Scientists and rune magic users who create potions using their own magical essence and expertise.
4 Hit Points | 4 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Alchemists gain proficiency with simple weapons and one of the following: swords, axes, pistols, rifles, or shotguns. They’re not proficient with armor.
Spellcasting
Alchemists gain the ability to cast rune spells. At 1st level, the Alchemist receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Alchemist learns a new spell of a level they can cast.
Spellcasting relies on the user’s soul to be completely functional. The inner soul (the Alchemist’s Resistance stat) is used for Magic Points, granting the Alchemist more power to draw upon for their spells. The outer soul (the Alchemist’s Magic stat) is the raging fire of their spells and is thusly used for attack and damage as if it were Strength or Agility when using a melee weapon.
Potions Initiate
Alchemists learn to master the art of creating potions using their own magical abilities. Alchemists receive a +1k0 on Artisan (Potions) checks, and crafting potions only costs ¼ of the price instead of ½.
Alchemical Solution
By making an Artisan (Potions) check the Alchemist can attempt to create a potion which cures an ally of an ailment upon drinking it. These can either be made as a standard action, or prepared ahead of time. Either way, the maximum amount that can be prepared in one day is equal to 2 + the Alchemist’s Smarts. Failed solutions are wasted, and count towards the maximum amount that can be prepared during the day.
This can be used to counteract poisons and diseases. The DC is instead 15 + poison/disease’s dice rolled on the attack vs. Bodily Defense. For example a 4k2 disease would be a DC 19 check.
Brewed Poison
Alchemists are exceptionally good at creating better poisons. Poisons increase their attack roll against Bodily Defense (and sometimes Mental Defense) by +1k0, and the damage rolled by the poison adds the Alchemist’s Smarts as if using Strength to damage with a weapon.
Tattooed Spell
As a full-round action once per day the Alchemist can tattoo a rune spell to themselves or an ally. Doing this takes an hour, and the spell must be a spell that applies to the user when it is activated. Activating this tattooed spell is as the spell’s normal time casting. Regardless of who activates the spell, it is counted as if the Alchemist cast it. This tattooed spell remains dormant for 1 day or until used, after which it is expended and fades into nothingness.
Scientific Application
When dealing damage with a spell the Alchemist can use their Smarts if it is greater than Magic for damage, and adds a static bonus to damage equal to ½ Magic. If not, they instead add a static bonus to damage equal to ½ Smarts.
Distant Potion
Alchemists can affect allies with potions within 6 squares + 1 square per point of Smarts. Feats that affect using potions don’t affect using Distant Potion.
Underhanded Science
Alchemists can make a poison, disguising it as a potion. Enemies attempting to distinguish between poison or potion must make an Awareness check vs. the Artisan (Potions) roll result that made the poison.
Distant Poison
Alchemists can affect enemies with poisons within 6 squares + 1 square per point of Smarts. This poison can be any kind – inhaled, ingested, or injury. In order to hit an attack using the poison’s Bodily Defense like normal must be made. This adds Smarts for to-hit and damage on top of the standard to-hit and damage.
Alchemical Divergence
Alchemists have two of the most commonly specialized practices they engage in: Chimera Crafting, and Physical Transmutation.
Chimera Craft: Alchemists can spend the resources to create animal amalgams. This costs 1,000 Gold per effective level of the animal of highest level being combined. When combining the animals, both animals benefit from the same special abilities, and the animals use the highest ability scores between the two. They must be of the Animal type.
Physical Transmutation: Gain a +1 to two physical ability scores, and gain a +1 to Soak permanently.
Unhinged Potion
Potions the Alchemist creates add their Smarts to the effect’s bonuses (for example a Cure Salve I made by an Alchemist with 5 Smarts heals a total of 9 HP when consumed). If the potion’s effects couldn’t otherwise be affected by Smarts (such as a potion without a numerical effect), instead increase the potion’s uses by ½ Smarts.
Unstable Creation
Alchemists can create potions or poisons that are unstable to either fool enemies into drinking these dangerous concoctions, or to make increasingly toxic poisons. When creating an unstable potion the potion instead explodes upon being imbibed and dealing 3k2 acid damage and adding the Alchemist’s Smarts to this damage. With poisons they last twice as long (2d10 instead of 1d10, 1d10 instead of 1d5) and adds ½ Smarts to the duration.
The Right Formula
When creating an Alchemical Solution, the Alchemist can now make a solution to recover any points of Ability Damage or Drain, or they can be made to recover from any penalties to attack, damage, defense, and so on.
Immense Poison
The Alchemist can grant a poison an additional effect beyond its normal penalties: dealing 1d5 points of Ability Damage to a single ability score of the Alchemist’s choice. Doing this increases the poison’s price by +2,500 G.
Drugged Potion
When using Unstable Creation to make a potion the Alchemist can also add a drug to the effect. This drug nauseates the enemy in addition to reducing their speed by half when affected by the potion.
Reanimator
The Alchemist can create a solution to revive a dead body by spending 25,000 G and a whole day of work. This can only affect people who have been dead for less than a day (this is not factored into the time to make the solution). When used, the revived individual comes back from the dead at half HP. Using the solution is a standard action.
Master of Potions
Alchemists can create potions for no cost. These potions function as normal, but cannot be sold and become inert if not used during the same day they’re created. It takes an hour to create 2 potions in this way.
First Awakening
Alchemists grant themselves an additional type of move speed. Climb, fly, or swim. This new speed is equal to their land speed.
Heroic Awakening
Alchemists receive a +4 bonus to Defense and Bodily Defense, and whenever they’d take Sanity damage they only take half. This does not reduce Sanity damage from yourself or foes more than 5 levels higher than you.
Unchained Awakening
Alchemists are immune to poisons and diseases, and cannot take Ability Damage or Drain from any source.
True Awakening
Alchemists have a number of Natural Deflection to all of their body parts equal to their Smarts, and are immune to critical hits.