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<blockquote data-quote="AncientSpirits" data-source="post: 6254981" data-attributes="member: 55778"><p><strong><span style="font-size: 12px">Alchemist</span></strong></p><p>An alchemist brews bombs and potions to transform body and mind.</p><p></p><p></p><p><strong><u>Background & Adventures</u></strong></p><p>An alchemist pursues the art of transmutation, often through the use of potions, oils, and such, and also by the dangerous, devious, or delightful touch of an uncanny finger.</p><p></p><p></p><p>Alchemists study the hidden bonds and patterns of all things and use catalyzing reagents and magic to shift those. They “see” potential and embrace change, disguise, and reuse. A pillar is a door, an ogre is a warhorse, a river is a cloud—just waiting to happen.</p><p></p><p></p><p>An alchemist often refers to a formula book to work beyond mere error-prone memory. He is likely eager to invite others to help him brew potions, among which his can be exceptional. Some alchemists use their insights to mutate underlings and foes. </p><p></p><p></p><p>The world is change, alchemists learn from travel, and they enjoy allies of all kinds so long as they are afforded their time to prepare.</p><p></p><p></p><p><img src="http://www.RadianceRPG.com/alchemist.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong><u>Class Details</u></strong></p><p>Alchemists have the following statistics.</p><p>——————————————</p><p> <strong>Prime Attribute</strong>: Intelligence.</p><p> <strong>Attack</strong>: d20 + ½ class level + Intelligence modifier.</p><p> <strong>Defenses</strong>: Fortitude +2, Will +2.</p><p>——————————————</p><p> <strong>Armor</strong>: All Light armors such as leather.</p><p> <strong>Weapons</strong>: Light blades such as daggers.</p><p> <strong>Starting Gold</strong>: 3d6 x 10 (105 gp).</p><p>————————————————</p><p> <strong>Alignment</strong>: Any.</p><p> <strong>Special</strong>: Abilities marked with a C require the use of an artificer’s lab that costs 250 gp and weighs 40 pounds. You can also rent such a lab for 5 gp per day. Also, abilities with an M require you expend “components” costing 2 cp for basic abilities and 2 sp, 2 gp and 2 pp for intermediate, advanced, and paragon abilities respectively. When you do not, apply a -2 penalty to your attack rolls.</p><p> <strong>Training</strong>: 3d4 years.</p><p>————————————————————————</p><p></p><p></p><p><strong><u>Core Abilities</u></strong></p><p>Alchemists start with the following abilities at 1st level.</p><p> <strong>Alchemist Skills</strong>: You enjoy a +2 bonus on Appraise, Arcana, Craft, Endurance, and Nature checks.</p><p> <strong>Formula Book</strong>: Up to 3x daily, you may study a formula book (10 gp, 3 pounds) for 2 minutes to know for 1 hour any alchemist magic ability of any tier that you can access except paragon tier. Each use cancels a previous use. Requires a formula book.</p><p> <strong>Transmutation Specialty</strong>: You know 1 basic tier alchemist ability of your choice for which you qualify.</p><p></p><p></p><p><strong><u>Basic Abilities</u></strong></p><p>Alchemists select from the following basic abilities.</p><p> <strong>Anatomy Studies</strong>: Boost Arcana and Heal checks by +5. </p><p> <strong>ApothecaryC</strong>: You can brew drugs and poisons as described on page 166 for ½ their listed market price. One dose requires 1 hour of work, and you can prepare up to 10 doses in a day. Also, you can identify a drug or ingested poison after 1 minute of careful visual and olfactory inspection with an accuracy of 70% + 1% per level.</p><p> <strong>Bomb</strong>: You lob a bomb out to 60 ft that blasts a 15-ft-radius volume. Creatures and objects therein suffer 1d6 damage per 2 levels (max 5d6), or ½ damage if Reflex resists. You only need line of effect, not line of sight. Costs 1 vial of blast powder per d6 damage. A vial of blast powder costs 2 gp, weighs 1 pound, and takes 10 minutes to craft. Moving 1 vial into your hand from a bandolier is a swift action.</p><p> <strong>Bomb Ready</strong>: Boost Perception and Trick checks by +5.</p><p> <strong>Brew PotionC</strong>: You place an ability that you or an adjacent ally knows into a potion, salve, oil, pill or similar mix that delivers a single-use effect to a creature or object. The cost and time equal 50 gp and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate ability. You or an adjacent ally pay any vitality cost when brewing the potion. See RPG page 196 for details and a list of common potions.</p><p> <strong>Critter FormM</strong>: As Wild Shape (below) except you are limited to Tiny animals and you return to your normal form at the end of your turn. You cannot make attacks in this form. Does not work with Enlarge or Reduce. Requires Alchemist Skills. Costs 2 vitality.</p><p> <strong>Disguise AllyM</strong>: This improves Disguise Self such that you may target an adjacent willing person instead. Costs 1 vitality.</p><p> <strong>Disguise SelfM</strong>: Your surface traits—hair color, garment style, gender, voice pitch, etc—transmute to grant you a +10 bonus on Disguise checks for 1 hour. You can grow or shrink 1 ft and modify your Comeliness by +/- 5 points. Costs 1 vitality.</p><p> <strong>EnlargeM</strong>: You or a touched ally grow 1 size category (max size Large) for 5 minutes. A larger size doubles height, applies a -2 penalty to Reflex, a +2 bonus to damage rolls, a +5 bonus on Athletics checks, +3 wound points, +10 ft speed, a +5 bonus to resist Bull Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and a 8x weight increase. Costs 1 vitality.</p><p> <strong>Friendly Critter Form</strong>: This improves Critter Form so you can affect an adjacent ally rather than yourself. Costs 2 vitality.</p><p> <strong>Faux FaceM</strong>: Select 1 race of person other than your own. You enjoy a +20 bonus on Disguise checks for 4 hours + 1 hour per level to appear as a member of that race. You cannot look like anyone but you. Costs 1 vitality.</p><p> <strong>Faux Faced Ally</strong>: This improves Faux Face so you may affect an ally within 15 ft instead of yourself.</p><p> <strong>Formula Discoveries</strong>: Select 3 basic magic abilities for which you qualify from any class. When using Formula Book, you may select from among these abilities.</p><p> <strong>HealerM</strong>: An adjacent ally heals 1d4 wounds. Costs 1 vitality.</p><p> <strong>Identify concoction</strong>: You learn the name and primary effect of 1 touched potion, vial of poison or explosive device. The chance of success equals 70% + 1% per level (max 90%).</p><p> <strong>Improvise</strong>: Up to 5x/day, you may ignore the class’s special requirement for an artificer’s lab or components.</p><p> <strong>Irritant</strong>: An adjacent creature suffers 1d2 wound damage and is blinded for 1 round. Fortitude resists. Costs 1 vitality. </p><p> <strong>Poison Mastery</strong>: Apply a +5 bonus on Appraise, Craft, and Heal checks to identify, brew or neutralize poison.</p><p> <strong>Poison Use</strong>: You never risk accidentally poisoning yourself when applying poison to a weapon, and you may apply poison as a move action.</p><p> <strong>ReduceM</strong>: You or a touched ally shrink 1 size category for 5 minutes. The smaller size halves height, grants a +2 bonus to Reflex, a -1 penalty to damage rolls, a -5 penalty on Athletics checks, a -3 penalty to maximum normal wound points, a +5 bonus on Stealth checks, -10 ft speed, and a 7/8ths weight reduction. Costs 1 vitality.</p><p> <strong>Resist EnergyM</strong>: For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or a +2 bonus versus all energy types. Costs 1 vitality.</p><p> <strong>Resist Poison</strong>: You enjoy a +5 bonus on saves to resist damage caused by poison. </p><p> <strong>RuinM</strong>: You permanently ruin an adjacent nonmagical item (max pounds = 4 + 1/level). It becomes confetti, dead flowers or such. An attended object’s owner resists using Reflex. Costs 1 vitality.</p><p> Transmutist: Boost Arcana and Disguise checks by +5.</p><p> <strong>Spell Secret</strong>: You learn 1 basic magic ability for which you quality of any class. Requires Alchemist Skills.</p><p> <strong>Stealthwise</strong>: Boost Disguise, Stealth, and Trick checks by +3.</p><p> <strong>Variant Bomb</strong>: This improves Bomb to deliver an energy type of your choice when you spend a move action that same round.</p><p></p><p></p><p><strong><u>Intermediate Abilities</u></strong></p><p>Alchemists select from the following intermediate abilities.</p><p> <strong>Blinding Bomb</strong>: This improves Bomb to blind affected creatures for 1d4 rounds.</p><p> <strong>Boosted Bomb</strong>: This improves Bomb to inflict 1d6 damage per level (max 10d6). Costs 1 vial of blast powder per d6 damage. </p><p> <strong>Dazing Bomb</strong>: As a move action, your next use of Bomb dazes targets for 1 round in addition to other effects. Fortitude resists.</p><p> <strong>DissemblanceM</strong>: This improves Disguise Ally such that you can affect any creature within 30 ft. Will resists if the target is unwilling. Costs 2 vitality.</p><p> <strong>EvaporateM</strong>: You cause a 10-ft cube/level of mundane liquid, or 1 vial/level worth of magic liquid, to evaporate. Anything living or solid within the liquid is not transmuted. Costs 2 vitality.</p><p> <strong>Fast Potion</strong>: You may drink a potion as a move action. Requires Brew Potion and Hustle.</p><p> <strong>GoldStoneM</strong>: Once daily you focus as a move action and select any 1 ability of your race or 1 alchemist magic ability of a tier you can access except paragon tier. You can and must immediately use the ability or you lose it. You must be an alchemist to use this ability. Costs 5 gp.</p><p> <strong>HardenM</strong>: You boost DR by +5 for 2 minutes for an adjacent nonliving object such as a suit of armor weighing up to 250 pounds or a 5-ft square of a hull, wall or other surface. Costs 2 vitality.</p><p> <strong>Quick Flask</strong>: Up to 3x/day resolve your use of Bomb or drinking a potion as a move action. Requires Dexterity 15+. </p><p> <strong>ReshapeM</strong>: You change an unattended adjacent mundane object up to 10 pounds and 100 gp in value into a different object of ½ to 2x weight and equal or less value. Lasts 1 hour. Costs 1 sp and 2 vitality.</p><p> <strong>SoftenM</strong>: As Harden but modify DR by -5. Reflex resists for attended objects.</p><p> <strong>Stone ShapeM</strong>: You mold adjacent stone into new shapes. You affect up to 10 cubic ft + 1 cubic ft per level. You can form rocks into a stone bridge, warp a pillar to make it fall, form a hole in a wall, or so forth. Costs 2 vitality.</p><p> <strong>Tiny Ally</strong>: This improves Tiny Form such that you can affect an allied animal or person within 15 ft instead of yourself.</p><p> <strong>Tiny FormM</strong>: You can reduce yourself to size Tiny for 2 minutes. In this form, you have 2 wound points, a +20 bonus on Stealth checks, a +10 bonus on Reflex, a -5 penalty on damage rolls, a -20 penalty on Athletics checks, -20 ft speed, and a 98% weight reduction. Costs 2 vitality.</p><p> <strong>Wild ShapeM</strong>: For up to 5 minutes you become a Tiny or Small animal. You gain a burrow, climb, fly or swim speed of 30 ft, or a land speed of 60 ft (choose 1 option relevant to the animal form) and you enjoy a +3 bonus on Endurance, Perception, and Stealth checks. You radiate faint magic. You cannot make attack rolls in this form. You can return to your normal form as a move action. Requires Alchemist Skills. Costs 2 vitality.</p><p> <strong>Wild Shaped Ally</strong>: This improves Wild Shape such that you may target an adjacent ally. Costs 5 vitality.</p><p></p><p></p><p><strong><u>Advanced Abilities</u></strong></p><p>Alchemists select from the following advanced abilities.</p><p> <strong>Brew MutagenC</strong>: When using Brew Potion, you can place an advanced tier ability for 750 gp and 4 hours work if you have a piece of the creature that will be subject to the potion. </p><p> <strong>Deliquefy</strong>: This improves Liquefy so that you may harden the liquid back to solid as a standard action. Those in the area are unable to move from their space and are staggered until they are freed after 5 minutes of digging by allies. Reflex resists. Costs 5 vitality.</p><p> <strong>EncageC</strong>: A Tiny creature’s size cannot change when you place it in a special 1-ft-cube fine-wired iron cage (15 pounds, 350 gp).</p><p> <strong>Fast Healing</strong>: You always stabilize. Also, each round at the end of your turn while affected by any of your own ongoing alchemist magic abilities, you automatically heal 1 wound point. This occurs even if you are unconscious but not dead. Requires Anatomy Studies.</p><p> <strong>Formula Fount</strong>: This improves Formula Book to allow you to also prepare 1 advanced or 2 intermediate abilities as well.</p><p> <strong>Greater Bomb</strong>: This improves Boosted Bomb to deliver a maximum of 20d6 damage to a 30-ft-radius volume.</p><p> <strong>Improvise Potions</strong>: When using Brew Potion, you can try to place a basic magic ability for which you qualify drawn from any class. The chance of success equals 70% + 1% per level. If you fail, you still pay the craft cost and must restart. Requires Alchemist Skills.</p><p> <strong>Lasting Reshape</strong>: This improves Reshape to be permanent. Costs 2 gp and 5 vitality.</p><p> <strong>Lasting Wild Shape</strong>: This improves Wild Shape to last 4 hours + 1 hour per level. Costs 5 vitality.</p><p> <strong>Liquefy</strong>: You cause a single 10-ft cube/level of mundane unworked solid matter—or 1-ft cube/level of magical unworked solid matter or mundane worked solid material—within 60 ft to become an equal volume of muddy liquid. If used to ruin a ceiling, those in the area suffer 1d6 bludgeoning damage per 2 levels and are reduced to ½ speed in the liquid, with Reflex resisting for ½ damage. Requires you know Evaporate and Soften. Costs 5 vitality.</p><p> <strong>PolymorphM</strong>: For 2 minutes, you acquire the appearance and statistics of any creature (without class levels) with a level up to ½ your own. You retain your Intelligence, alignment, vitality points, and magic abilities. You can end the effect as a swift action and regain 1d4 wounds when doing so. If you fall unconscious or die, you return to your normal form. Costs 10 vitality.</p><p> <strong>Polymorph OtherM</strong>: This improves Polymorph such that you can affect an adjacent ally instead of yourself. Costs 5 vitality.</p><p> <strong>PoisonM</strong>: As a move action, you poison 1 weapon or cup of liquid in your possession. When a creature is struck by the weapon or ingests the liquid, it instantly suffers 1d10 vile wound damage with a 50% chance to suffer an additional 1d10 vile wound damage 5 minutes later. Unused poison dissipates after 5 minutes. Costs 5 vitality.</p><p> <strong>SimulacrumC</strong>: You grow a replicant townie (page 269) or a duplicate of a living creature with 5 Intelligence or less from a vial of its fresh blood. For each level of the simulacrum, creation takes 1 week and costs 1,000 gp. The process fails if its level exceeds yours. It starts with no memories, follows your verbal commands, and gains free will if you die.</p><p> <strong>StoneskinM</strong>: You enjoy DR 10 for 2 minutes or until the spell blocks 10 points of damage per level, whichever comes first. Requires Harden. Costs 5 vitality.</p><p> <strong>Tiny Foe</strong>: This improves Tiny Ally to affect an unwilling animal or person within 15 ft. Will resists. Costs 5 vitality.</p><p></p><p></p><p><strong><u>Paragon Abilities</u></strong></p><p>Alchemists select from the following paragon abilities.</p><p> <strong>Animal ShapesM</strong>: This improves Wild Shape to affect you and up to 8 touched allies. Costs 2 vitality + 2 per ally.</p><p> <strong>Baleful PolymorphM</strong>: A target within 30 ft turns into a harmless Tiny animal. It uses the animal’s statistics except it retains its Intelligence, alignment, saves, and vitality. On its next turn, you assault its Will. If it resists, it returns to normal. If it fails, it remains in animal form for 24 hours before you try a final attack. If you beat its Will again, it permanently acquires the form and only you, or a Miracle or Wish, can end the effect. Costs 10 vitality.</p><p> <strong>CloneC</strong>: This improves Simulacrum. You may duplicate any living creature and the result starts with the donor creature’s memories.</p><p> Huge Ally: This improves Huge Form such that you can affect an ally within 120 ft instead of yourself.</p><p> <strong>Huge SizeM</strong>: For 5 minutes, you grow to size Huge for 5x normal height, a -5 penalty to Reflex, a +5 bonus on damage rolls, a +10 bonus on Athletics checks, +10 wound points, +20 ft speed, a 15-ft reach, a +10 bonus to resist Bull Rush, Grapple, and Trip attacks, a -10 penalty on Stealth checks, an effective Strength of 25, and a 64x weight increase (Ex. 160 pounds becomes 10 tons).</p><p> <strong>Metamorphosis</strong>: This makes Polymorph Other permanent, though the new form’s level equals the old form’s level minus 1. Will resists if unwilling. Only Miracle or Wish ends the effect.</p><p> <strong>Polymorph Any Object</strong>: This improves Reshape to affect up to 2 tons and 2,000 gp in value within 30 ft. Costs 10 vitality. </p><p> <strong>Sublimate</strong>: This improves Evaporate to affect solid material instead. Costs 10 vitality + 2 vitality per 10 cubic ft (max 20 vitality).</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6254981, member: 55778"] [B][SIZE=3]Alchemist[/SIZE][/B] An alchemist brews bombs and potions to transform body and mind. [B][U]Background & Adventures[/U][/B] An alchemist pursues the art of transmutation, often through the use of potions, oils, and such, and also by the dangerous, devious, or delightful touch of an uncanny finger. Alchemists study the hidden bonds and patterns of all things and use catalyzing reagents and magic to shift those. They “see” potential and embrace change, disguise, and reuse. A pillar is a door, an ogre is a warhorse, a river is a cloud—just waiting to happen. An alchemist often refers to a formula book to work beyond mere error-prone memory. He is likely eager to invite others to help him brew potions, among which his can be exceptional. Some alchemists use their insights to mutate underlings and foes. The world is change, alchemists learn from travel, and they enjoy allies of all kinds so long as they are afforded their time to prepare. [IMG]http://www.RadianceRPG.com/alchemist.png[/IMG] [B][U]Class Details[/U][/B] Alchemists have the following statistics. —————————————— [B]Prime Attribute[/B]: Intelligence. [B]Attack[/B]: d20 + ½ class level + Intelligence modifier. [B]Defenses[/B]: Fortitude +2, Will +2. —————————————— [B]Armor[/B]: All Light armors such as leather. [B]Weapons[/B]: Light blades such as daggers. [B]Starting Gold[/B]: 3d6 x 10 (105 gp). ———————————————— [B]Alignment[/B]: Any. [B]Special[/B]: Abilities marked with a C require the use of an artificer’s lab that costs 250 gp and weighs 40 pounds. You can also rent such a lab for 5 gp per day. Also, abilities with an M require you expend “components” costing 2 cp for basic abilities and 2 sp, 2 gp and 2 pp for intermediate, advanced, and paragon abilities respectively. When you do not, apply a -2 penalty to your attack rolls. [B]Training[/B]: 3d4 years. ———————————————————————— [B][U]Core Abilities[/U][/B] Alchemists start with the following abilities at 1st level. [B]Alchemist Skills[/B]: You enjoy a +2 bonus on Appraise, Arcana, Craft, Endurance, and Nature checks. [B]Formula Book[/B]: Up to 3x daily, you may study a formula book (10 gp, 3 pounds) for 2 minutes to know for 1 hour any alchemist magic ability of any tier that you can access except paragon tier. Each use cancels a previous use. Requires a formula book. [B]Transmutation Specialty[/B]: You know 1 basic tier alchemist ability of your choice for which you qualify. [B][U]Basic Abilities[/U][/B] Alchemists select from the following basic abilities. [B]Anatomy Studies[/B]: Boost Arcana and Heal checks by +5. [B]ApothecaryC[/B]: You can brew drugs and poisons as described on page 166 for ½ their listed market price. One dose requires 1 hour of work, and you can prepare up to 10 doses in a day. Also, you can identify a drug or ingested poison after 1 minute of careful visual and olfactory inspection with an accuracy of 70% + 1% per level. [B]Bomb[/B]: You lob a bomb out to 60 ft that blasts a 15-ft-radius volume. Creatures and objects therein suffer 1d6 damage per 2 levels (max 5d6), or ½ damage if Reflex resists. You only need line of effect, not line of sight. Costs 1 vial of blast powder per d6 damage. A vial of blast powder costs 2 gp, weighs 1 pound, and takes 10 minutes to craft. Moving 1 vial into your hand from a bandolier is a swift action. [B]Bomb Ready[/B]: Boost Perception and Trick checks by +5. [B]Brew PotionC[/B]: You place an ability that you or an adjacent ally knows into a potion, salve, oil, pill or similar mix that delivers a single-use effect to a creature or object. The cost and time equal 50 gp and 1 hour for a basic ability or 300 gp and 2 hours for an intermediate ability. You or an adjacent ally pay any vitality cost when brewing the potion. See RPG page 196 for details and a list of common potions. [B]Critter FormM[/B]: As Wild Shape (below) except you are limited to Tiny animals and you return to your normal form at the end of your turn. You cannot make attacks in this form. Does not work with Enlarge or Reduce. Requires Alchemist Skills. Costs 2 vitality. [B]Disguise AllyM[/B]: This improves Disguise Self such that you may target an adjacent willing person instead. Costs 1 vitality. [B]Disguise SelfM[/B]: Your surface traits—hair color, garment style, gender, voice pitch, etc—transmute to grant you a +10 bonus on Disguise checks for 1 hour. You can grow or shrink 1 ft and modify your Comeliness by +/- 5 points. Costs 1 vitality. [B]EnlargeM[/B]: You or a touched ally grow 1 size category (max size Large) for 5 minutes. A larger size doubles height, applies a -2 penalty to Reflex, a +2 bonus to damage rolls, a +5 bonus on Athletics checks, +3 wound points, +10 ft speed, a +5 bonus to resist Bull Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and a 8x weight increase. Costs 1 vitality. [B]Friendly Critter Form[/B]: This improves Critter Form so you can affect an adjacent ally rather than yourself. Costs 2 vitality. [B]Faux FaceM[/B]: Select 1 race of person other than your own. You enjoy a +20 bonus on Disguise checks for 4 hours + 1 hour per level to appear as a member of that race. You cannot look like anyone but you. Costs 1 vitality. [B]Faux Faced Ally[/B]: This improves Faux Face so you may affect an ally within 15 ft instead of yourself. [B]Formula Discoveries[/B]: Select 3 basic magic abilities for which you qualify from any class. When using Formula Book, you may select from among these abilities. [B]HealerM[/B]: An adjacent ally heals 1d4 wounds. Costs 1 vitality. [B]Identify concoction[/B]: You learn the name and primary effect of 1 touched potion, vial of poison or explosive device. The chance of success equals 70% + 1% per level (max 90%). [B]Improvise[/B]: Up to 5x/day, you may ignore the class’s special requirement for an artificer’s lab or components. [B]Irritant[/B]: An adjacent creature suffers 1d2 wound damage and is blinded for 1 round. Fortitude resists. Costs 1 vitality. [B]Poison Mastery[/B]: Apply a +5 bonus on Appraise, Craft, and Heal checks to identify, brew or neutralize poison. [B]Poison Use[/B]: You never risk accidentally poisoning yourself when applying poison to a weapon, and you may apply poison as a move action. [B]ReduceM[/B]: You or a touched ally shrink 1 size category for 5 minutes. The smaller size halves height, grants a +2 bonus to Reflex, a -1 penalty to damage rolls, a -5 penalty on Athletics checks, a -3 penalty to maximum normal wound points, a +5 bonus on Stealth checks, -10 ft speed, and a 7/8ths weight reduction. Costs 1 vitality. [B]Resist EnergyM[/B]: For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or a +2 bonus versus all energy types. Costs 1 vitality. [B]Resist Poison[/B]: You enjoy a +5 bonus on saves to resist damage caused by poison. [B]RuinM[/B]: You permanently ruin an adjacent nonmagical item (max pounds = 4 + 1/level). It becomes confetti, dead flowers or such. An attended object’s owner resists using Reflex. Costs 1 vitality. Transmutist: Boost Arcana and Disguise checks by +5. [B]Spell Secret[/B]: You learn 1 basic magic ability for which you quality of any class. Requires Alchemist Skills. [B]Stealthwise[/B]: Boost Disguise, Stealth, and Trick checks by +3. [B]Variant Bomb[/B]: This improves Bomb to deliver an energy type of your choice when you spend a move action that same round. [B][U]Intermediate Abilities[/U][/B] Alchemists select from the following intermediate abilities. [B]Blinding Bomb[/B]: This improves Bomb to blind affected creatures for 1d4 rounds. [B]Boosted Bomb[/B]: This improves Bomb to inflict 1d6 damage per level (max 10d6). Costs 1 vial of blast powder per d6 damage. [B]Dazing Bomb[/B]: As a move action, your next use of Bomb dazes targets for 1 round in addition to other effects. Fortitude resists. [B]DissemblanceM[/B]: This improves Disguise Ally such that you can affect any creature within 30 ft. Will resists if the target is unwilling. Costs 2 vitality. [B]EvaporateM[/B]: You cause a 10-ft cube/level of mundane liquid, or 1 vial/level worth of magic liquid, to evaporate. Anything living or solid within the liquid is not transmuted. Costs 2 vitality. [B]Fast Potion[/B]: You may drink a potion as a move action. Requires Brew Potion and Hustle. [B]GoldStoneM[/B]: Once daily you focus as a move action and select any 1 ability of your race or 1 alchemist magic ability of a tier you can access except paragon tier. You can and must immediately use the ability or you lose it. You must be an alchemist to use this ability. Costs 5 gp. [B]HardenM[/B]: You boost DR by +5 for 2 minutes for an adjacent nonliving object such as a suit of armor weighing up to 250 pounds or a 5-ft square of a hull, wall or other surface. Costs 2 vitality. [B]Quick Flask[/B]: Up to 3x/day resolve your use of Bomb or drinking a potion as a move action. Requires Dexterity 15+. [B]ReshapeM[/B]: You change an unattended adjacent mundane object up to 10 pounds and 100 gp in value into a different object of ½ to 2x weight and equal or less value. Lasts 1 hour. Costs 1 sp and 2 vitality. [B]SoftenM[/B]: As Harden but modify DR by -5. Reflex resists for attended objects. [B]Stone ShapeM[/B]: You mold adjacent stone into new shapes. You affect up to 10 cubic ft + 1 cubic ft per level. You can form rocks into a stone bridge, warp a pillar to make it fall, form a hole in a wall, or so forth. Costs 2 vitality. [B]Tiny Ally[/B]: This improves Tiny Form such that you can affect an allied animal or person within 15 ft instead of yourself. [B]Tiny FormM[/B]: You can reduce yourself to size Tiny for 2 minutes. In this form, you have 2 wound points, a +20 bonus on Stealth checks, a +10 bonus on Reflex, a -5 penalty on damage rolls, a -20 penalty on Athletics checks, -20 ft speed, and a 98% weight reduction. Costs 2 vitality. [B]Wild ShapeM[/B]: For up to 5 minutes you become a Tiny or Small animal. You gain a burrow, climb, fly or swim speed of 30 ft, or a land speed of 60 ft (choose 1 option relevant to the animal form) and you enjoy a +3 bonus on Endurance, Perception, and Stealth checks. You radiate faint magic. You cannot make attack rolls in this form. You can return to your normal form as a move action. Requires Alchemist Skills. Costs 2 vitality. [B]Wild Shaped Ally[/B]: This improves Wild Shape such that you may target an adjacent ally. Costs 5 vitality. [B][U]Advanced Abilities[/U][/B] Alchemists select from the following advanced abilities. [B]Brew MutagenC[/B]: When using Brew Potion, you can place an advanced tier ability for 750 gp and 4 hours work if you have a piece of the creature that will be subject to the potion. [B]Deliquefy[/B]: This improves Liquefy so that you may harden the liquid back to solid as a standard action. Those in the area are unable to move from their space and are staggered until they are freed after 5 minutes of digging by allies. Reflex resists. Costs 5 vitality. [B]EncageC[/B]: A Tiny creature’s size cannot change when you place it in a special 1-ft-cube fine-wired iron cage (15 pounds, 350 gp). [B]Fast Healing[/B]: You always stabilize. Also, each round at the end of your turn while affected by any of your own ongoing alchemist magic abilities, you automatically heal 1 wound point. This occurs even if you are unconscious but not dead. Requires Anatomy Studies. [B]Formula Fount[/B]: This improves Formula Book to allow you to also prepare 1 advanced or 2 intermediate abilities as well. [B]Greater Bomb[/B]: This improves Boosted Bomb to deliver a maximum of 20d6 damage to a 30-ft-radius volume. [B]Improvise Potions[/B]: When using Brew Potion, you can try to place a basic magic ability for which you qualify drawn from any class. The chance of success equals 70% + 1% per level. If you fail, you still pay the craft cost and must restart. Requires Alchemist Skills. [B]Lasting Reshape[/B]: This improves Reshape to be permanent. Costs 2 gp and 5 vitality. [B]Lasting Wild Shape[/B]: This improves Wild Shape to last 4 hours + 1 hour per level. Costs 5 vitality. [B]Liquefy[/B]: You cause a single 10-ft cube/level of mundane unworked solid matter—or 1-ft cube/level of magical unworked solid matter or mundane worked solid material—within 60 ft to become an equal volume of muddy liquid. If used to ruin a ceiling, those in the area suffer 1d6 bludgeoning damage per 2 levels and are reduced to ½ speed in the liquid, with Reflex resisting for ½ damage. Requires you know Evaporate and Soften. Costs 5 vitality. [B]PolymorphM[/B]: For 2 minutes, you acquire the appearance and statistics of any creature (without class levels) with a level up to ½ your own. You retain your Intelligence, alignment, vitality points, and magic abilities. You can end the effect as a swift action and regain 1d4 wounds when doing so. If you fall unconscious or die, you return to your normal form. Costs 10 vitality. [B]Polymorph OtherM[/B]: This improves Polymorph such that you can affect an adjacent ally instead of yourself. Costs 5 vitality. [B]PoisonM[/B]: As a move action, you poison 1 weapon or cup of liquid in your possession. When a creature is struck by the weapon or ingests the liquid, it instantly suffers 1d10 vile wound damage with a 50% chance to suffer an additional 1d10 vile wound damage 5 minutes later. Unused poison dissipates after 5 minutes. Costs 5 vitality. [B]SimulacrumC[/B]: You grow a replicant townie (page 269) or a duplicate of a living creature with 5 Intelligence or less from a vial of its fresh blood. For each level of the simulacrum, creation takes 1 week and costs 1,000 gp. The process fails if its level exceeds yours. It starts with no memories, follows your verbal commands, and gains free will if you die. [B]StoneskinM[/B]: You enjoy DR 10 for 2 minutes or until the spell blocks 10 points of damage per level, whichever comes first. Requires Harden. Costs 5 vitality. [B]Tiny Foe[/B]: This improves Tiny Ally to affect an unwilling animal or person within 15 ft. Will resists. Costs 5 vitality. [B][U]Paragon Abilities[/U][/B] Alchemists select from the following paragon abilities. [B]Animal ShapesM[/B]: This improves Wild Shape to affect you and up to 8 touched allies. Costs 2 vitality + 2 per ally. [B]Baleful PolymorphM[/B]: A target within 30 ft turns into a harmless Tiny animal. It uses the animal’s statistics except it retains its Intelligence, alignment, saves, and vitality. On its next turn, you assault its Will. If it resists, it returns to normal. If it fails, it remains in animal form for 24 hours before you try a final attack. If you beat its Will again, it permanently acquires the form and only you, or a Miracle or Wish, can end the effect. Costs 10 vitality. [B]CloneC[/B]: This improves Simulacrum. You may duplicate any living creature and the result starts with the donor creature’s memories. Huge Ally: This improves Huge Form such that you can affect an ally within 120 ft instead of yourself. [B]Huge SizeM[/B]: For 5 minutes, you grow to size Huge for 5x normal height, a -5 penalty to Reflex, a +5 bonus on damage rolls, a +10 bonus on Athletics checks, +10 wound points, +20 ft speed, a 15-ft reach, a +10 bonus to resist Bull Rush, Grapple, and Trip attacks, a -10 penalty on Stealth checks, an effective Strength of 25, and a 64x weight increase (Ex. 160 pounds becomes 10 tons). [B]Metamorphosis[/B]: This makes Polymorph Other permanent, though the new form’s level equals the old form’s level minus 1. Will resists if unwilling. Only Miracle or Wish ends the effect. [B]Polymorph Any Object[/B]: This improves Reshape to affect up to 2 tons and 2,000 gp in value within 30 ft. Costs 10 vitality. [B]Sublimate[/B]: This improves Evaporate to affect solid material instead. Costs 10 vitality + 2 vitality per 10 cubic ft (max 20 vitality). [/QUOTE]
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