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<blockquote data-quote="malcolm_n" data-source="post: 4854600" data-attributes="member: 63154"><p>Our next feat from the pdf...<strong><em><span style="color: #5f497a">[FONT=&quot]</span></em></strong></p><p><strong><em><span style="color: #5f497a">[/FONT]</span></em></strong></p><p><strong><em><span style="color: #5f497a">[FONT=&quot]ALCHEMY[/FONT]</span></em></strong></p><p> [FONT=&quot]Under the Profession system, the Alchemist feat becomes a profession feat, so you can only have one other profession if you select it.[/FONT]</p><p> [FONT=&quot] Alchemists work better when at an alchemist’s lab. These labs can be found in some major cities, or a travelling alchemist can buy a portable lab (see alchemist items below).[/FONT]</p><p> [FONT=&quot] When you choose the Alchemist feat, you can also choose one of the following options at 4th level.[/FONT]</p><p> [FONT=&quot] <strong>Potions Master:</strong> You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a potion in one-half the time.[/FONT]</p><p> [FONT=&quot] Any time you craft a potion with the help of an alchemist’s lab, roll 1d20. On a natural 15 or better, you craft one extra potion at no cost to you.[/FONT]</p><p> [FONT=&quot] <strong>Elixir Master:</strong> You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a non-potion consumable in one-half the time.[/FONT]</p><p> [FONT=&quot] Any time you craft an alchemical item or non-potion consumable with the help of an alchemist’s lab, roll 1d20. On a natural 15 or better, you craft one extra alchemical item or non-potion consumable at no cost to you.[/FONT]</p><p> [FONT=&quot] <strong>Transmutation Master:</strong> You know and have mastered the enchant magic item ritual. You can only use the ritual once per day, and only to change a magical gem or gem-like wondrous item into another of its level or lower. By doing this, you can have more than one of a particular gem in an item. In addition, once per day, you can craft an alchemical item in one-half the time.</p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"></span> [/FONT] <span style="color: DarkOrange"><strong>[FONT=&quot]Portable Alchemist’s Lab [/FONT]</strong></span><span style="color: DarkOrange">[FONT=&quot]Level 11[/FONT]</span></p><p> <em>[FONT=&quot]Strange liquids and funny bottles line the inside of this seemingly innocuous bag.[/FONT]</em></p><p> <strong>[FONT=&quot]Wondrous Item [/FONT]</strong>[FONT=&quot]9,000 gp[/FONT]</p><p> <strong>[FONT=&quot]Property:[/FONT]</strong>[FONT=&quot] This item comes with 10 charges. When you create an alchemical item or a potion, you can use any number of these charges and reduce the component cost of that item by up to 900 gp for each charge spent. At 0 charges, the item loses any magical properties it had and becomes an empty backpack.[/FONT]</p><p> <strong>[FONT=&quot]Special:[/FONT]</strong>[FONT=&quot] This item is especially useful to potions masters and elixir masters.[/FONT]</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4854600, member: 63154"] Our next feat from the pdf...[B][I][COLOR=#5f497a][FONT="] [/FONT][/COLOR][/I][/B] [B][I][COLOR=#5f497a][FONT="]ALCHEMY[/FONT][/COLOR][/I][/B] [FONT="]Under the Profession system, the Alchemist feat becomes a profession feat, so you can only have one other profession if you select it.[/FONT] [FONT="] Alchemists work better when at an alchemist’s lab. These labs can be found in some major cities, or a travelling alchemist can buy a portable lab (see alchemist items below).[/FONT] [FONT="] When you choose the Alchemist feat, you can also choose one of the following options at 4th level.[/FONT] [FONT="] [B]Potions Master:[/B] You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a potion in one-half the time.[/FONT] [FONT="] Any time you craft a potion with the help of an alchemist’s lab, roll 1d20. On a natural 15 or better, you craft one extra potion at no cost to you.[/FONT] [FONT="] [B]Elixir Master:[/B] You know and have mastered the brew potion ritual. Once per day, you can craft an alchemical item or a non-potion consumable in one-half the time.[/FONT] [FONT="] Any time you craft an alchemical item or non-potion consumable with the help of an alchemist’s lab, roll 1d20. On a natural 15 or better, you craft one extra alchemical item or non-potion consumable at no cost to you.[/FONT] [FONT="] [B]Transmutation Master:[/B] You know and have mastered the enchant magic item ritual. You can only use the ritual once per day, and only to change a magical gem or gem-like wondrous item into another of its level or lower. By doing this, you can have more than one of a particular gem in an item. In addition, once per day, you can craft an alchemical item in one-half the time. [COLOR=DarkOrange] [/COLOR] [/FONT] [COLOR=DarkOrange][B][FONT="]Portable Alchemist’s Lab [/FONT][/B][/COLOR][COLOR=DarkOrange][FONT="]Level 11[/FONT][/COLOR] [I][FONT="]Strange liquids and funny bottles line the inside of this seemingly innocuous bag.[/FONT][/I] [B][FONT="]Wondrous Item [/FONT][/B][FONT="]9,000 gp[/FONT] [B][FONT="]Property:[/FONT][/B][FONT="] This item comes with 10 charges. When you create an alchemical item or a potion, you can use any number of these charges and reduce the component cost of that item by up to 900 gp for each charge spent. At 0 charges, the item loses any magical properties it had and becomes an empty backpack.[/FONT] [B][FONT="]Special:[/FONT][/B][FONT="] This item is especially useful to potions masters and elixir masters.[/FONT] [/QUOTE]
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