Alchemists who find life is a little better with a pick-me-up, these individuals use drugs to improve their performance in combat...if you can call it that.
Spellcasting
This functions as the Alchemist’s regular spellcasting, except they draw from the Psychic spell list instead of the Rune spell list.
Intoxicated
Intoxicationists can take any drug without the risk of addiction or overdose, so long as they are conscious, their MP has not reached 0 or lower, and they are currently above half HP. Negative side effects of drugs are completely negated.
This replaces Potions Initiate.
High Powers
Intoxicationists can only seem to access these powers while high on a substance. While on the effects of a drug, an Intoxicationist can take 1d5 points of damage (bypassing Soak) in order to grant themselves a bonus to all checks equal to their level for a number of rounds equal to the damage taken from the d5 roll.
This replaces Alchemical Solution.
Psychic Tattoo
This functions as Tattooed Spell however it works with their Psychic magic instead of their Rune magic that has been replaced.
This replaces Tattooed Spell.
Intoxicated Resilience
While under the effects of a drug, the Intoxicationist receives a +1 to Soak against any physical damage against them. In addition to this, they receive 5 Resistance to all arcane elements (except Corruption, and Arcane).
This replaces Distant Potion.
Junkie's Divergence
Intoxicationists receive a bonus to HP and MP while under the effects of a drug equal to 5 + their Endurance. This lasts for the duration of the drug. They gain new abilities and uses at later levels, and only one effect can be used when taking a drug at a time.
At 13th level the Intoxicationist is capable of recovering HP or MP from the substance as if drinking a Healing Salve V or Soul Salve III (their choice upon taking the substance).
At 14th level the Intoxicationist can duplicate the effects of a non-Psychic spell with the target of "Self" upon them. They still must spend the MP to do so, and be of the right level to cast as if they were the class.
At 17th level the Intoxicationist can target an individual within 8 squares with a curse of bad luck. Upon doing so, they roll Smarts adding half level to the roll, and on a successful Smarts roll against the opponent's Mental Defense, they take a negative to their Luck stat equal to our Smart stat.
This replaces Alchemical Divergence, Unstable Creation, The Right Formula, and Drugged Potion.
Try Some
Allies that the Intoxicationist administer drugs to cannot become addicted or overdose on these substances, so long as the Intoxicationist's Intoxicated class ability would still be active.
This replaces Unhinged Potion.
Master of Intoxication
Intoxicationists gain a +2 temporary bonus to two stats while they are under the effects of a substance.
This replaces Master of Potions.