Engineer

Alchemist - by T.A. Saunders ©2013 v2.0

Summary A sort of non-traditional sort of engineer, the Alchemist's craft is as steeped in magical craft as it is in chemistry. Alchemists can brew a variety of potions, elixirs and toxins that can be deployed most commonly by a thrown flask or simply consumed, depending on the desired outcome. Along with brewing various sorts of utility potions, Alchemists can also construct means of deploying those potions to suit their needs, whether it be by dart, syringe or other clever method. Alchemists wear light armor and can use any manner of weapon.

Class Skills Flask Use

When an Alchemist wants to deploy one of their potions, the traditional method is by thrown flask. A flask is made from glass or similar breakable material and thrown at their opponent. Flasks can contain literally any potion or concoction the Alchemist can brew, including flammable liquids, love potions, transmutation elixirs or other dangerous substance. When deploying flasks or weapons that deploy flasks for them, the Alchemist gains a +10% to their hit score. (+10% to hit with thrown flasks or weapons that deploy said flasks).

Potion Creation

The bread and butter of the Alchemist path, they are able to create whatever manner of potion they desire, using a combination of vast herbal lore, minor blood magic and scientific knowledge. These potions can be anything from major healing potions, to explosive liquids to a love elixir. The possibilities are endless, however there is also a risk in creating possibly incredibly volatile substances. Each time an alchemist creates a standard potion (such as healing, burning liquid, etc.) there is a 5% chance of a mishap and a 20% chance of mishap with a non-standard potion (including newly invented potions or potions with exotic effects). A mishap is defined by a 1d6 roll using the guide below:

    1. Nothing happens. The potion is simply inert and didn't mix correctly.
    2. The potion has the exact opposite intended effect. (healing potions do damage, etc.) The Alchemist will not be aware of this defect.
    3. The potion works but also has a random side effect (GM discretion, non-permanent).
    4. The potion doesn't work and has a random side effect (as above).
    5. The potion, upon deployment does not work, but rather bursts into a noxious cloud, sickening both friends and foes for one round.
    6. The potion explodes on mixture, setting the Alchemist on fire and incurs a random side effect (as above).

(Brew potions of any kind. Base 5% chance for mishap with standard potions and 20% with non-standard potions).

Masterwork Potion

Occasionally an Alchemist will dream up a most fantastic potion, superior means of delivery or an unusually sinister toxin and have powerful inspiration for that item. An Alchemist has a 75% to build that item, which is considered a Masterwork item. Masterwork items have a +50% to their effectiveness (i.e., a masterwork toxin does %50 more damage, a masterwork potion has 50% greater effectiveness) and grants the Alchemist an automatically successful Innovation roll.

Fabrication and creation time are GM's discretion. This skill can be used once every month. Dwarves gain a +5% to their Masterwork roll because of their ability to create solid, reliable items. This role includes the creation of items that are made to deploy potions for the alchemist as well. (75% to brew the masterwork item, +50% to its effectiveness).