S3 Elementalist

ELEMENTALIST

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

Level 0

What you get when generating a new Elementalist character.
- 2 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Essence: Elementalist draw most of their offensive power from the ambient essence that spreads throughout the land. At the start of each battle, and at the start of each of the Elementalist's non-Dazed turns, roll 1d4 and generate a single random essence. Most of the Elementalist's Quick abilities cost a certain number of essence of specific types in order to be used, in exchange for the vastly higher number of them that the Elementalist has compares to other classes. Elementalists are capable of using Quick actions at the end of the turns, as well as the start of them. At the end of battle, all unused Essence is lost.
1. Fire
2. Water
3. Earth
4. Air

[P] Essence Skills: Elementalist begin with a well of quick abilities that are fueled by essence. When you create an Elementist, pick three of the following six sets:

- Fire Set
[Q] Burn: x1 E-Fire. Inflicts Short Burning on an enemy.

[Q] Burn 2: x2 E-Fire. Inflicts Long Burning on an enemy.

[Q][S] Fire: x2 E-Fire. 2MP. 100CoS. Deals 1d6+6 fire damage to two enemies.

[Q][S] Fire 2: x3 E-Fire. 100CoS. Deals 1d8+9 fire damage to two enemies.

[Q][S] Fire 3: x1 E-Earth, x1 E-Air. 3MP. 100CoS. Deals 1d8+10 fire damage to an enemy.

- Water Set
[Q] Drown: x1 E-Water. Inflicts Short Curse on an enemy.

[Q] Drown 2: x2 E-Water. Inflicts Long Curse on an enemy.

[Q][S] Water: x2 E-Water. 2MP. 100CoS. Deals 1d8+10 water damage to an enemy.

[Q][S] Water 2: x3 E-Water. 100CoS. Deals 1d10+14 water damage to an enemy.

[Q][S] Water 3: x1 E-Earth, x1 E-Air. 3MP. 100CoS. Deals 1d6+6 water damage to two enemies.

- Earth Set
[Q] Break: x1 E-Earth. Inflicts Short K-Shatter on an enemy.

[Q] Break 2: x2 E-Earth. Inflicts Long K-Shatter on an enemy.

[Q][S] Earth: x2 E-Earth. 2MP. 100CoS. Deals 1d8+10 earth damage to an enemy.

[Q][S] Earth 2: x3 E-Earth. 100CoS. Deals 1d10+14 earth damage to an enemy.

[Q][S] Earth 3: x1 E-Fire, x1 E-Water. 3MP. 100CoS. Deals 1d8+10 earth damage to an enemy.

- Air Set
[Q] Erode: x1 E-Air. Inflicts Short E-Shatter on an enemy.

[Q] Erode 2: x2 E-Air. Inflicts Long E-Shatter on an enemy.

[Q][S] Wind: x2 E-Air. 2MP. 100CoS. Deals 1d6+6 air damage to two enemies.

[Q][S] Wind 2: x3 E-Air. 100CoS. Deals 1d8+9 air damage to two enemies.

[Q][S] Wind 3: x1 E-Fire, x1 E-Water. 3MP. Deals 1d6+6 air damage to two enemies.

- Mixed Set
[Q] Pure Mana: x1 E-Any. Consume a single essence of any type to recover +5MP.

[Q] Fire 0: 1x E-Fire. True Strike a single enemy for 6 fire damage.

[Q] Water 0: 1x E-Water. True Strike a single enemy for 6 water damage.

[Q] Earth 0: 1x E-Earth. True Strike a single enemy for 6 earth damage.

[Q] Wind 0: 1x E-Air. True Strike a single enemy for 6 air damage.

- Power Set
[Q][S] Explosion: x1 E-Fire, x1 E-Water, x1 E-Earth, x1 E-Air. 2MP. 100CoS. Deals 1d10+15 damage. Element is based on the Essence generated this turn. Generates a momentum of the same type.

[Q][S] Inferno: x2 E-Fire, x1 E-Air. 2MP. Deals 1d6+8 fire damage to three targets.

[Q][S] Flood: x2 E-Water, x1 E-Earth. 3MP. Deals 1d6+6 water damage to all enemies.

[Q][S] Storm Rod: x2 E-Air, x1 E-Water. 2MP. Deals 1d8+10 air damage to two targets in the same row.

[Q][S] Lava Spout: x2 E-Earth, x1 E-Fire. 2MP. Deals 1d8+10 earth damage to two targets in different rows.

Active Abilities

[S] Swell: 4MP. 100CoS. Restores 1d8+10 HP to a single target, then roll 1d4 to randomly generate an essence. M-Recovery.
C Fire: Restores +3HP and forces the essence and momentum generates to be Fire.
C Water: Restores +3HP and forces the essence and momentum generates to be Water.
C Earth: Restores +3HP and forces the essence and momentum generates to be Earth.
C Air: Restores +3HP and forces the essence and momentum generates to be Air.

[S] Quench: 5MP. 100CoS. Restores 1d10+16 HP to a single target. M-Water
C Water: Generates an additional Water Essence.
C Fire: Grants the target a Barrier (5).

[S] Warm: 4MP. 100CoS. Cleanses a single status from a single target. If they are Dazed, restore 1d8+16 HP. M-Fire
C Fire: Generates an additional Fire Essence.
C Water: Grants the target Short Lucky II.

[S] Growth: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Toxin on an enemy. M-Earth
C Earth: Generates an additional Earth Essence.
C Air: Long Toxin the enemy instead.

[S] Breeze: 5MP. 100CoS. Restores 1d8+10 HP to two targets. M-Air
C Air: Generates an additional Air Essence.
C Earth: Grants the targets a Bubble (5).

[S] Unmake: 5MP. 100CoS. Deals 1d8+6 physical damage. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the attack, each one adding +4 damage. If more essence of one type fueled this attack than any other, change its damage and momentum to match. M-Recovery.
C Rush: +4 damage.
C Pin: Slow 3s the target.
C Launch: Push or Pull the target into the opposite row.

Overdrive Abilities

[OD][S] Overdrive: Elemental Circle: 100CoS. Restores 1d6+8 HP to the entire party. Generates M-Fire+4, M-Water+4, M-Earth+4 or M-Air+4.

[OD] Overdrive: All Creation: Generates x1 E-Fire, x1 E-Water, x1 E-Earth, and x1 E-Air. Generates M-Fire, M-Water, M-Earth and M-Air.

Dazed Abilities

[D] Gather Essence: Dazed. Roll 1d4, and generate an essence as you would at the start of a turn. Momentum generates is the same element.

[D][S] Essence Detonation: Dazed. 1MP. 100CoS. Deals 1d6+4 damage. Element for the damage and momentum generates are randomly determined via 1d4, using the essence chart.

Level 1

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

[Q] Draw Essence: Generates a single essence of any type, and generates a matching momentum.

[Q] Direct Heal: True Heal a single target for +8HP. Consume an E-Fire to Cleanse a status as well. Consume an E-Water for +8HP. Consume an E-Earth to grant a Bubble (8) a well. Consume an E-Air to effect two targets, rather than one.

[Q] Soak In: Restores +10MP to the Elementalist.

Level 2

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

[S] Hearth: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short E-Falter on an enemy. M-Fire.
C Pin: Inflicts Long E-Falter instead.
C Earth: +4HP restored.

[S] Petal Shower: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Shock on an enemy. M-Earth.
C Rush: Inflicts Long Shock instead.
C Earth: True Heal another target for +6HP.

Level 3

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

[S] Jolt: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short K-Falter on an enemy. M-Air.
C Launch: Inflicts Long K-Falter.
C Air: +4HP restored.

[S] Essence Rain: 6MP. 100CoS. Restores 1d6+3 HP to the entire party. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +3HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
C Recovery: +3HP.

Level 4

At level 4, you gain a choice of a single Passive out of the following two:

[P] Ambience: The Elementalist begins battles with two randomly determined essence, rather than one.

[P] Filter: Rather than starting battles with a random essence, the Elementalist can choose which one is generated.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

[D] Heal Pulse: Dazed. True Heal an ally for +4HP. M-Recovery+1.

[D] Wash: Dazed. 60CoS. Cleanse an ally of a single negative status. M-Water+1.

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, you gain a choice of a single Essence Quick Ability Set, out of the following two:

- Absorb Set
[Q] Fire Eater: x2 E-Fire. Grants Long Absorb Fire II to a single target. M-Fire.

[Q] Water Eater: x2 E-Water. Grants Long Absorb Water II to a single target. M-Water.

[Q] Earth Eater: x2 E-Earth. Grants Long Absorb Earth II to a single target. M-Earth.

[Q] Air Eater: x2 E-Air. Grants Long Absorb Air II to a single target. M-Air.

- Status Set
[Q] Burn Z: x2 E-Fire. Inflicts Short Burning II on an enemy.

[Q] Drown Z: x2 E-Water. Inflicts Short Curse II on an enemy.

[Q] Break Z: x2 E-Earth. Inflicts Short K-Shatter II on an enemy.

[Q] Erode Z: x2 E-Air. Inflicts Short E-Shatter II on an enemy.

Level 8

At level 8, you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Pure Essence: 5MP. 100CoS. Restores 1d10+10 HP. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +5HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
C Water: +5HP restored.
C Earth: Grants a Barrier (4) as well.
C Fire: Grants a Bubble (6) as well.
C Wind: True Heal +10HP a second target.

[S] Groundswell: 5MP. 100CoS. Roll 1d4 and generate an additional Essence this turn. The Elementalist can use a second Quick ability on this turn, as well. Momentum generated matches the Essence.
C Pin: The Elementalist can select the Essence generates instead of rolling.
C Rush: Generate two random Essence, rather than one.
C Launch: If the Elementalist inflicts a status this turn, increase its power to II levels. Momentum is +2 as well.

Level 9

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Breathe Your Last: Anytime an enemy is Dazed, the Elementalist gains an essence of the same element that the enemy resisted.

[P] Cresyl Stain: After casting a spell that generates elemental Momentum, the Elementalist may choose to convert essence, turning any amount of Essence they hold into that element of essence. (This doesn't involve spending or gaining Essence.)

Level 10

At level 10, you gain a choice of a new Overdrive Ability out of the following two:

[OD][S] Tetra Flare: 100CoS. Deals 1d6+9 fire damage, 1d6+9 water damage, 1d6+9 earth damage and 1d6+9 air damage to any enemy. Each hit can be freely targets, allowing the Elementalist to strike as many as four enemies or as few as one, but for each consecutive hit against the same target, each hit deals -3, then -6, then -9 damage. Generates M-Fire, M-Water, M-Earth or M-Air.

[OD] Like Autumn 100CoS. Removes all positive and negative statuses from the entire party. For each status removed, True Heal the target for +5HP. M-Recovery+4.

Level 11

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

[S] Flow 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Chill on an enemy. M-Water
C Rush: Inflicts Long Chill.
C Water: Grants +2 Drive to the target.

[S] Reverberate: 6MP. 100CoS. Restores 1d8+12 HP to a single target, and dispels a single status from an enemy. M-Recovery.
C Recovery: True Strike the enemy for 4 physical damage.
C Launch: +4HP restored.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain the following passive:

[P] Natural Order: You start battles with an additional essence of the Elementalist' choosing. Anytime the Elementalist generates that same type of essence for the remainder of the battle, they recover +4MP.

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