Alchemist

THE ALCHEMIST
Races: Any
Alignment:Any
Hit Dice:d6
Starting Gold:
Skill Points

Level Base Attack Bonus Fort. Save Ref. Save Will Save Special
1 +0 +1 +1 +1 Brew Potion, Alchemical Basics
2 +1 +1 +1 +1 Apprentice Alchemical Path 1
3 +2 +1 +1 +1 Foresight/Resilience/Stubbornness 1
4 +3 +1 +1 +1
5 +3 +2 +2 +2 Method
6 +4 +2 +2 +2
7 +5 +2 +2 +2 Journeyman Alchemical Path 1
8 +6/+1 +3 +3 +3 Foresight/Resilience/Stubbornness 2, Method
9 +6/+1 +3 +3 +3
10 +7/+2 +3 +3 +3
11 +8/+3 +3 +3 +3 Method
12 +9/+4 +4 +4 +4 Alchemical Path 2
13 +9/+4 +4 +4 +4 Foresight/Resilience/Stubbornness 3
14 +10/+5 +4 +4 +4 Master Alchemical Path 1, Method
15 +11/+6/+1 +5 +5 +5
16 +12/+7/+2 +5 +5 +5
17 +12/+7/+2 +5 +5 +5 Journeyman Alchemical Path 2, Method
18 +13/+8/+3 +5 +5 +5
19 +14/+9/+4 +6 +6 +6
20 +15/+10/+5 +6 +6 +6 Grandmaster Alchemical Path 1, Method

Foresight/Resilience/Stubbornness The Alchemist has learned through countless experiments and tests how to withstand and predict disaster. The player may choose one: +2 Fort, +2 Will, +2 Ref.

Alchemical Basics: A 1st level Alchemist knows the basics of Alchemy but has not yet chosen an alchemical path. They know enough to experiment and work down a chosen path when the time comes. Alchemists prepare a certain number of potions ahead of time when adventuring. An inexperienced Alchemist has difficulty keeping straight the large number of vials, flasks, and pouches they have on them at any given time. The various things an alchemist can create are all assigned an Alchemical Point value. At any given time an Alchemist may not exceed the total allowed by their level and abilities in Alchemy points. An Alchemist has Alchemy Points equal to 10 + (Int. Mod. + Wis Mod x Alchemist Level).

Basic Recipes: Combustible Oil Smoking Powder Dizzy Dust Dream Powder Feeble Drink False Paste 2nd Day Rest Potion Stomach Settle

Alchemical Paths: Path of the Mind: Alchemists that follow the path of the mind work on substances that affect a subjects thoughts, sights, and even unlocking strengths within. With certain mixes they can see the invisible, send someone into a rage, or create a trance.

Path of Body The Path of Body follows the study of poisons and their antidote. A successful Alchemist of this variety knows all the plants in the jungle and how they affect a victim. He also knows all kinds of nefarious applications and not so nefarious methods of negating the effects.

Path of Life The traditional hermetic Alchemists path. These Alchemists work to prolong life and even restore life from death.

Path of Touch Practical Alchemists can be found to study along this path. They make things that go “boom” as well as other less audibly exciting creations. They are also who you would seek out if you had some lead you needed to unload (or perhaps some ill gotten gold to hide?).

Methods: On any level on which an Alchemist gains a method they may select one of the following:

Alchemist

Nadiel vibilo