FF Engineer

Overview

Engineers are a crafting role that assists their party members through their creations. They do this through vehicle construction, chemical weaponization and magical tech enhancements. Their primary weapon is a hammer. Though others can wield hammers they are the only class that can wield Tech Hammer.

Base Stat Modifiers

HP: 2d8+10
Strength: Normal
Vitality: Normal
Potency: Normal
Spirit: Minus
Speed: Normal
Intellect: Plus
Hit: Normal
Magic: Normal

Hammer Weapon Training

Engineer's start off with Hammer Weapon Training.

Engineer Tier 1 Training List

Name                                  Cost          Prerequisite

Strength +5                        500
Vitality +5                           500
Potency: +5                        500
Spirit +5                              750
Speed +5                            500
Intellect +5                         250
Hit +5                                 500
Magic: +5                           500
Evasion +1                          500
Luck +1                               500
Acrobatics                         250
Aim                                    200
Action Tech                       250
Awareness                        150
Climb                                100
Craft Tech                         100
Discern                             100
Double Smack 250
Heavy Swing                    200
HP Up                               250
Lore (Tech)                       250
Pilot (Basic Civilian)         100
Pilot (Basic Military)         100
Pistol Training                  150
Protect Tech                     250
Shield Tech                       250
Swift Tech                         250
Tech                                  250

Note: The Stat increases can be taken up to three times each.
Note2: The HP Up can be take up to ten times.

Engineer Tier 2 Training List

This unlocks after you have spent 2500xp in Archer Tier 1 Training.

Name                                   Cost              Prerequisite

Strength +10                         1500
Vitality +10                            1500
Potency: +10                         1500
Spirit +10                               1750
Speed +10                             1500
Intellect +10                          1250
Hit +10                                  1500
Magic: +10                            1500
Evasion +1                           1500
Luck +1                                1500
Acrobatics (Expert)            500        Acrobatics
Aim (Adv.)                           400           Ain
Action Tech ll                     500          Action Tech
Awareness (Expert)           300          Awareness
Chemical                            250
Circuit Breaker                    250
Climb (Expert)                      200           Climb
Craft Tech ll                         200         Craft Tech
Double Smack ll                 500         Double Smack
Double Pistol Training         250        Pistol Training
Discern (Expert)                 200           Discern
Electric Charge                   500          Tech (Expert)
Hammer Throw                  200
Heavy Swing ll                   400            Heavy Swing
HP Up+                               500            
Lore (Tech) (Expert)            500          Lore (Tech)
Multi-Tech                           500          Intellect 45+
Overcharge                         500
Pilot (Adv Civilian)              200          Pilot (Basic Civilian)
Pilot (Adv. Military)              200         Pilot (Basic Military)
Protect Tech ll                      500        Protect Tech
Quick Repair                        250          
Shield Tech ll                       500         Shield Tech
Skilled+                                750
Swift Tech ll                         500          Swift Tech
Tech (Expert)                        500         Tech

Note: You can take the Stat upgrades up to three times each.
Note2: You can take HP Up+ up to ten times.
Note3: You can take Skilled+ up to three times.

Engineer Specialization 

When you have spent at least 5000xp in Engineer Tier 2 Training, you can specialize into one of three Special Jobs. When you do, you cannot change it and you unlock the first Tier in that Job. You can still spend experience points in Engineer Tier 1 & 2.

  • Magitek Operator
  • Mako Weapon Specialist
  • Technomancer

Training List Definitions

Here is the description of each of the above items. Note that some of these items such as Heavy Shot have a distance dependent on the weapon you are using.

Aim
As a swift action, you can take aim at a target. This granst you a +3 bonus on your next Hit check. This lasts until the end of your turn. 
Advanced: You gain a +6 instead.


Circuit Breaker
If you fail a Tech check to hack or unlock a electronic lock, you can reroll the check. This can only be done once on an item.

Craft Tech
You can craft different kinds of tech that you have studied. You can craft any of the Tech on the Tech Item list that cost up to 5,000 gil. 
Craft Tech ll: You can craft items up to 20,000 gil.

Double Smack
You can make two attacks with a blunt weapon using only one action.
Double Smack ll: When you use your action to Double Smack you can also use it on an adjacent target within range. To do this you must expend an additional action.

Electric Charge
When you hit with a weapon attack, you can expend an action to force that target to make a Spirit check. On a failure, they gain the Stun status until they succeed on a Spirit check or the round ends.

Hammer Throw
As an action, you can throw your Hammer. On a hit, it deals double your Strength Bonus damage and target must make a Strength check. On a failure, the target is knocked back a number of feet equal to five times half your Base Strength Bonus damage.

Heavy Swing
As an Action, you make a physical weapon attack at up to three targets that are adjacent to one another.
Heavy Swing ll: You instead make a physical weapon attack at all targets adjacent to you.

HP Up
When you take this, you gain +5 to your Max HP.
HP Up+: You instead get +10.

Multi-Tech
You can have up to 3 of your Special Tech active at one time.

Overcharge
As an swift action, you can overcharge one of your Special Tech. When you do, it becomes unstable. As an action, you can throw this at a target. On a hit, the target takes damage equal to the Special tech bonus times your bonus Intellect. 

Protect Tech
As an action, you can create a small Special Tech that grants you a bonus to your Bonus Vitality equal to your Bonus Intellect. This lasts until the end of the round and you can only have one Special Tech active at a time. If you activate one while another is active, the previous one stops working.
Protect Tech ll: This bonus becomes twice your Intellect Bonus instead.

Quick Repair
As an action, you can attempt to quickly repair a piece of Tech that has been damage or other type of machinery or Electronic piece of Equipment. Make a Tech check, on a success, the target regains HP equal to twice your Bonus Tech. 

Shield Tech
As an action, you can create a small Special Tech that grants you a bonus to your Bonus Spirit equal to your Bonus Intellect.
Shield Tech ll: This bonus becomes twice your Intellect Bonus instead. This lasts until the end of the round and you can only have one Special Tech active at a time. If you activate one while another is active, the previous one stops working.

Skilled+
You can choose to become Trained in a Basic Skill. This doesn't work on Expert Skills.

Swift Tech
As an action, you can create a small Special Tech that grants you a bonus to your move speed equal to your five times your Bonus Intellect. This lasts until the end of the round and you can only have one Special Tech active at a time. If you activate one while another is active, the previous one stops working.
Swift Tech ll: This bonus becomes twice your Intellect Bonus instead.