Geomancer

WARNING!

This article is Work-In-Progress! It's not quite ready for prime-time, but might show some very early work.


Overview

Geomancer training gives your character the ability to manipulate the elements of the world around them: they are the fury of a snowstorm in the arctic and the brutality of the sun in the desert. Geomancers tend to be fairly defensive, and recieve bonuses to Stamina and Willpower. Though most of their abilities are spells, geomancers are not pure spellcasters, and can stand up to fairly consistent attacks from any source. Geomancers usually play the role of a damage-dealer or enemy debilitator, but their role can depend on their terrain: geomancers on the plains make great healers, for instance.

Geomancer Statistics

Base Statistics

Because Geomancers already have a high Stamina and Willpower, many add to this with a high Constitution and a high Wisdom, which certainly fits their mold. Strength and Intelligence are usually second-tier stats for Geomancers, helping them match their defensive capability with something aggressive.

Geomancer Training

Skill: Endurance
Weapon: Instruments
Armor: Clothing
Job Tree: Berserker or Druid

FFT_Geomancer.jpg

Job Statistics

Physical
Score Base Level Up
HP 15 + CON +5
Accuracy +0 +1
Evasion 10 +1
Stamina 2 +1
Weapon Power 1d8 +1
Magickal
Score Base Level Up
MP 15 + CHA +5
Casting +0 +1
Dodge 10 +1
Willpower 2 +1
Magick Power 1d8 +1

Job Table

The table below summarizes the unmodified stats at every level for the Geomancer. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).

Level
Gaia
HP (CON) MP (CHA) ACC (AGI) CST (SOR) EVA (AGI) DOD (MND) STA (VIT) WIL (MND) WPW (VIG) MPW (SOR)
Level 1
Features: Channel Element, Adapt; Limit: Lifestream; Gaia: Terra
15 15 +1 +1 11 11 3 3 1d8+1 1d8+1
Level 2
.
20 20 +2 +2 12 12 4 4 1d8+2 1d8+2
Level 3
Red: Trinity
25 25 +3 +3 13 13 5 5 1d8+3 1d8+3
Level 4
.
30 30 +4 +4 14 14 6 6 1d8+4 1d8+4
Level 5
Red: Helix
35 35 +5 +5 15 15 7 7 1d8+5 1d8+5
Level 6
Red: Caduceaja
40 40 +6 +6 16 16 8 8 1d8+6 1d8+6
Level 7
Red: Silence
45 45 +7 +7 17 17 9 9 1d8+7 1d8+7
Level 8
Red: Trinara
50 50 +8 +8 18 18 10 10 1d8+8 1d8+8
Level 9
Red: Barrier
55 55 +9 +9 19 19 11 11 1d8+9 1d8+9
Level 10
Red: Helira
60 60 +10 +10 20 20 12 12 1d8+10 1d8+10
Level 11
Red: Duality, Paralyze
65 65 +11 +11 21 21 13 13 1d8+11 1d8+11
Level 12
Red: Silenceja
70 70 +12 +12 22 22 14 14 1d8+12 1d8+12
Level 13
Red: Trinaga, Transform
75 75 +13 +13 23 23 15 15 1d8+13 1d8+13
Level 14
Red: Barriaja
80 80 +14 +14 24 24 16 16 1d8+14 1d8+14
Level 15
Red: Heliga, Spellbreaker
85 85 +15 +15 25 25 17 17 1d8+15 1d8+15

NOTE: Terrain

Geomancer powers depend on the element of the terrain and weather they are in. The elements of these features dictate the effect of their Gaia powers. For instance, a Geomancer may use a Gaia ability of a given level in a Holy-based terrain (such as an open field), and have it be a different power from that same level's power used in a Water-based terrain (such as at sea).

Geomancers have a limited ability to change the element they can call on, using the Channel Element attack to change either the terrain or the weather to any "adjascent" element (though this has no effect on the terrain or weather's other effects, merely what the geomancer can use). Using the ability multiple times can shift the element to what the Geomancer wants to use, but it will always be easier and more powerful to use abilities in the default terrain than to change terrain.

A player should note the weather element and the terrain element whenever they enter combat: this will give them the knowledge they need to use their abilities wisely.

Geomancer Features

These are attack, defense, and limit break options for a Geomancer:

Channel Element

Channel Element
You deal damage to the enemy based on the element associated with your current terrain. You can choose any element that is adjacent to the current terrain element on the Element Hierarchy. The terrain element then becomes that element until the encounter is over (when the original element re-asserts itself) or you shift the element again. When you perform this attack, all of your basic attack damage is of the chosen element, and you take a Delay of 5.

Adapt

Adapt
When you take Full Defense, you gain Resistance to the current element associated with the terrain. In exchange, you do not recover MP.

Lifestream

Lifestream
LIMIT BREAK!
You heal four party members. Each party member recovers HP equal to 4 x (Magick Power).

Gaia

"Gaia" is the job ability of Geomancers. The suite of Gaia abilities you have access to will vary with the terrain's element, and the weather's element, as noted above. Most Gaia abilities are Spells.

Terra

Level 1, 7 MP
You can call on the basic spirits of the element your terrain or weather is associated with. The following table lists the abilities you get with Terra, based on the elements that surround you:

Element Terra
Gravity Gust
Shadow Poisonous Toad
Earth Rock Slide
Water Tidal Force
Ice x
Wind x
Lightning x
Fire x
Holy x
Cosmos Psychic Storm

Gust

Targets One Enemy
~Spell, Wind~

Gust
Deals (Magic Power) Wind damage.

Poisonous Toad

Targets One Enemy
~Spell, Shadow, Poison~

Poisonous Toad
Deals One-Half (Magic Power) Shadow damage and inflicts the Poison ailment.

Rock Slide

Targets One Enemy
~Spell, Earth~

Rock Slide
Deals (Magic Power) Earth damage.

Tidal Force

Targets One Enemy
~Spell, Water~

Tidal Force
Deals One-Half (Magic Power) Water damage, and forces the target to change rows.

Caduceaja

Level 6, 17 MP, Targets All Enemies or All Allies
~Spell and Regen, Holy or Shadow, Poison~

Caduceaja
The effect of this spell varies with the target.
Targets Allies: Heal One-Half (Magick Power) HP and gain the Regen enhancement.
Targets Enemies: Deal One-Half (Magick Power) Shadow damage and gain the Poison ailment.

Duality

Level 11, 27 MP, Targets All Enemies or All Allies
~Spell and Regen, Holy or Shadow, Poison~

Duality
The effect of this spell varies with the target.
Targets Allies: Heal (Magick Power) HP and gain the Regen enhancement.
Targets Enemies: Deal (Magick Power) Shadow damage and gain the Poison ailment.

Trinity

Level 3, 11 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinity
Choose Fire, Ice or Lightning
On a hit, you deal (Magick Power) damage of the type you've chosen.

Trinara

Level 8, 21 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinara
Choose Fire, Ice or Lightning
On a hit, you deal 2 x (Magick Power) damage of the type you've chosen.

Trinaga

Level 13, 31 MP, Targets One Enemy
~Spell and Fire or Ice or Lightning~

Trinaga
Choose Fire, Ice or Lightning
On a hit, you deal 3 x (Magick Power) damage of the type you've chosen.

Helix

Level 5, 15 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Helix
Choose Earth, Water, or Wind
On a hit, you deal One-Half (Magick Power) damage of the type you've chosen to all enemies.

Helira

Level 10, 25 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Helira
Choose Earth, Water, or Wind
On a hit, you deal (Magick Power) damage of the type you've chosen to all enemies.

Heliga

Level 15, 35 MP, Targets All Enemies
~Spell and Earth or Water or Wind~

Heliga
Choose Earth, Water, or Wind
On a hit, you deal 2 x (Magick Power) damage of the type you've chosen to all enemies.

Silence

Level 7, 19 MP, Targets One Enemy
~Spell, Seal~

Silence
Deal (Magick Power) damage and inflict the Seal ailment.

Silenceja

Level 12, 29 MP, Targets All lEnemies
~Spell, Seal~

Silence
Deal (Magick Power) damage and inflict the Seal ailment on all enemies.

Barrier

Level 9, 23 MP, Targets One Ally
~Spell, Protect, Shell~

Barrier
Roll (Magick Power). Heal half of this amount in HP, half in MP, and gain the Protect and Shell enhancements.

Barriaja

Level 14, 33 MP, Targets All Allies.
~Spell, Protect, Shell~

Barriaja
Roll (Magick Power). All allies heal half of this amount in HP, half in MP, and gain the Protect and Shell enhancements.

Paralyze

Level 11, 27 MP, Targets One Enemy
~Spell, Immobilize, Disable~

Paralyze
Deals 2 x (Magick Power) damage and inflicts the Immobilize and Disable ailments.

Transform

Level 13, 31 MP, Targets One Enemy
~Spell, Mini, Frog~

Transform
Deals 2 x (Magick Power) damage and inflicts the Mini and Frog ailments.

Spellbreaker

Level 15, 35 MP, Targets One Enemy or One Ally
~Spell~

Spellbreaker
The effect of this spell varies with the target.
Targets Ally: Heal 3 x (Magick Power) HP and remove all Ailments.
Targets Enemy: Deal 3 x (Magick Power) damage remove all Enhancements

page_revision: 8, last_edited: 1244956920|%e %b %Y, %H:%M %Z (%O ago)
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License