Golemologist

GOLEMOLOGIST

The Golemologist is one part party support, one part pet class. Despite not having many options for it at level 0 (which is focused on golem interactions, a heal and some attack options), the bulk of the Golemologist's toolkit is centered around granting allies long or high power status effects while generating fuel for the golem. So long as the Golem has fuel it can then take it's own actions - with it's own, unique action pool separate from the Golemologist's - and keep up pressure on enemies with its own attacks while you buff and support the rest of the party. The main thing that makes playing a Golemologist at peak efficiency is trying to balance fuel generation with the support needs of the party, then managing which programs the Golem currently has installed, and it's available combo options. Be sure to think ahead a bit, since you'll be consuming a little bit more momentum than other players due to the Golem.

Level 0

What you get when generating a new Golemologist character.
- 3 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] Golemologist's Endurance - The Golemologist gains +10 Maximum MP. Additionally, when not engaged in battle, the Golemologist may spend LP to recover HP, which each LP spent recovering +10HP.

[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 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. Programs don't generate momentum. 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 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.

[P] Basic Programs: You know all six of the following basic golem programs:

[T] Slam Punch: 80CoS. Dash, then deal 1d6+6 physical damage to a single target.
C Rush: +4 damage and Dispel a single status effect.
C Fire: +2 damage, Inflict Long E-Shatter.

[S] Rotary Hawk: True Strike a single target for 6 physical damage and Slow 1 them.
C Pin: Slow 3, instead.
C Air: +4 damage.

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

[S] Cover: 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 Earth: The Golem gains a Barrier (5).
C Recovery: The Golem recovers 1d6+10HP.

[S] Philosophy Cannon:100CoS. Deals 1d6+4 air damage to a single target.
C Air: +6 damage.
C Earth: +6 damage, damage is Earth.
C Fire: +6 damage, damage is Fire.
C Water: +6 damage, damage is Water.

[S] Cluster Bomb: 100CoS. Toss a Bomb with 20HP into either enemy row. When the Bomb's HP is depleted, it explodes and deals 2d6+10 fire damage to every other enemy in the row. The Golemologist may only deploy a single Cluster Bomb at any time.
C Launch: +5 damage.
C Fire: Inflict Short Burning II on explosion.

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 Fire: Grant the Golem Short K-Power II & Short E-Power II & Short H-Power II.
C Recovery: Swap any number of Programs.

[S] Smaragdina: 4MP. 100CoS. Grants Long E-Power to a single target, and the Golem gains +1 Fuel. M-Fire.
C Earth: Grants the Golem Long E-Power, as well.
C Fire: Grants Long E-Power II instead.

[S] Analyze: 4MP. 100CoS. Inflicts Short K-Shatter II on a single target. 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 Air: Inflicts Long Chill as well.
C Water: Inflict Short E-Shatter II as well.

[S] Electrofluid 5MP. 100CoS. Deals 1d6+10 air damage to a single target. Does +1 Die damage if Golem is below max HP, increasing to +2 dice of damage at 20HP and lower, and +3 if the Golem is at 0 HP. M-Air
C Pin: Slow 3 the target as well.
C Water: Short Exhaust II the target as well.

[T] Golem Charge: 3MP. 80CoS. Deals weapon damage to a single target, and inflicts Long Challenge (directed at 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. 80CoS. 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 a single 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: 4MP. 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 an element each time the ability is used. Momentum is that same element.
Field: Restores 15 HP to a single target.
C Air: Grants Long Air Absorb as well.
C Earth: Grants Long Earth Absorb as well.
C Fire: Grants Long Fire 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: 100CoS. Restores 1d6+6 HP to a single target.
Field: Restores 12 HP to a single target, at the cost of 3MP.
C Air: Grant the target a Bubble (8) as well.
C Recovery: +6HP restored.

[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: 100CoS. True Strike a single enemy in each row for 5 fire damage.
C Pin: Long Burning the front row target.
C Fire: True Strike for 8 fire instead.

[S] Earthquake: 100CoS. True Strike two enemies in the same row for 5 earth damage.
C Launch: Slow 2 both targets as well.
C Earth: True Strike all enemies for 5 earth damage.

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 of 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: 4MP. 100CoS. Grants Long Energize to a single target, and the Golem gains +1 Fuel. M-Water
C Rush: Grants the Golem Short Fire Saber, as well.
C Air: Grants Long Energize II instead.

[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: 100CoS. Deals 1d12+6 supreme damage to a single target.
C Pin: Deals +1 damage die and +10 damage.
C Air: Targets all enemies.

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: 80CoS. Deals 1d8+8 physical damage to a single target.
C Launch: +5 damage
C Air: +3 damage, and it's now Supreme.

[T] Lunge: 80CoS. Deals 1d6+6 physical damage to a single target, 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: 100CoS. Grants +2 Drive to a single ally.
C Launch: +2 Drive to the entire party.
C Fire: +5 Drive instead.

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

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: 4MP. 100CoS. Grants a single target Short K-Power II, and the Golem gains +1 Fuel. M-Fire
C Pin: Grants the Golem Short K-Power II, as well.
C Fire: Grants Long K-Power II instead.

[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 Rush: Grants Long E-Guard.
C Earth: Recover the same amount on the targets next turn, as well.

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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