Alchemist (Intelligence)
Even in the strict Catholic society of Europe in the 1400’s, alchemists fulfilled a necessary role. By researching elements, blendes, and compounds and combining these into “potions,” the alchemist relieved ailments, concocted powerful weapons, and even purportedly discovered methods for transmutation. Though tolerated, alchemists must still be wary of challenging the word of the Church and its less open-minded priests, lest they be labeled a witch and receive a visit from the Inquisition.
Prime Attribute: Intelligence
Alignment: Any
Hit Dice: d4
Weapons: Club, dagger, dart, staff, crossbow
Armor: Any
Abilities: Brew Potion, Bonus Recipes, Craft Recipes
Level
|
HD
|
Base To Hit
|
Experience Points
|
1
|
d4
|
0
|
0
|
2
|
d4
|
+1
|
2,601
|
3
|
d4
|
+1
|
5,201
|
4
|
d4
|
+1
|
10,401
|
5
|
d4
|
+1
|
20,801
|
6
|
d4
|
+2
|
42,501
|
7
|
d4
|
+2
|
85,001
|
8
|
d4
|
+2
|
170,001
|
9
|
d4
|
+2
|
340,001
|
10
|
d4
|
+3
|
500,001
|
11
|
+1 hp
|
+3
|
750,001
|
12
|
+1 hp
|
+3
|
1,000,001
|
13+
|
+1 hp
|
|
250,000 per level
|
|
Recipes – Alchemists work off of recipes, which are closely guarded secrets among the Guild of Physicks. Some rare and powerful ones, such as Transformation, are seemingly lost to the ages. There are no limits to the number of recipes an alchemist may have, though there are level limits to brew a potion as per a given recipe’s power level (see Brew Potion). Additional limits, such as gathering the sometimes costly ingredients needed and the time required to brew a potion, are handled through role playing and adventuring. An alchemist’s recipes act similar to a wizard’s spellbook, in that the alchemist must have the recipe in order to brew a potion. When an alchemist heads out into the world, they start with a number of minor recipes equal to 1 + Intelligence bonus. Additional recipes must be gained through role playing and adventuring.
Brew Potion – Brewing potions requires the correct recipe and ingredients, as well as some time and a safe place. Alchemists’ potions require very little equipment, and the cost of equipment is considered as part of the cost of materials for a given recipe.
Alchemists have the capability to brew potions of certain strengths as per the table below.
Level Recipe Strength Recipe Factor
1-5 Minor 1
6-15 Medium 3
17-20 Major 5
In order to brew a potion, the alchemist must have the recipe and ingredients on hand. Once prepared, the Alchemist makes an Intelligence+Level-Recipe Factor roll. On a normal success, one potion is brewed from the recipe and the ingredients are consumed. On a critical success (natural 20), roll on the Critical Success table. On any failure, roll on the Alchemy Failure table. The time required equals the Alchemy roll x the Recipe Factor (for Minor potions, this is minutes, Medium and Major Potions – hours)
Potions are consumed, applied externally, or thrown in order to receive the benefits described in the Potion description. For potions that are consumed or applied to living creatures, use of more than one potion at a time (or sometimes for days afterwards) may result in disaster – see the Potion Immiscibility Table. Note: This includes Essence of Grace, which is essentially a potion of healing.
Alchemy Critical Success Table (natural 20)
Roll
|
Effects
|
01-56
|
Potion Created; No other effects
|
57-72
|
Potion Created; Materials Not Consumed
|
73-80
|
Potion Created; Double Strength
|
81-88
|
Potion Created; Double Quantity
|
89-92
|
Potion Created; Triple Strength
|
93-96
|
Potion Created; Triple Quantity
|
97-98
|
Discovery; Recipe is now one power level higher (roll again for Major)
|
99
|
Discovery; New Recipe (power and effects determined by Keeper)
|
00
|
Discovery; Potion causes permanent effects
|
For results where the materials are not consumed, this includes the Base Cost and the Special Ingredient.
Alchemy Failure Table
Roll
|
Effects
|
01-56
|
Potion Failed; Materials Consumed
|
57-71
|
Potion Failed; Explosion
|
72-79
|
Potion Created; Potion is Volatile
|
80-87
|
Potion Created; Potion is Poison
|
88-95
|
Potion Created; Double Time Required
|
96-100
|
Potion Created; Potion is 1/2 Strength
|
- For explosions, the potion causes 1d6+1d6xRF in a blast radius of 103 per RF. This explosion causes major damage to the surrounding area (property damage to inns, and the like).
- For volatile potions, use of the potion causes 1d6xRF to the user – even for thrown potions.
- For poison potions, the poison is considered CF 4 and deals 1d6 damage for a number of rounds equal to its RF.
NOTE: If the alchemist passes an Intelligence check (CF = RF), he or she determines that the potion created is not the standard potion (critical success or failure); the differences are revealed upon use.
Craft/Improve Recipes
At level 15, the alchemist is able to craft new recipes or to improve existing recipes. This is very dangerous, expensive and time consuming work. The costs and risks are left up to the Keeper.
Alchemist Navigator
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