program consumes MP, deduct it from the Golemologist's pool.
Golems don't have their own LP, but the Golemologist can spend their LP things affecting the Golem as well as themself.
Golems also do not equip gear, or benefit from the Golemologist's gear.
The only actions Golem can perform are Programs which have been installed into it. Each Golem has 2 Program slots with which to load in combat abilities, and the Golemologist starts knowing 6 different Programs. Which programs are installed can be changed anytime the Golemologist is not in combat. Programs otherwise are identical to normal Active Abilities. Golem Techniques following normal melee weapon targeting restrictions.

[P] Basic Programs: You know all six of the following basic golem programs:
[T] Slam Punch: 2MP. 80CoS. Dash, then deal 1d6+6 physical damage.
C Rush: +4 damage and Push the target.
C Fire: +2 damage, Inflict Long E-Shatter.

[T] Rotary Hawk: 2MP. True Strike a single target for 6 physical damage and Slow 1 them. This attack ignores row restrictions.
C Air: +4 damage.
C Pin: Slow 3, instead.

[S] Hex Lock: 2MP. 100CoS. Convert a single Short status effect on an enemy into a Long status.
C Recovery: Upgrade the status from I to II, as well.
C Earth: If this status is cleansed, the enemy loses 10HP.

[S] Cover: 2MP. 100CoS. Select a single ally. Next round, anytime that Ally is targeted by an enemy, the Golem can choose to be the target instead.
C Recovery: The Golem recovers 1d6+10HP.
C Earth: The Golem gains a Barrier (5).

[S] Philosophy Cannon: 3MP. 100CoS. Deals 1d6+4 air damage.
C Earth: +6 damage, inflict Long K-Shatter.
C Fire: +6 damage, inflict Long Burning.
C Air: +6 damage, inflict Long Shock.
C Water: +6 damage, inflict Long Chill.

[S] Cluster Bomb: 3MP. 100CoS. Toss a Bomb with 20HP into either enemy row. When the Bomb's HP is depleted, it explodes and deals 1d10+10 fire damage to every other enemy in the row.
C Fire: Inflict Short Burning II on explosion.
C Launch: +5 damage.

Active Abilities

[S] Reconstruct: 4MP. 100CoS. Restore 1d8+10HP to a a single target, and the Golem gains +1 Fuel. M-Recovery.
Field: Restores 15 HP to a single target.
C Air: Restore the same amount of HP to the Golem, as well.
C Earth: Grants Long K-Guard.

[S] Program Install: 5MP. 100CoS. Swap out one Program installed on the Golem for another that isn't. Remove a single negative condition from the Golem, and it gains +2 Fuel. M-Air.
C Recovery: Swap out both Programs.
C Fire: Grant the Golem Short K-Power II & Short E-Power II & Short H-Power II.

[S] Smaragdina: 3MP. 100CoS. Grants Long E-Power to a single target, and the Golem gains +1 Fuel. M-Fire.
C Fire: Grants Long E-Power II instead.
C Earth: Grants the Golem Long E-Power, as well.

[S] Analyze: 3MP. 100CoS. Inflicts Short K-Shatter II on a single enemy. You also gain knowledge of its current and maximum HP, MP, LP, elemental weakness and resistance, as well as the names of its attacks. Momentum generated is the same as the monster's weakness.
C Water: Inflict Short E-Shatter II as well.
C Air: Inflicts Long Chill as well.

[S] Electrofluid 5MP. 100CoS. Inflicts 1d8+10 air damage. If the target has dealt any damage to the Golem this fight, roll an additional damage die. M-Air
C Pin: Slow 3 the target as well.
C Water: Short Exhaust II the target as well.

[T] Golem Charge: 3MP. 80CoS. Deal weapon damage to an enemy and inflict Long Challenge (against the Golem), then Retreat. M-Rush
C Launch: The Golem gains +1 Fuel.
C Rush: Grants the Golem Long K-Guard as well.

Overdrive Abilities

[OD][S] Overdrive: 777th Gear: 100CoS. Restores 1d6+8HP to the entire party, then grants the Golem Short Liberation II. M-Recovery.

[OD][S] Overdrive: Drain Power: 100CoS. Deals 1d10+15 water damage to a single target, and the Golem gains +1 Fuel. M-Water+3

Dazed Abilities

[D] Jury-rig: Dazed. 70CoS. The Golem gains +1 Fuel. M-Air.

[D] Recharge: Dazed. 100CoS. The Golemologist recovers +2MP. M-Recovery.

[D] Self Destruct: Dazed. +1 Fuel the Golem, and at the end of its turn it explodes, True Striking a single enemy for fire damage equal to the Golems current HP. The Golem is then destroyed. M-Fire.

[D] Reroute: Dazed. Grants a single ally Short Liberation. (No Momentum)

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Magnum Opus: Grant Long Focus to any target.

[Q] Beating Heart: Inflict Long E-Shatter on the Golem, then grants it +2 Fuel.

[Q] Reboot: Restore the Golem to maximum HP, even if it's currently destroyed.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[S] Soul Sealant: 5MP. Cleanse a negative status from the target, and grant them Long E-Guard. If the target is Dazed, restore 1d10+18HP to them and end Dazed instead. M-Recovery
Field: Restores 24 HP to a single target, but can only be used on targets with 10HP or less.
C Earth: Long E-Guard II instead.
C Water: Grants the Golem Long E-Guard as well.

[S] Suffuse: 6MP. Restores 1d6+5HP to a row of targets. M-Recovery.
Field: Restores 8 HP to the entire party.
C Rush: +5HP Restored.
C Air: Targets gain Short Lucky I as well.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[S] Inoculation: 3MP. 100CoS. Grants Long Stalwart to a single target, and the Golem gains +1 Fuel. M-Water
C Water: Grants Long Stalwart II instead.
C Recovery: Long Stalwart the Golem as well.

[S] Transmutation: 4MP. 100CoS. Grants a single target Short Element Absorb II. Select single element when the ability is used. Momentum is that same element.
Field: Restores 15 HP to a single target.
C Earth: Grants Long Earth Absorb as well.
C Fire: Grants Long Fire Absorb as well.
C Air: Grants Long Air Absorb as well.
C Water: Grants Long Water Absorb as well.

Level 4 (Passive, Skill)

At level 4, you earn a new skill point, and you gain a choice of a single Passive out of the following two:

[P] Merkade: Learn programs that help your Golem heal: "First Aid" and "Use Item".
[S] First Aid: 3MP. 100CoS. Restores 1d6+6 HP to a single target.
Field: Restores 12 HP to a single target.
C Recovery: +6HP restored.
C Air: Grant the target a Bubble (8) as well.

[P] Use Item: The Golem can use a single item from the Golemologist's inventory on its turn, rather than executing a programmed action.

[P]Travenya: Learn programs that make your Golem a magical attacker: "Flameray" and "Earthquake".
[S] Flameray: 5MP. 100CoS. Deals 1d8+5 fire damage to one enemy in the front row, and one in the back. M-Fire
C Pin: Long Burning the front row target.
C Fire: Deal +4 damage.

[S] Earthquake: 5MP. 100CoS. Deals 1d6+4 earth damage and Slow 1s two targets in the same row. M-Earth
C Earth: True Strike every other enemy for 5 Earth damage as well.
C Launch: Deals +2 damage, and Slow 2s instead.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following three, or another quick from level 1:

[Q] Reserve Tank: Restores +10MP to a single target.

[Q] Debug: Cleanse a single target if a negative status, and Quicken 1 them.

[Q] Hot Swap: Change one of the Golem's installed Programs for another.

Level 7 (Passive Upgrade)

At level 7, you gain the following Passive ability:

[P] Dismegistus: The Golem now has 50 Maximum HP, rather than 40. Additionally, it begins battles with 1 Fuel.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Overclock: 3MP. 100CoS. Grants Long Energize to a single target, and the Golem gains +1 Fuel. M-Water
C Air: Grants Long Energize II instead.
C Rush: Grants the Golem Short Fire Saber, as well.

[T] Tag-Team: 5MP. 80CoS. Deals weapon damage to a single target, and the Golem gains +1 Fuel. The Golem must target the same enemy this round, unless the enemy is Dazed before it acts. M-Rush.
C Rush: +4 damage.
C Earth: True Heal the Golem for +10HP.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD] Overdrive: Infinite Threading: 100CoS. The Golem gains +2 Fuel, and install an additional Program for the remainder of the battle. You may swap out the Golem's other two Programs if desired as well. On the Golem's next turn, it can act as many times as it has Fuel. M-Rush.

[OD] Overdrive: Deploy Main Cannon: 100CoS. The Golem gains +1 Fuel, and the Main Cannon Program is installed for the remainder of the battle without taking up a program slot. M-Earth,
[S] Main Cannon: 8MP. 100CoS. Deals 1d10+12 supreme damage.
C Air: Hits an additional enemy in the opposite row.
C Pin: Deals +5 damage.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Keklain: Learn programs that equip your Golem with sword strikes, "Slash" and "Lunge".
[T] Slash: 4MP. 80CoS. Deals 1d8+8 physical damage.
C Launch: +5 damage
C Air: +3 damage, and it's now Supreme.

[T] Lunge: 3MP. 80CoS. Deals 1d6+6 physical damage, and has 30 Critical.
C Pin: The Golem gains 20 Critical for the remainder of the battle.
C Water: The Golem gains +1 Fuel.

[P] Artoor: Learn programs that help your Golem buff allies, "Drive Boost" and "Bless Lock".
[S] Drive Boost: 3MP. 100CoS. Grants +2 Drive to a single ally.
C Fire: +5 Drive instead.
C Launch: +2 Drive to the entire party.

[S] Bless Lock: 3MP. 100CoS. Convert a single Short status effect on an ally into a Long status.
C Recovery: Upgrade the status from I to II, as well.
C Earth: If this status is dispelled, the ally recovers 10HP instantly.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[S] Influx: 3MP. 100CoS. Grants a single target Short K-Power II, and the Golem gains +1 Fuel. M-Fire
C Fire: Grants Long K-Power II instead.
C Pin: Grants the Golem Short K-Power II, as well.

[S] Soma Drip: 5MP. 100CoS. Restores 1d6+8HP to a single target now, and then again at the end of the round. M-Recovery
Field: Restores 18 HP to a single target.
C Earth: Recover the same amount on the targets next turn, as well.
C Rush: Grants Long E-Guard.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive ability:

[P] Trismegistus: The Golem now has 3 Program slots, rather than 2. Additionally, any time the Golem receives Fuel, it recovers 5HP per Fuel.

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