Alchemist

Profession: Alchemist
Starting Gear: 1 small bag, 10 small bottles, 3 alchemistry tools of your choice not improved
Pay Rate: 100 shillings per game week
Starting Bonuses: 60 character points at character creation
Bonuses:
  • Can use potions twice a turn.
  • Starts with Mix Potions and Herbal Knowledge at level 1
Penalties:
  • Alchemists always deal 25% less melee damage in battle, except for when using staffs, rods, or daggers.
Weapon & Armor Types:
  • 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. 

 

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.

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
  • 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.

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.

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.

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. 

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.

Alchemist Skills Progression 

alchemist.png

Alchemist Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Advanced First Aid 20 Soul 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

This is a Tier 1 skill

Level 1: 25/50

Alchemical Identify 5 Soul +10 to Perceive to identify a potion and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200
Awareness First Aid 10 Soul Heal 1d6 Awareness with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Create Potions N/A Lets you create potions based on your level of mastery. Level 1: Level 1 potions
Level 2: Level 2 potions
Level 3: Level 3 potions
Level 4: Level 4 potions

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Diagnose N/A +5 to Mental Check to determine status condition so you can provide the right care. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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
Level 2: +2 potions
Level 3: +3 potions
Level 4: +4 potions

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fatigue First Aid 10 Soul Heal 1d6 Fatigue with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

First Aid 5 Soul Heal wounds and restore 1d8 Vitality. Level 1: 1d8; 5 Soul
Level 2: 2d8; 10 Soul
Level 3: 3d8; 15 Soul
Level 4: 4d8; 20 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Herbal Knowledge 5 Soul +10 to Perceive to identify a plant and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Item Rationing N/A Get +1 extra use from a single potion per level of mastery. Level 1: +1 use
Level 2: +2 uses
Level 3: +3 uses
Level 4: +4 uses

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Potion Administration N/A Increases potion's effects when using it by 25%. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Potion Save 10 Soul +10 to react to use Vitality restoring potion before killing blow can kill you.  Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Power First Aid 15 Soul Heal 1d10 Power with First Aid. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Resuscitation 20 Soul Able to restore target to consciousness using First Aid as long as Vitality remains above -10. N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Treat Burns 12 Soul Able to treat up to 4 levels of burns without meds Level 1: 1d4; 12 Soul
Level 2: 1d6; 24 Soul
Level 3: 1d8; 36 Soul
Level 4: 1d10; 48 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Treat Radiation 15 Soul Able to treat up to 4 levels of radiation poisoning without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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

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.

Tier 1: Basic Alchemist

This is the tier level you start out as. The starting bonuses listed earlier apply here.

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

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

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

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.

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