Machinist
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"I'm in a generous mood. Get ready for lots of presents with your name on them." — Paine, upon donning the Alchemist Dressphere, FFX-2


Overview

AKA: Engineer, Alchemist, Chemist, Item Master
Machinists are tool users, masters of items and equipment. They tend toward a support role, with abilities geared toward healing, recovery, gil-saving, and knowledge-gathering, though they possess a few potent attacks. Their abilities are Tool-based, which means they have a Battle Power of their own, independent of the user's statistics. This gives the Machinist good synergy with other jobs when the character gains their support job, since they don't overly rely on Weapons or Spells. However, it also means that without the Chemist trait (given only to those with Machinist as a main job), the various tools will probably not become a character's main means of getting the job done.

Base Statistics

These are the basic statistics for anybody with Machinist set as their main job.

HP 20 Weapon Power 1d8 Weapon Type Gun
MP 20 Spell Power 1d8 Armor Type Plate
Job Bonus +1 Potency, +1 Resilience Job Tree Freelancer/Gunner

Basic Abilities

Characters with Machinist as their main job gain the following abilities.

Chemist Trait Whenever you use a Tool, add your Level to the Battle Power.
Mix Limit Break Use four items at once, each at 4 x BATTLE POWER, or use a specific formula for a special effect (see below)

Mix

Skills

Characters with Machinist as their main job can use the following skills.

Explore Intelligence: Machinists create special tools to make exploration easy.
Social Intelligence: Machinists interact with people logically, rather than emotionally.
Knowledge Intelligence: Machinists know much about science and engineering

Engineering

Machinists gain the following powers as they gain job levels.Their powers generally consist of special tools (Tools) and items (Alchemy), which use Battle Power like all items, but they also have a spell suite at their disposal (Scan) that reveals enemy statistics and gives them weaknesses.

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1: Transform: Transmute

The Transmute attack helps the machinist keep the party supplied with items.

Transmute Tech 1 A Attack an enemy with your weapon, and halve the damage.
If the enemy is KO'd by this attack, it transforms into its item award, granting you the item automatically.

2: Tools: Autocrossbow

The Autocrossbow is a fearsome automated weapon, bristling with arrows.

Autocrossbow Tool 1 A This deals BATTLE POWER damage to all enemies.
Autocrossbow has a battle power of 1d8+1

3: Libra: Scan

Scan allows the machinist to study their enemy, learning about their weaknesses and strengths.

Scan Spell 1 A,
5 MP
You learn an enemy's current Level, HP, MP, and any Status or Elemental flags.
You also learn whatever lore there is about the creature.

4: Alchemy: Aqua Vitae

Aqua Vitae, or "Water of Life," is a special alchemical substance that heals wounds.

Aqua Vitae Tool 1 A You can heal one ally for BATTLE POWER hp, or the entire party for half that.
The battle power of Aqua Vitae is 1d8+5

5: Tools: Drill

The Drill is a tool for boring deep into the earth…or into a well protected enemy.

Drill Tool 2 A This deals BATTLE POWER damage to an enemy, ignoring its STAMINA.
Drill has a battle power of 2d8+5.

6: Libra: Study

Studying a foe will let you work around its artificial enhancements.

Study Spell 2 A
10 MP
This reveals the enemy's current Level, HP, and MP, and lore.
Study also removes any enhancements on the creature.

7: Alchemy: Panacea

The Panacea is an alchemical item that heals all ailments.

Panacea Tool 2 A This removes all ailments from the target.
Panacea does not have a Battle Power.

8: Tools: Chainsaw

The Chainsaw is a menacing implement designed for cutting down giant trees, but it is equally effective against your enemies.

Chainsaw Tool 3 A Roll 1d20. On a roll of 15 or better, you inflict Death on the enemy.
If you roll less than 15, or the enemy is immune to Death, you still inflict Battle Power damage on the enemy.
Chainsaw has a battle power of 3d8+15.

9: Libra: Piercing Sight

You find a weakness even the enemy was not aware of!

Piercing Sight Spell 3 A
15 MP
This reveals the enemy's current Level, HP, and MP, and lore.
Also, roll 1d4 to give the enemy a random elemental Vulnerability.
1 = Fire; 2 = Ice; 3 = Lightning; 4 = Physical.

10: Alchemy: Philosopher's Stone

The legendary Philosopher's Stone is said to be able to restore life to the dead!

Philosopher's Stone Tool 3 A The target is revived from KO with VITALITY hp.
Philosopher's Stone does not have a Battle Power.

Epic: Stash: Elixir

Accomplished Machinists can brew up a potent Elixir right on the spot.

Elixir Tool 4 A The target heals all HP and MP.
The Elixir does not have a Battle Power.

Feats

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Machinists can customize their abilities with feats, gaining new abilities and options.

Rank I

Learn from Loot

Prerequisite: Learn from Exposure; Machinist Level 1
This feat helps Machinists learn blue magic from the enemies they defeat.

Learn from Loot [Blue] You can learn an enemy's blue magic by "spending" one piece of loot from that enemy.

Learn from Libra

Prerequisite: Learn from Exposure; Machinist Level 1
This feat helps Machinists learn blue magic from the enemies they defeat.

Learn from Libra [Blue] You can learn an enemy's blue magic when you use a Libra ability on them.

Tool: Noise Blaster

Prerequisite: Machinist Level 3
A Machinist with this feat has invented a horn that amplifies and distorts his voice, sowing chaos in the enemy formation.

Noise Blaster [Ability] Tool 1 A Roll 1d20. On a roll of 5 or better, you inflict Confuse on the enemy.
If you roll less than 5, or the enemy is immune to Confuse, nothing happens.
Noise Blaster does not have a Battle Power.

Tool: Bio Blaster

Prerequisite: Machinist Level 4
A Machinist with this feat has invented a sprayer used to kill insects on crops…or enemies in battle.

Bio Blaster [Ability] Tool 1 A Roll 1d20. On a roll of 10 or better, you inflict Poison on the enemy.
Bio Blaster also deals BATTLE POWER Shadow damage, regardless of the roll.
Bio Blaster has a Battle Power of 1d8.

Upgrade

Prerequisite: Machinist Level 1
A Machinist with this feat can enhance her attacks on the fly.

Upgrade [Option] When you attack, you may also use an item. If you do, the item has no effect, but its elemental properties are inherited by your attack.

Rank II

Salve

Prerequisite: Machinist Level 5
A Machinist with this feat can use multiple copies of the same item quickly.

Salve [Option] When you use an item, you can use as many of that item as you want at once, but only one of that item per target.

Stash: Item

Prerequisite: Machinist Level 5
A Machinist with this feat can produce an item essentially out of thin air.

Stash [Ability] Tech 2 A Choose a non-Elixir item in your possession. You can now use that item in combat as many times as you want, without reducing stock, and even if you don't have any of that item in stock.
Each time you take this feat, you can apply this to a new item currently in your possession.

Transform: Astra

Prerequisite: Machinist Level 6
A Machinist with this feat gains a spell that wards allies against status ailments.

Astra [Ability] Spell 2 A
20 MP
The next status ailment to afflict the target of this spell is negated.

Tool: Flash

Prerequisite: Machinist Level 6
A Machinist with this feat has invented a blindingly bright light that can be used to disorient foes.

Flash [Ability] Tool 2 A Roll 1d20. On a roll of 10 or better, you inflict Umbra on the enemy.
Flash also deals BATTLE POWER Holy damage, regardless of the roll.
Flash has a Battle Power of 2d8.

Tool: Debilitator

Prerequisite: Machinist Level 7
A Machinist with this feat has invented an analyzing tool that points out a weakness.

Debilitator [Ability] Tool 2 A Roll 1d8. The target gains an elemental Vulnerability depending on your roll.
1 = Shadow; 2 = Earth; 3 = Water; 4 = Ice; 5 = Wind; 6 = Lightning; 7 = Fire; 8 = Holy
Debilitator has no Battle Power.

Rank III

Tool: Air Anchor

Prerequisite: Machinist Level 9
A Machinist with this feat has invented a special trap that activates if the enemy so much as moves.

Air Anchor [Ability] Tool 3 A If the target takes any action, they are afflicted with Death immediately following it.
Air Anchor has no Battle Power.

Epic

Hobbies

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Outside of combat, machinists can add to their party's resources in innovative ways.

Craft Item

During an extended rest, a machinist can create a single item of their level or lower. They don't need any special resources for this — it is assumed they are gathering supplies and samples as they need them.

Craft Equipment

Instead of paying a synergist to create your gear, a machinst can manufacture it. They need the usual gil and loot, but they don't need to be in town to do it. They can make one piece of equipment during an extended rest.

Item Discount

A machinist can buy one item at half price. This ability recharges when they take an extended rest.

Gear Discount

A machinist can buy one piece of equipment at half price. This ability recharges when they take an extended rest.

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