Alchemist
Masters of a rare and
ancient discipline, alchemists study the properties of mundane and
magical elements. They are keen observers of the physical world, and
many alchemists have extensive interests in fields of knowledge ranging
from astronomy to zoology.
Although many
wizards find the study of alchemy rewarding, not all alchemists are
wizards. Alchemy does not require the casting of spells or the use of
arcane power; the reagents provide all the magic that is necessary to
create alchemical effects. Anybody who has a reliable formula, the
necessary ingredients, and the specialized knowledge to follow exacting
instructions precisely can create alchemical substances and devices. For
example, fighters and paladins sometimes study alchemy for its
usefulness in siegecraft and military engineering, and rogues find many
uses for smoke bombs, lock-eating acids, and sleeping powders.
Experiment
and experience are the alchemist’s path to understanding, and the vast
majority of alchemists maintain a large laboratory stocked with a huge
variety of tools and reagents. Alchemical laboratories are expensive, so
most alchemists seek out a wealthy sponsor, such as a royal patron, or a
civic commission. In some lands, sponsorship of a famous alchemist is a
point of great pride, and rival cities or courts seek to entice
alchemists of renown to establish workshops in the realm. Alchemists who
have no royal patrons support their studies and experiments by
producing mixtures that are useful to other artisans, or substances that
have military (or criminal) applications. Unsponsored alchemists have
less time or fewer resources available for pure experimentation, but
they’re also not hampered by meddling or inconvenient requests from the
lord or lady holding the purse strings.
Alchemist Starting Feature (1st level):
You gain the Alchemist feat as a bonus feat. You know the formula for a
particular 1st-level alchemical item (such as alchemist’s fire). You
can use this formula without needing training in any skill associated
with it.
At the end of a short rest, you can
create one alchemical item of your level or lower at no cost. You must
know the formula for the item you create. You can have only one such
item prepared at a time.
Alchemist Level 5 Feature (5th level): You learn one alchemical formula of your level or lower.
Alchemist Level 10 Feature (10th level):
You gain a +2 bonus to attack rolls with alchemical items you create.
Also, you learn one new alchemical formula of your level or lower.
Alchemist Utility 2Aqua Regia
You apply powerful acid to a metal object.
Encounter
Minor Action Melee 1
Requirement: You must have an alchemy case on your person.
Target: One metal object
Effect:
The next creature that attempts a Thievery or Strength check to open,
break, bend, or destroy the target before the end of your next turn
gains a +5 power bonus to that check.
Alchemist Utility 6Alchemist's Escape
You cover your retreat with a cloud of thick red smoke.
Encounter
Zone
Move Action Close burst 1
Requirement: You must have an alchemy case on your person.
Effect:
The burst creates a zone that is heavily obscured. It lasts until the
end of your next turn. In addition, you can move up to your speed, and
this movement does not provoke opportunity attacks from creatures in the
zone.
Alchemist Utility 10Goblin Oil
A flask of alchemical oil makes a patch of floor almost impassable—and it burns nicely, too.
Daily
Zone
Standard Action Area burst 2 within 10 squares
Requirement: You must have an alchemy case on your person.
Effect:
The burst creates a zone of difficult terrain until the end of the
encounter. Any creature that enters the zone must succeed on an
Acrobatics check against a DC equal to 10 + one-half your level or fall
prone. Each creature that falls prone in the zone gains vulnerable 5
fire until the end of its next turn.
Published in Dragon Magazine 399.