The Alchemist
HP: +1d6 each Level, minimum of +3
AC: +1 each 2nd Level
AB: +1 each 2nd Level
Save: -1 each Level
Skills: +2 Skill Pips each Level
At 1st Level, you have learned how to swiftly concoct alchemical Items from everyday ingredients, even in the midst of combat. Using a Move, you may create either a Firebomb, Healing Potion, Holy Water, or a Vial of Poison, as seen in the Standard Items list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again, even if you have yet to finish a Long Rest.
At 2nd Level, your experiments have allowed you to mimic magical effects. You gain the ability to Cast Spells. You learn a number of Spells equal to your Alchemist Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may Cast any Spell you know. You regain used Spell Points after a Long Rest.
At 3rd Level, your alchemical research has led you down a new path. Choose one of the options below.
- Chemist: When you deal Damage to a target through an alchemical Item or a Spell, you deal +5 Damage.
- Doctor: When you provide Healing to a target through an alchemical Item or a Spell, you provide +5 Healing.
- Mad Scientist: When you Cast a Spell, you may choose to take 1d6 Damage to temporarily increase the value of "X" in that Spell by 1d4.
- You gain 1 additional Spell Point and +1 AB.
- You gain 2 additional Spell Points.
At 5th Level, you augment your combat using your research. You gain the option below that matches the path you took at 3rd Level.
- Chemist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Doctor: When you Heal a target, they may immediately attempt a single Weapon Attack.
- Mad Scientist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, you may gain one of the options below.
- You gain 1 additional Spell Point and +1 AB.
- You gain 2 additional Spell Points.
- Chemist: You may use this Ability to instantly create a Greater Firebomb, as seen in the Magic Item list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.
- Doctor: You may use this Ability to instantly create a Greater Healing Potion, as seen in the Magic Item list. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.
- Mad Scientist: You may use this Ability to instantly create a potion that emulates any Spell you know. If quaffed, the user can instantly Cast the chosen Spell as part of the same Action. Items created through this Ability are only potent for a short time, becoming useless 1 minute after they are created. Once you have used this Ability, you must finish a Long Rest before you may use it again.
At 8th Level, you may gain one of the options below.
- You gain 1 additional Spell Point and +1 AB.
- You gain 2 additional Spell Points.
- Chemist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Doctor: When you Heal a target, they may immediately attempt two Weapon Attacks.
- Mad Scientist: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
- Laboratory: 1d10 + 10 1st Level Alchemists are hired to help you create and run your Laboratory. They will build your Laboratory in a valid location over the course of 100 days. Once completed, you will lead the Laboratory and these Alchemists will do their best to assist you. Once up and running, your Laboratory generates 2d6 Gold per day, and it allows you to create 1 Alchemical Item or swap out one known Spell per day of Downtime. Finally, you and your allies may successfully rest within your Laboratory in half the normal time due to its accommodations.
- Warehouse: Your investor purchases an empty warehouse in a nearby location. Over the course of 10 days, it becomes furnished with plenty of storage space and even some living accommodations. Your Warehouse always remains stocked with common alchemical ingredients, allowing you to create 1d4 Alchemical Items per day of Downtime. Finally, you and your allies may successfully rest within your Warehouse in half the normal time due to its accommodations.
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