Alchemist


You are mad. Genius but foolish. Perhaps even more obsessive then any Wizard. You have decided that the laws of the world untouched by magic is yours to grind, bottle, and command. You are mad.

Starting Equipment: 1 Potion of each colour (plus their recipe), a miniature lab (2 slots), a knife.

  • A: Lesser Brews, Bombs
  • B: Antidotes, Chug
  • C: Explosive Infusion
  • D: Greater Brews

Lesser Brews: You can turn monster corpses into extracts. Each corpse takes 10 minutes to render and is destroyed by the process. Each HD of corpse yields one extract (no partial extractions). There are three different colours of extracts. Animal-based monsters tend to give red extracts; oozes and insects tend to give green extracts; undead monsters tend to give blue extracts.

One extract can be used to make a brew. 6 can be used to learn a new brew with a month’s time. Extracts don’t take up inventory slots as long as you have a miniature lab. Brews are a light item.

You can only make brews that you know the recipe for. It takes 10 minutes to make a brew. Brews with the throwable tag can be thrown 30’ and and all brews can be consumed or splashed on a target within 5’. A Brew lasts 10 minutes unless stated otherwise or is obviously instantaneous.

Bombs: In addition to three starting brews, you also know how to make Bombs. Made the same way as brews, bombs are also light. Throwable up to 30’. Bomb damage ignores armor but not shields. Different extracts have different effects.

  • Blue: 2d4 damage, on max damage roll target is under your control for 2 rounds.
  • Red: deals 1d6 to 2 enemies in the same zone, targets killed explode for 1d4 hitting all in that zone (Including allies in forward).
  • Green: deals 1d8 damage, and the target is immobilized by sprouting vines for one round.

Antidotes: You are an expert in antidotes. You can turn any brew into an antidote to itself, which automatically stops ongoing effects. This does not apply to most brews that have instant effects.

Chug: Through uncomfortable route practice you can drink faster than most people, especially thick and vile brews. You can consume a single brew as a free action once per round.

Explosive Infusion: You can combine your bombs and brews together. When a brew-infused bomb explodes, its effects apply to the targets. You can choose whether the brew-bomb deals damage on its creation.

Greater Brews: You can harvest greater extracts from creatures that are HD 4 or higher (1 extract per 4 HD). It takes one greater extract to make a greater brew and 4 to learn a new greater brew. They take 10 minutes to extract and each one can be converted to 3 lesser extractions.

Brews

d20 Lesser Red Brews Desc
1 Fresh Blood Irresistable to wildlife
2 grease Save or fall, lasts 10 minutes
3 acid Eats metal, except gold
4 Flash juice blinds 10’, or light for 2 0UD
5 frost bomb Throwable, 1d6, extinguishes nearby fires
6 liquid spikes Caltrops
7 Bottled Bonfire as firekit, or instant flame.
8 laughing gas Throwable, Save or rofl
9 darkness Throwable, 10’
10 false life Gain 1d6 Grit
11 Brawn Gain a d4 Brawn
12 Poison Next attack Bolstered against red extract enemies
13 jump (50’ jump)  
14 Alchemical Silver Object counts as silver.
d20 Lesser Green Brews Desc
1 super glue Sets over 10 minutes.
2 pourable ice Save +2 or Fall, lasts 2 hours
3 fog (10’) Throwable, 10’
5 Venom (Next attack is Bolstered, only green extract enemies) Next attack Bolstered against green extract enemies
6 alarm dust (sings when stepped on) Sings when stepped on, lasts 1 day
7 liquid horse Gain a Mount for 3 Watches
8 liquid oozeling Highly mutable Ooze companion. 6 Slots, will absorb organics.
10 sleep Throwable, 10’, Save or Sleep.
11 reduce person Shrink, inch:Feet.
12 enlarge person Grow, 2x mass.
13 see invisibility See invisibility
14 comprehend languages The next non-Common Tongue you hear.
15 feather fall Fall as if a feather
d20 Lesser Blue Brews Desc
1 cure light wounds (heal 1d4) Heal 1d4 Flesh.
2 dash (Move twice as fast) Free move action each turn, gain no stress fleeing.
3 restoration (heal 1 or if negative bring to 0) Bring Flesh to 1 if below 0.
4    
5 hide from undead (undead ignore you) Undead ignore you
6 mind blank Makes mind unreadable
7 endure elements (+2 to save against elements) +2 to Saves against Elements. 1d4 armor against elemental attacks
8 Darkvision (Don’t count towards needed light, can’t see details) Don’t count towards light count.
9 minor invisibility (targets must be objects small enough to fit into your inventory) Turn object invisible.
10 stasis Make object move as if slow-mo
11 alchemical iron (cold iron) Object counts as cold iron.
12 Toxin Next attack Bolstered against blue extract enemy.
13 anti-petrification (also works on paralysis) Also works on Paralysis.
14 regeneration (Slow and requiring multiple doses) Slowly grow back lost body parts. May take multiple.

Greater Brews

d8 Greater Red Brews
1 grenado (Throwable, 2d6, chance of exploding as bomb Brew)
2 faerie fire
3 incendiary cloud (Throwable, 1d6)
4 Stink cloud (Throwable)
5 Rapid Acid
6 big frost bomb
7 Jekylyde (+3 Brawn, -3 Cunning, Become mean)
8 dispel magic
d8 Greater Green Brews
1 invisibility
2 webbing (as web)
3 animate object
4 mirror image
5 fusion Brew (requires two drinkers)
6 water breathing
d8 Greater Blue Brews
1 protection from fire
2 protection from cold
3 escape (freedom of movement 1 round)
4 cure moderate (2d6)
5 inflict moderate (2d6)
6 restoration
7 shared blood (allows two people to pool their HP as one)