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alchemist

Page history last edited by Paul Wolfe 13 years, 3 months ago


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

Recipes
Special Ingredients
Back to the Darklands Page
Back to the Castles and Crusades Page
A PDF of the full document: Alchemists and Potions

 

 

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