Alchemist Savant
"There’s magic in all things. It just takes a little work to tease it out."
Prerequisite: You must be able to make alchemical items
Herbs,
tinctures, minerals, and exotic ingredients are the tools of alchemists
across Khorvaire. From an alchemist’s laboratory, all manner of
fantastic creations are born—from poisons to potions to fantastic
devices.
As an alchemist savant, you transcend the skill of hedge
wizards. You blend magic with alchemical compounds. By combining mystic
energy with your recipes, you produce deadly concoctions that can rival
any weapon.
ALCHEMIST SAVANT PATH FEATURES
Alchemical Action (11th level):
When you spend an action point to make an attack with an alchemical
item, you gain a bonus to the attack roll equal to your Intelligence
modifier.
Alchemical Innovator (11th level):
At 11th level, and again at 15th, 21st, and 25th, you master two
formulas of your choice. The formulas you master must be of your level
or lower.
Resourceful Alchemist (11th level):
When you create new alchemical items, you can use existing alchemical
items as components. The values of the alchemical items you use as
components are subtracted from the component cost of the new alchemical
item. Any value in excess of the new item’s component cost is wasted.
Alchemy Master (16th level): You gain a +2 bonus to attack rolls with alchemical items.
Alchemist Savant Attack 11Quick Admixture
In the blink of an eye, you use a prepared alchemical item.
Encounter
Arcane
Minor Action Personal
Effect: You use an alchemical item without spending its required action.
Alchemist Savant Utility 12Secret Recipe
Using the remnants of an alchemical compound, you create a short-lived duplicate of one of your concoctions.
Daily
Arcane
Free Action Personal
Trigger: You use an alchemical item of your level or lower
Effect: You create a duplicate of the triggering alchemical item. The duplicate lasts until the end of the encounter.
Alchemist Savant Attack 20Spell Magnet Attack
A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom.
At-Will
Arcane, Conjuration, Lightning
Minor Action Close burst 5
Requirement: The Spell Magnet power must be active to use this power.
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: The target takes ongoing 10 lightning damage (save ends). The spell magnet pulls the target 5 squares.
Alchemist Savant Attack 20Spell Magnet
A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom.
Daily
Arcane, Conjuration, Implement, Lightning
Minor Action Ranged 10
Effect:
You throw a stone into an unoccupied square within range. The stone
creates a spell magnet, a runecovered pillar 2 squares high that
occupies the square. Any enemy within 3 squares of the spell magnet
takes a -2 penalty to all defenses against your arcane attacks and a -2
penalty to saving throws against ongoing damage. The spell magnet lasts
until the end of the encounter or until you dismiss it as a free action.
In addition, you can make the following attack with the spell magnet
once per round.
Alchemist Savant Attack 20Spell Magnet Attack
A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom.
At-Will
Arcane, Conjuration, Lightning
Minor Action Close burst 5
Requirement: The Spell Magnet power must be active to use this power.
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: The target takes ongoing 10 lightning damage (save ends). The spell magnet pulls the target 5 squares.
Published in Eberron Player's Guide, page(s) 58.