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The lazy fix to alchemists
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<blockquote data-quote="CleverNickName" data-source="post: 9274084" data-attributes="member: 50987"><p>Well here it is, if you are interested.</p><p>[SPOILER=Guild Alchemist Background]</p><p><strong>GUILD ALCHEMIST</strong></p><p>You are an alchemist of some renown, having established yourself in the field after a lengthy apprenticeship to a well-established master. Forgoing the mercantile side of the profession, you’ve spent years tinkering, experimenting, and improving upon alchemical concoctions and received instruction directly from a master of the craft. You may not have the mercantile success that comes with the Guild, but that has allowed the freedom to experiment and explore new theories of your own.</p><p></p><p><strong>Skill Proficiencies: </strong> Medicine, Nature</p><p><strong>Tool Proficiencies:</strong> Alchemist Supplies, plus your choice of either the Poisoner's Kit or the Herbalist’s Kit</p><p><strong>Equipment: </strong>A set of alchemist’s supplies, a poisoner's kit or an herbalist’s kit, one vial of acid, a set of common clothes, and a belt pouch containing ten empty vials.</p><p></p><p><strong>ALCHEMICAL SPECIALIZATION</strong></p><p>Alchemists live in large cities where they can develop and enhance their craft, but it is not unusual to find them even in the smallest of villages. Often eccentric and obsessed with a particular field of study, most alchemists choose a specialty to master:</p><p></p><p><strong>Specialization</strong> (d8)</p><p>1 Snake oils and “miracle” cures</p><p>2 Deadly toxins</p><p>3 Restorative elixirs</p><p>4 Explosives and inflammables</p><p>5 Glues, solvents, and similar agents</p><p>6 Acids, bases, and caustics</p><p>7 Cosmetic aids and alterations</p><p>8 Hangover cures and home remedies</p><p></p><p>Your choice of specialization may give you Advantage on ability checks to use, produce, identify, and sell related items, at the DM’s discretion.</p><p></p><p><strong>FEATURE: LABORATORY EXPERT</strong></p><p>As an alchemist, you are commonly exposed to a wide range of chemicals, and you have learned to work safely and efficiently with materials. You never risk accidental exposure or contamination when examining, using, or identifying unknown liquids, powders, potions, poisons, or other chemical substances. If you have access to a laboratory, you can identify these items and their properties with a successful Medicine check over a short or long rest.</p><p></p><p><strong>FEATURE: LONG LIFE</strong></p><p>Your knowledge of bodily functions, toxicology, long-term health, and medicine has served you well. Your maximum lifespan extends by 10 years or by +10%, whichever is greater.</p><p></p><p><strong>SUGGESTED CHARACTERISTICS</strong></p><p>Though it is not a requirement, I recommend choosing your <strong>Personality Trait</strong>, <strong>Ideal</strong>, <strong>Bond</strong>, and <strong>Flaw</strong> from those available to the Sage background, on page 138 of the Player’s Handbook. Alchemists are academics like any other, but tend to focus more on chemicals and compounds than on books and scrolls.[/SPOILER]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9274084, member: 50987"] Well here it is, if you are interested. [SPOILER=Guild Alchemist Background] [B]GUILD ALCHEMIST[/B] You are an alchemist of some renown, having established yourself in the field after a lengthy apprenticeship to a well-established master. Forgoing the mercantile side of the profession, you’ve spent years tinkering, experimenting, and improving upon alchemical concoctions and received instruction directly from a master of the craft. You may not have the mercantile success that comes with the Guild, but that has allowed the freedom to experiment and explore new theories of your own. [B]Skill Proficiencies: [/B] Medicine, Nature [B]Tool Proficiencies:[/B] Alchemist Supplies, plus your choice of either the Poisoner's Kit or the Herbalist’s Kit [B]Equipment: [/B]A set of alchemist’s supplies, a poisoner's kit or an herbalist’s kit, one vial of acid, a set of common clothes, and a belt pouch containing ten empty vials. [B]ALCHEMICAL SPECIALIZATION[/B] Alchemists live in large cities where they can develop and enhance their craft, but it is not unusual to find them even in the smallest of villages. Often eccentric and obsessed with a particular field of study, most alchemists choose a specialty to master: [B]Specialization[/B] (d8) 1 Snake oils and “miracle” cures 2 Deadly toxins 3 Restorative elixirs 4 Explosives and inflammables 5 Glues, solvents, and similar agents 6 Acids, bases, and caustics 7 Cosmetic aids and alterations 8 Hangover cures and home remedies Your choice of specialization may give you Advantage on ability checks to use, produce, identify, and sell related items, at the DM’s discretion. [B]FEATURE: LABORATORY EXPERT[/B] As an alchemist, you are commonly exposed to a wide range of chemicals, and you have learned to work safely and efficiently with materials. You never risk accidental exposure or contamination when examining, using, or identifying unknown liquids, powders, potions, poisons, or other chemical substances. If you have access to a laboratory, you can identify these items and their properties with a successful Medicine check over a short or long rest. [B]FEATURE: LONG LIFE[/B] Your knowledge of bodily functions, toxicology, long-term health, and medicine has served you well. Your maximum lifespan extends by 10 years or by +10%, whichever is greater. [B]SUGGESTED CHARACTERISTICS[/B] Though it is not a requirement, I recommend choosing your [B]Personality Trait[/B], [B]Ideal[/B], [B]Bond[/B], and [B]Flaw[/B] from those available to the Sage background, on page 138 of the Player’s Handbook. Alchemists are academics like any other, but tend to focus more on chemicals and compounds than on books and scrolls.[/SPOILER] [/QUOTE]
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