Table of Contents
- Can use potions twice a turn.
- Starts with Mix Potions and Herbal Knowledge at level 1
- Alchemists always deal 25% less melee damage in battle, except for when using staffs, rods, or daggers.
- Melee Penalty does not apply to thrown weapons, projectile weapons, rods, or staffs.
- Can only wear light armor
You deal with potion crafting. You are great at making things and are great in the role of support. You might even be the healer of the group with your like-magic potions.
The Alchemist Profession is all about potion research and potion crafting. It is not a profession that focuses on combat or making money. If you want to deal with potions this is the profession for you.
Back to top1) Starting Bonuses and Penalties
You already know that playing as an alchemist grants you an additional 60 character points at character creation as well as a salary of 100 shillings per week. However these are not the only an alchemist receives.
- Alchemists can use up to 2 potions a turn in combat.
- Starts with Mix Potions and Herbal Knowledge at level 1.
- Alchemists always deal 25% less melee damage in battle, except for when using staffs, rods, daggers, projectile weapons, or thrown weapons.
2) Effects on Weapon Usage
Alchemists are not warriors. They are less effective at any kind of weapon usage, including unarmed combat, and therefore automatically deal 25% less damage in melee combat than other characters would. This penalty only applies to melee weapons, not projectile or thrown weapons. This penalty also does not apply to staffs and rods or daggers. Therefore an alchemist would be wise to wield either a staff, rod, a dagger, a throwing weapon, or a projectile weapon.
Back to top3) Effects on Armor Usage
Alchemists are unable to wear heavy armor. They must stick with light armor. They can wear other armor types if they get the required armor skill, however they will suffer double the evade penalties.
Tier Levels and Costs to Acquire
Tier 1
- Level 1: 25/50
- Level 2: 50/100
- Level 3: 75/150
- Level 4: 100/200
Tier 2
- Level 1: 50/100
- Level 2: 75/150
- Level 3: 100/200
- Level 4: 125/250
Tier 3
- Level 1: 75/150
- Level 2: 100/200
- Level 3: 125/250
- Level 4: 150/300
Tier 4
- Level 1: 100/200
- Level 2: 125/250
- Level 3: 150/300
- Level 4: 175/350
Tier 5
- Level 1: 125/250
- Level 2: 150/300
- Level 3: 175/350
- Level 4: 200/400
Tier 6
- Level 1: 150/300
- Level 2: 175/350
- Level 3: 200/400
- Level 4: 250/450
4) Character Point Rate
Alchemists make potions. They are masters of combining ingredients to make different effects, beneficial or poison.The Alchemist's character point rate is:
- Mental x 0.01; with an additional +0.25 for every level in First Aide except the first level (total of +0.6 bonus possible).
- An Alchemist who gets all skills in the First Aid skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
- An Alchemist who gets all skills in the First Aid skill chain at level 4 gets to roll 2d% increased by Mental as a percentage for extra character points.
- An Alchemist who gets at least 1 level in every alchemist skill gets their End of Session Bonus as extra character points.
- An Alchemist's End of Session Bonus rate is your character point rate increased by 1/2 React. So if your character point rate is 1.5 and your React is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing.
5) Skills
Alchemists specialize in skills that deal with potion usage and crafting. Any of the skills listed below would have their costs decreased by half.
5.1) Alchemist Skills Progression
5.2) Alchemist Skills
Skill | Stat Cost | Description | Level Effects | Cost to Acquire |
---|---|---|---|---|
Advanced First Aid | 20 SA | Heals broken bones, impalement, and other serious conditions with First Aid. |
N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. |
N/A: only one level |
In Profession: 25 |
Alchemical Identify | 5 SA | +10 to Perceive to identify a potion and its properties. |
Level 1: +10; 5 SA |
Level 1: 25/50 |
Awareness First Aid | 10 SA | Heal 1d6 Awareness with First Aid. |
Level 1: 1d6; 10 SA |
This is a Tier 4 skill Level 1: 100/200 |
Create Potions | N/A | Lets you create potions based on your level of mastery. |
Level 1: Level 1 potions |
This is a Tier 2 skill Level 1: 50/100 |
Diagnose | N/A | +5 to Mental Check to determine status condition so you can provide the right care. |
Level 1: +5 |
This is a Tier 1 skill Level 1: 25/50 |
Equip Potion | N/A | This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. |
N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions |
This is a Tier 1 skill Level 1: 25/50 |
Fatigue First Aid | 10 SA | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 SA |
This is a Tier 5 skill Level 1: 125/250 |
First Aid | 5 SA | Heal wounds and restore 1d8 HP. |
Level 1: 1d8; 5 SA |
This is a Tier 1 skill Level 1: 25/50 |
Herbal Knowledge | 5 SA | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 SA |
This is a Tier 1 skill Level 1: 25/50 |
Item Rationing | N/A | Get +1 extra use from a single potion per level of mastery. |
Level 1: +1 use |
This is a Tier 1 skill Level 1: 25/50 |
Mix Potions | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions |
This is a Tier 1 skill Level 1: 25/50 |
Mortality First Aid | 15 SA | Heal 1d4 Mortality with First Aid. |
Level 1: 1d4; 15 SA |
This is a Tier 6 skill Level 1: 150/300 |
Potion Administration | N/A | Increases potion's effects when using it by 25%. |
Level 1: 25% |
This is a Tier 1 skill Level 1: 25/50 |
Potion Save | 10 SA | +10 to react to use HP restoring potion before killing blow can kill you. |
Level 1: +10; 10 SA |
This is a Tier 4 skill Level 1: 100/200 |
Resuscitation | 20 SA | Able to restore target to consciousness using First Aid as long as the target still has Mortality Points. |
N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Treat Burns | 12 SA | Able to treat up to 4 levels of burns without meds |
Level 1: 1d4; 12 SA |
This is a Tier 4 skill Level 1: 100/200 |
Treat Poison | 8 SA | Able to treat up to 4 levels of poison without meds. |
Level 1: 1d4 Poisons; 8 SA |
This is a Tier 3 skill Level 1: 75/150 |
Treat Radiation | 15 SA | Able to treat up to 4 levels of radiation poisoning without meds. |
Level 1: 1d10; 15 SA |
This is a Tier 5 skill Level 1: 125/250 |
Treat Visual Instability | 5 SA | Able treat up to 3 levels of visual impairment without meds. |
Level 1: Visual Instability; 5 SA |
This is a Tier 2 skill Level 1: 50/100 |
Use Potion as Defense | N/A | Able to use a potion in defensive stance. |
N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
6) Alchemist Growth
As you develop and master skills within your alchemist profession, you will become a more capable alchemist. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.
6.1) Tier 1: Basic Alchemist
This is the tier level you start out as. The starting bonuses listed earlier apply here.
6.2) Tier 2: Novice Alchemist
To reach this tier, you must acquire all of the skills in the Diagnose skill chain at level 1. As a novice alchemist you benefit from the following bonuses:
- Add 10% of React to React as a modifier.
- +10 to SA as a modifier.
- Increase bag storage space by 20%.
- +0.2 to Character Point rate
6.3) Tier 3: Skilled Alchemist
To reach this tier, you must acquire all of the skills in the Diagnose skill chain at level 2. As a skilled alchemist you benefit from the following bonuses:
- Add 10% of Speed to React as a modifier.
- +20 to Resist against poisons
- Add 10% of Mental to Mental and SA as modifiers.
- +0.2 to Character Point rate
6.4) Tier 4: Master Alchemist
To reach this tier, you must acquire all of the skills in the Diagnose skill chain at level 3. As a master alchemist you benefit from the following bonuses:
- All potions you make now have two uses.
- +20 to Resist against poisons
- Increase bag storage space by 40%.
- Add 10% of React to a main stat of your choice as a modifier
- All created potions are 50% more effective.
- +0.2 to Character Point rate
7) Combo Professions
With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Alchemists can open into the following combo professions: Witch, Arcane Alchemist, and Assassin.
- Witch: Witch is a combo profession of Runic Mage, Cleric, and Alchemist
- Arcane Alchemist: Arcane Alchemist is a combo profession of Runic Mage and Alchemist
- Assassin: Assassin is a combo profession of Hunter, Thief, and Alchemist
Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.