Medic - Synergist - Saboteur - Medium Range
Skill Bonus: Medical, Alchemy, Negotiation, Intuition, Trade Weapons: Knife, Mace, Staff, Firearm, Gloves Armor: Robes, Light Armor, Hats, Headgear Innate Magic: None
potions y'all
Abilities
Chemist Feature Abilities
Throw Item
Feature - Support Ability
Description:
Effect: Consumable items that the Chemist has Pharmacology Lore for may be used on allies in line of sight up to 3 squares away. Consumable attack items, such as Bomb Fragments, Antarctic Winds, etc. may be used on targets up to 5 squares away.
Big Pockets
Description:
Effect: Consumable items can be stacked one additional time. Consumable items that normally cannot be stacked may be stacked to 2.
Herbalist
Description:
Effect: The Chemist selects one Item Lore ability per rank for free.
The Chemist also rolls an additional die when making a knowledge-based Alchemy check (they do not receive this bonus when crafting).
Locum Medicus
Feature - Support Ability
Description:
Effect: The Chemist learns various Locum abilities as they grow in Rank which gives them the ability to create medicine on the fly. Locum abilities create temporary medicines with a short lifespan--they in all ways may be used as their permanent counterparts, but do not have a long shelf life; at the end of combat, all Locum medicine becomes inert and useless, and must be discarded. Locum medicine takes up a separate Inventory space. If the Chemist does not have Inventory to hold a Locum medicine, they may not create one.
Locum abilities are generally Full Round Actions, but MP may be spent to reduce the time needed to create the Locum medicine to a Static 1. As Locum abilities are Feature abilities, non-Chemists may not select these abilities (but Chemists receive them for free).
Utility Abilities
Rank 1
Locum Medicus I
Feature - Pharmacology - Full Round Action
Description:
Effect: Creates one Locum Medicine. The Chemist can make Locum Medicine based on the table below.
Focus Strike
Innate - Malpractice - Chain 1 - Weapon Range - Physical - Weapon Ability - Chain Bonus Description: Damage: Normal damage. On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Defensive Strike
Innate - Malpractice - Chain 1 - Weapon Range - Physical - Weapon Ability - Chain Bonus
Description:
Damage: Half damage.
Effect: Defensive Strike has -10 ACC. Once per turn, the character gains +5 EVA until the end of this round.
First Aid I
Innate - Pharmacology - Chain 1 - Range 1
Description:
Effect: If the targeted ally is HP Critical, they recover 50 HP. If they are still HP Critical, they recover another 50 HP. This ability has no effect on allies who are not HP Critical.
Tonic Lore
Innate - Support Ability
Description:
Effect: Applies Pharmacology to Tonics, causing them to restore 150 HP instead of 100 HP.
Prime: The Chemist can use Throw Item with Tonics.
Tincture Lore
Innate - Support Ability
Description:
Effect: Applies Pharmacology to Tinctures, causing them to restore 15 MP instead of 10 MP.
Prime: The Chemist can use Throw Item with Tinctures.
Phoenix Lore
Support Ability
Description:
Effect: Applies Pharmacology to Phoenix Downs, causing them to restore HP equal to 25% of the target's maximum HP instead of 1 to KO'd targets.
Prime: The Chemist can use Throw Item with Phoenix Downs.
Antidote Lore
Support Ability
Description:
Effect: Applies Pharmacology to Antidotes, causing them to also provide status immunity to Poison and Venom for 4 rounds.
Prime: The Chemist can use Throw Item with Antidotes. In addition, they gain Resist: Poison.
Eye Drop Lore
Support Ability
Description:
Effect: Applies Pharmacology to Eye Drops, causing them to also provide status immunity to Blind for 4 rounds.
Prime: The Chemist can use Throw Item with Eye Drops. In addition, they gain Resist: Blind.
Echo Lore
Support Ability
Description:
Effect: Applies Pharmacology to Echo Screens, causing them to also provide status immunity to Silence for 4 rounds.
Prime: The Chemist can use Throw Item with Echo Screens. In addition, they gain Resist; Silence.
Toxic Tonic
Malpractice - Chain 1 - Range 3 - Physical - Requires: Tonic Lore - Uses 1 Tonic
Description:
Damage: 50 True damage.
Toxic Tincture
Malpractice - Chain 1 - Range 3 - Physical - Requires: Tincture Lore - Uses 1 Tincture
Description:
Damage: 15 MP damage.
Anti-Antidote
Malpractice - Chain 1 - Range 3 - Physical - Requires: Antidote Lore - Uses 1 Antidote
Description:
Effect: MND vs. RES save or Poison (-).
Blinding Mist
Malpractice - Chain 1 - Range 3 - Physical - Requires: Eye Drop Lore - Uses 1 Eye Drops
Description:
Effect: MND vs. RES or Blind (4).
Silence Screen
Malpractice - Chain 1 - Range 3 - Physical - Requires: Echo Lore - Uses 1 Echo Screen
Description:
Effect: MND vs. RES or Silence (4).
Break - Big Pharma
Pharmacology - Free Action - Self
Description:
Effect: Item use and Malpractice abilities are Chain 1 for you this round. Malpractice abilities (other than Focus Strike and Defensive Strike) that are already Chain 1 can be used as a Simple Action. Pharmacology abilities are the lower of their current action cost, or Chain 2.
Break - Medical Transience
Pharmacology - Full Round Action - Self
Description:
Effect: Creates 4 Locum Medicines from any Locum Medicine the Chemist can create.
Special: This ability can be used as a Simple Action instead, creating one Locum Medicine from any Locum Medicine the Chemist can create.
Rank 2
Locum Medicus II
Feature - Pharmacology - Full Round Action
Description:
Effect: Creates one Locum Medicine. The Chemist can make Locum Medicine based on the table below.
Potion Lore
Innate - Support Ability
Description:
Effect: Applies Pharmacology to Potions, causing them to restore 300 HP instead of 200 HP.
Prime: The Chemist can use Throw Item with Potions.
Tranquilizer Lore
Support Ability
Description:
Effect: Applies Pharmacology to Tranquilizers, causing them to also provide status immunity to Berserk, Terrified and Despair for 4 rounds.
Prime: The Chemist can use Throw Item with Tranquilizers. In addition, they gain Resist: Berserk.
Bandage Lore
Support Ability
Description:
Effect: Applies Pharmacology to Bandages, causing them to also provide status immunity to Wound-type status effects for 4 rounds.
Prime: The Chemist can use Throw Item with Bandages. In addition, they gain Resist: Disable and Resist: Immobilize.
Alarm Lore
Support Ability
Description:
Effect: Applies Pharmacology to Alarm Clocks, causing them to also provide status immunity to Sleep for 4 rounds.
Prime: The Chemist can use Throw Item with Alarm Clocks. In addition, they gain Resist; Sleep.
Tonic XL
Pharmacology - Static 2 - Range 3 - Physical - Requires: Tonic Lore - Uses 2 Tonics
Description:
Effect: Restores 100 HP to creatures in Area 1.
Tincture XL
Pharmacology - Static 2 - Range 3 - Physical - Requires: Tincture Lore - Uses 2 Tinctures
Description:
Effect: Restores 10 MP to creatures in Area 1.
Mega Antidote
Pharmacology - Static 2 - Range 3 - Requires: Antidote Lore - Uses 2 Antidotes
Description:
Effect: Remedies Poison and Venom from creatures in Area 1.
Eye Wash
Pharmacology - Static 2 - Range 3 - Requires: Eye Drop Lore - Uses 2 Eye Drops
Description:
Effect: Remedies Blind from creatures in Area 1.
Screen Storm
Pharmacology - Static 2 - Range 3 - Requires: Echo Lore - Uses 2 Echo Screens
Description:
Effect: Remedies Silence from creatures in Area 1.
Cleansing Mixture
Pharmacology - Static 2 - Range 3 - Requires: Tonic Lore or Antidote Lore - Uses 2 Tonics or Antidotes, or 1 of each
Description:
Effect: Restores 150 HP and remedies Poison and Venom.
Unsealing Mixture
Pharmacology - Static 2 - Range 3 - Requires: Eye Drop Lore or Echo Lore - Uses 2 Eye Drops or Echo Screens, or 1 of each
Description:
Effect: Remedies Blind and Silence.
Heating Mixture
Pharmacology - Static 2 - Range 3 - Requires: Tranquilizer Lore - Uses 1 Tranquilizer and 1 Tonic
Description:
Effect: Causes Haste (4). Once Haste wears off, the target has Confuse (1).
Rank 3
Locum Medicus III
Feature - Pharmacology - Full Round Action
Description:
Effect: Creates one Locum Medicine. The Chemist can make Locum Medicine based on the table below.
Always Prepared I
Support Ability
Description:
Effect: You can use Locum Medicine I or II as a free action the first round of combat.
Pepper Lore
Support Ability
Description:
Effect: Applies Pharmacology to Dead Peppers, causing them to also provide status immunity to Exhaust for 4 rounds.
Prime: The Chemist can use Throw Item with Dead Peppers. In addition, their Dead Peppers allow the target to fix a broken slot on their turn as a Simple Action (but they must still pay the LP cost and do not receive the slot until their next turn, as normal).
Holy Water Lore
Support Ability
Description:
Effect: Applies Pharmacology to Holy Water, causing them to also provide status immunity to Addle, Curse, and Zombie for 4 rounds.
Prime: The Chemist can use Throw Item with Holy Water. In addition, they gain Resist: Addle and Resist: Zombie.
Cornucopia Lore
Support Ability
Description:
Effect: Applies Pharmacology to Alarm Clocks, causing them to also provide status immunity to Mini for 4 rounds.
Prime: The Chemist can use Throw Item with Alarm Clocks. In addition, they gain Resist: Mini.
Maiden Lore
Support Ability
Description:
Effect: Applies Pharmacology to Alarm Clocks, causing them to also provide status immunity to Frog for 4 rounds.
Prime: The Chemist can use Throw Item with Maiden Kisses. In addition, they gain Resist: Frog.
Dead Salt
Malpractice - Chain 1 - Range 3 - Physical - Requires: Pepper Lore - Uses 1 Dead Pepper
Description:
Effect: MND vs. RES save or Exhaust 2.
Almost Holy
Malpractice - Static 2 - Range 3 - No Evade - Requires: Holy Water Lore - Uses 1 Holy Water
Description:
Effect: Deals 300 Light damage at the point of impact, then travels in a Line 3, dealing 200 to the second target it hits, then 100 thereafter.
Almost Holy only deals damage to Arcana, Fiend, and Undead targets.
Midge Mallet
Malpractice - Chain 1 - Range 3 - Physical - Requires: Cornucopia Lore - Uses 1 Cornucopia
Description:
Effect: MND vs. RES or Mini (4).
Pepper Steak
Pharmacology - Static 2 - Range 3 - Requires: Pepper Lore - Uses 2 Dead Peppers
Description:
Effect: Remedies Exhaust from creatures in Area 1.
Holy Shower
Pharmacology - Static 2 - Range 3 - Requires: Holy Water Lore - Uses 2 Holy Water
Description:
Effect: Remedies Addle, Curse, and Zombie from creatures in Area 1.
Horn of Plenty
Pharmacology - Static 2 - Range 3 - Requires: Cornucopia Lore - Uses 2 Cornucopia
Description:
Effect: Remedies Mini from creatures in Area 1.
Unfrog Song
Pharmacology - Static 2 - Range 3 - Requires: Maiden Lore - Uses 2 Maiden Kisses
Description:
Effect: Remedies Frog from creatures in Area 1.
Unstable Basuna
Pharmacology - Static 2 - Range 3 - Requires: Any one of Antidote Lore, Eye Drop Lore, Echo Screen Lore - Uses 1 Antidote, Eye Drop, and Echo Screen
Description:
Effect: Deals 100 True damage to the target that cannot be prevented by any means. Remedies Poison, Venom, Blind, and Silence.
Prime: Having two of the required Lores removes the damage this ability deals.
Giant's Drink
Pharmacology - Static 2 - Range 3 - Friendly Only - Requires: Cornucopia Lore or Tranquilizer Lore - Uses 1 Cornucopia and 1 Tranquilizer
Description:
Effect: The target gains Giant (4). The target's size increases to 2x2, and they gain Rampart if they didn't already have it. Melee weapon reach increases by 1. PA increases by 2. Maximum HP increases by 200. EVA decreases by 40. At the end of the effect, the target's HP is reduced to 1.
Speed Drink
Pharmacology - Static 2 - Range 3 - Friendly Only - Requires: Pepper Lore or Alarm Lore - Uses 1 Dead Pepper and 1 Alarm Clock
Description:
Effect: The target gains Hyper (4). MOV increases by 1. EVA increases by 40. All damage taken is an automatic critical. At the end of the effect, the target has Sleep (4). This effect occurs even if the target is immune to Sleep.
Equip: Firearm
Support Ability
Description:
Effect: The character may equip a Firearm, regardless of Job.
Pharmacology III
Support Ability - Requires: Pharmacology II
Description:
Effect: Applies Pharmacology to Dead Peppers, Holy Water, Cornucopias and Maiden Kisses.
Rank 4
Pharmacology IV
Support Ability - Requires: Pharmacology III
Description:
Effect: Applies Pharmacology to Hi-Potions, Vaccines, Stardust Herbs and Gold Needles. The character has a 20% chance not to expend a restorative consumable item when used.
Rank 5
Pharmacology V
Support Ability - Requires: Pharmacology IV
Description:
Effect: Applies Pharmacology to _.