TTHelvianTT

Alchemist

Dec 27th, 2016
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  1. Alchemist: Alchemists rely on their knowledge of mixing together several catalysts into complex formulas, creating powerful brews and concoctions that can help aid the party in several ways. Similar to Mages, Alchemists rely on a variety of powerful magical effects, but mostly utilize both consumables and cool downs.
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  3. Starter Gear: Alchemists begin with a set of robes, with a plague doctor's mask, syringe. They begin with a dagger and portable alchemist's kit.
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  7. Level 1
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  9. Alchemist's Kit: An Alchemist begins with a portable kit on their back, which grants them all the ingredients necessary to create their tonics. An Alchemist always has six flasks for the sake of their ingredients. Unless stated otherwise, it takes one whole round to create one of their products. Flasks are reusable, so long as they are not destroyed in their use.
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  11. Alchemical Bombs: Alchemists may craft a special acid on the go, capable of eating through flesh and metal alike.
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  13. Preparation: Alchemists begin with 3 of their six flasks occupied by one of their products. (Increases by +1 per every other level, starting at level 3.)
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  15. Level 2
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  17. Mutagen: An Alchemist may inject any target with a potent mutagen that causes their body muscle to rapidly grow, increasing their combat capabilities for three rounds. Likewise, they gain a +2 bonus to their attack rolls. The Mutagen also rapidly reconstructs their wounds, granting them regeneration for the duration of the effect.
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  19. Level 3
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  21. +1 Prepared product.
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  23. Panacea: The Alchemist discovers a universal cure; a special tonic that they can brew to cure any disease or poison.
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  25. Elemental Bombs: Alchemical Bombs may take on an elemental effect of their choosing, rather than acid.
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  27. Fire: Fiery bombs that burn their victims on contact.
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  29. Ice: Bombs that release a chilling liquid, dealing both cold damage and potentially freezing the victim.
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  31. Level 4
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  33. Chemical Resistance: Through their experimenting, the Alchemist has grown a natural resistance to poison effects or negative mutations. They gain a +4 bonus to saves against both of these.
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  35. Infuse: An Alchemist may take a sample from any target within the arena, creating a mutagen that they may inject into their target. The DM Will roll for the potency of the mutagen, but the target will gain beneficial features and mutations from the mutagen for three rounds.
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  37. Level 5
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  39. +1 Prepared product
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  41. Trollsblood: An Alchemist has perfected themselves through their experiments, granting them regeneration. An Alchemist's regeneration allows them to recover from almost any wound, if left alone to heal.
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