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Paragon Path: The Master Alchemist
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<blockquote data-quote="malcolm_n" data-source="post: 4494341" data-attributes="member: 63154"><p>The end is mildly complicated, but fun to play with. Anyway, I'll be trying it out, let me know what you think.</p><p> </p><p>Master Alchemist</p><p><em>I'd be willing to bet you weren't expecting that.</em></p><p> </p><p>Prerequisite: Alchemist feat (see Adventurer's Vault pg 21)</p><p> </p><p>You have practiced your trade with a tenacity bordering on obsession. Having mastered the nuances of how to create alchemical items, you are better able to put them in effect.</p><p> </p><p>[sblock=Master Alchemist Path Features]</p><p>*<strong> Alchemical Substitution (11th level): </strong>Once per encounter, you can expend the use of an encounter power you have to gain the benefits of an alchemical formula you know of an equal or lower level. For example, you could give up a 7th level encounter attack and use the power of a tanglefoot bag, even if you do not already have one created.</p><p> </p><p>* <strong>Brew Potion (11th level): </strong>You can use the Brew Potion Ritual, even if you do not have the Ritual Caster feat.</p><p> </p><p>* <strong>Elixer of Haste (11th level):</strong> When you spend an action point to take an extra action, you or an ally within 5 squares of you can also take a move action.</p><p> </p><p>* <strong>Alchemical Discovery (16th level):</strong> When you expend an encounter power to use Alchemical Substitution, you can gain the benefits of an alchemical formula you know of up to one level higher than the expended power. In addition, once per day, you can expend a daily power you have to gain the benefits of an alchemical formula of equal or lower level whether you know that formula or not.[/sblock][sblock=Master Alchemist Powers]<span style="color: darkred"><strong>FORMULA MODIFICATION -</strong> Master Alchemist Attack 11</span></p><p><em>You are able to better manipulate the way in which your alchemical items are released.</em></p><p>Encounter * Alchemical</p><p>Standard Action</p><p>Effect: Use an alchemical item or potion you have and choose one of the following:</p><p>- if the target of the item is one creature, you may also target another creature adjacent to the first.</p><p>- if the area of the item is a blast or burst, increase that value by 1.</p><p>- if the item deals damage to a target, add one die to the damage of the appropriate type as designated by the item.</p><p> </p><p><span style="color: darkred"><strong>RAPID CONCOCTION</strong> - Master Alchemist Utility 12</span></p><p><em>With a shake of the bottle in your hand, you complete the admixture you've partially created</em>.</p><p>Encounter * Alchemical</p><p>Minor Action Personal</p><p>Effect: You create an alchemical item you know. Besides the time, all other expenditures and checks remain the same.</p><p>Special: If you do not have the gold with which to create the item, you can sacrifice an equal or greater value of alchemical items or potions on your person to do so.</p><p> </p><p><strong>ALCHEMICAL ADMIXTURE -</strong> Master Alchemist Attack 20</p><p><em>You have tinkered with combining ingredients. The time for tinkering is over.</em></p><p>Daily * Alchemical</p><p>Standard Action</p><p>Effect: Use any combination of up to two alchemical items and/or potions you have. You choose which benefits of each apply to both. The two must be thrown and/or used in conjunction, so if you choose area burst 1 in 10, the effects of both occur within that area.[/sblock][sblock=example uses of Alchemical Admixture] Alchemist's Fire and Alchemist's Acid</p><p>Power (Consumable * Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +19 vs. Reflex; on a hit, deal 3d6 fire damage plus 2d10 acid damage and ongoing 10 acid damage (save ends); on miss, half damage and no ongoing damage</p><p> </p><p>Thunderstone and Potion of Vitality</p><p>Power (Consumable * Healing, Thunder): Standard Action. Make an attack: Area burst 1 within 10; +23 vs. Fortitude; on a hit, the target takes 2d4 thunder damage, is pushed 1 square from the center of the burst, and defeaned (save ends).</p><p>Effect: Allies within the burst can spend a healing surge. Instead of the hit points that ally would normally regain, he or she regains 25 hit points and makes one saving throw against an effect that a save can end.[/sblock]</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4494341, member: 63154"] The end is mildly complicated, but fun to play with. Anyway, I'll be trying it out, let me know what you think. Master Alchemist [I]I'd be willing to bet you weren't expecting that.[/I] Prerequisite: Alchemist feat (see Adventurer's Vault pg 21) You have practiced your trade with a tenacity bordering on obsession. Having mastered the nuances of how to create alchemical items, you are better able to put them in effect. [sblock=Master Alchemist Path Features] *[B] Alchemical Substitution (11th level): [/B]Once per encounter, you can expend the use of an encounter power you have to gain the benefits of an alchemical formula you know of an equal or lower level. For example, you could give up a 7th level encounter attack and use the power of a tanglefoot bag, even if you do not already have one created. * [B]Brew Potion (11th level): [/B]You can use the Brew Potion Ritual, even if you do not have the Ritual Caster feat. * [B]Elixer of Haste (11th level):[/B] When you spend an action point to take an extra action, you or an ally within 5 squares of you can also take a move action. * [B]Alchemical Discovery (16th level):[/B] When you expend an encounter power to use Alchemical Substitution, you can gain the benefits of an alchemical formula you know of up to one level higher than the expended power. In addition, once per day, you can expend a daily power you have to gain the benefits of an alchemical formula of equal or lower level whether you know that formula or not.[/sblock][sblock=Master Alchemist Powers][COLOR=darkred][B]FORMULA MODIFICATION -[/B] Master Alchemist Attack 11[/COLOR] [I]You are able to better manipulate the way in which your alchemical items are released.[/I] Encounter * Alchemical Standard Action Effect: Use an alchemical item or potion you have and choose one of the following: - if the target of the item is one creature, you may also target another creature adjacent to the first. - if the area of the item is a blast or burst, increase that value by 1. - if the item deals damage to a target, add one die to the damage of the appropriate type as designated by the item. [COLOR=darkred][B]RAPID CONCOCTION[/B] - Master Alchemist Utility 12[/COLOR] [I]With a shake of the bottle in your hand, you complete the admixture you've partially created[/I]. Encounter * Alchemical Minor Action Personal Effect: You create an alchemical item you know. Besides the time, all other expenditures and checks remain the same. Special: If you do not have the gold with which to create the item, you can sacrifice an equal or greater value of alchemical items or potions on your person to do so. [B]ALCHEMICAL ADMIXTURE -[/B] Master Alchemist Attack 20 [I]You have tinkered with combining ingredients. The time for tinkering is over.[/I] Daily * Alchemical Standard Action Effect: Use any combination of up to two alchemical items and/or potions you have. You choose which benefits of each apply to both. The two must be thrown and/or used in conjunction, so if you choose area burst 1 in 10, the effects of both occur within that area.[/sblock][sblock=example uses of Alchemical Admixture] Alchemist's Fire and Alchemist's Acid Power (Consumable * Acid, Fire): Standard Action. Make an attack: Area burst 1 within 10; +19 vs. Reflex; on a hit, deal 3d6 fire damage plus 2d10 acid damage and ongoing 10 acid damage (save ends); on miss, half damage and no ongoing damage Thunderstone and Potion of Vitality Power (Consumable * Healing, Thunder): Standard Action. Make an attack: Area burst 1 within 10; +23 vs. Fortitude; on a hit, the target takes 2d4 thunder damage, is pushed 1 square from the center of the burst, and defeaned (save ends). Effect: Allies within the burst can spend a healing surge. Instead of the hit points that ally would normally regain, he or she regains 25 hit points and makes one saving throw against an effect that a save can end.[/sblock] [/QUOTE]
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