Druids are impressed with your green thumb. Ingredients seem to spring up wherever you go.
Alchemists are masters of ingredient collection and production. They are the most versatile of all alchemists, but lack unique abilities.
Recommended Attributes:
Vigor: 3 Cognition: 7 Fortitude: 3 Charisma: 5 Intellect: 10 Dexterity: 7 Fortune: 5
Recommended Skills: Nature, Science, Awareness
Starting wealth: 6 Gold
Starting items:
You can buy common weapons and armor. You can buy trinket artifacts.
You start with three Enchanted Plant Pots and an alchemist kit - apprentice.
Choose any 3 ingredients worth 1 Gold or less, you start with 1 Gold worth of each ingredient.
Learn any 4 common or basic Recipes .
Class Knowledge 1:
You are an expert in Alchemy knowledge.
You are knowledgeable in Nature and Local History knowledge.
Alchemist’s Daily Potion 1:
Twice per day, you can make any common or basic recipe you know without using ingredients.
Alchemist Training:
For each rank in this class, the character has +1 to all alchemy rolls.
Gather Foliage 1:
Gain the level 0 perk Gather Elemental Foliage 1, even if you do not meet the requirements.
Alchemist’s Code Phrase:
You now know a special and secret code phrase. When purchasing alchemy supplies from any vendor, you may speak the code phrase. Doing so will grant you a 10% discount on all alchemy ingredients, equipment, bottles, and potions. If the vendor specializes in alchemy supplies, you are granted a 20% discount instead.
Learn any 3 Common or Basic recipes.
Gather Foliage 2:
Gain the level 8 perk Gather Elemental Foliage 2, even if you do not meet the requirements.
Herb Collection 1:
Gain the level 8 perk Herb Collection 1, even if you do not meet the requirements.
Alchemist’s Collection:
Once per day, choose an ingredient with a value of 10 Copper or less. You find 1+D4 of that ingredient.
Alchemist’s Recovery 1:
Anytime the character fails to make a potion, a single ingredient is not consumed.
Learn any 3 Common or Basic recipes.
Elemental Botany 1:
Once per day, you gain a random elemental foliage.
Recipe Mastery 1:
If you know all recipes of a certain complexity (common, basic, advanced, expert, and exotic) and would learn another recipe of that complexity, you instead learn a chosen recipe that is one level of complexity higher.
Learn any 3 Advanced or lower quality recipes.
Class Knowledge 2:
You are an expert in Nature knowledge.
Gather Foliage 3:
Gain the level 16 perk Gather Elemental Foliage 3, even if you do not meet the requirements.
Alchemist’s Daily Potion 2:
Three times per day, you can make any advanced or lower quality recipe you know without using ingredients.
Advanced Alchemist:
Whenever you collect ingredients from a plant, you gain 1 additional ingredient.
Learn any 2 Advanced or lower quality recipes.
Alchemist’s Collection 2:
Once per day choose two ingredients with a value of 20 CP or less, you find 1+D4 of each ingredient.
Gather Foliage 4:
Gain the level 24 perk Gather Elemental Foliage 4, even if you do not meet the requirements.
Learn any 2 Advanced or lower quality recipes.
Recipe Mastery 2:
If you know all exotic recipes, anytime you would learn a recipe you can learn an additional chosen recipe of any complexity.
Elemental Botany 2:
Once per day, you gain three random elemental foliage.
Double Batch:
Whenever you mix ingredients, you gain twice the number of potions. This included when using class abilities.
Learn any 2 Expert or lower quality recipes.
Expert Alchemist’s Daily Potion:
Once per week, you can make any two expert or lower quality recipes you know without using ingredients.
Alchemist’s Collection 3:
Once per day, choose three ingredients with a value of 30 Copper or less. You find 2+D4 of each ingredient.
Learn any 2 Expert or lower quality recipes
.
Pure Mineralist:
You can 'plant' perfect gem powder in an enchanted plant pot. After 1 week it grows into a tiny perfect gem. After 2 weeks it grows into a small perfect gem. After 1 month it becomes an average perfect gem. This is affected by fertilizer.
Mixed Mineralist:
You can 'plant' mixed perfect gem powder in an enchanted plant pot. Each week it grows D2 random tiny perfect gems. This is affected by fertilizer.
This lasts until something else is planted in the pot.
Learn any 2 Expert or lower quality recipes.
Alchemist’s Collection 4:
Once per day, choose three ingredients with a value of 40 Copper or less. You find 2+D4 of each ingredient.
Elemental Botany 3:
Once per day, you gain five random elemental foliage.
Hunt Ingredients:
Once per day, you can search the area and find 1+D4 random ingredients.
Alchemist’s Recovery 2:
Anytime the character fails to make a potion, two ingredients are not consumed.
Learn any 2 Exotic or lower quality recipes.
Alchemist’s Secret:
Whenever you collect ingredients from a plant pot, you gain 1 additional ingredient and 1 seed.
Whenever you collect gems from a plant pot, you gain 1 additional tiny perfect gem and 1 perfect gem dust.
Learn any 2 Exotic or lower quality recipes.
Micro partitioning:
Your plant pots can now grow two plants (or gems) at a time.
Philosopher's Stone:
You discover the recipe and process for crafting the legendary Philosopher’s Stone.
Gain the recipes for the following items, along with any recipes required for their ingredients:
Concentrated Aether, Alkahest, Prima Materia, Star Regulus, Alchemist's Elemental Focus
Philosopher's Stone Recipe:
First, concentrated æther is mixed with alkahest to create the liquid portion of the stone. The crafter must succeed an SR 20 Alchemy roll and if successful the liquid is properly mixed, taking on a color as black as the darkest heart.
Second, one unit of prima materia is added to the mix, creating an unstable tempest while introducing chaos to the mix. The crafter must succeed an SR 20 Intellect or Crafting roll. On success, this provides the potential of the finished stone and changes the color to blinding white.
Third, a star regulus and alchemist’s elemental focus are ground together until the powder flows like water. The mix is then poured in, this balances the unstable fluid as the base of the solid stone, allowing it to exist in both states at once. The crafter must succeed an SR 20 Alchemy roll.
On success, the partial stone should be visible in the center of the mixture, while the entire mix should become a sickly yellow.
Fourth, panaceas is poured around the edges of the yellow mixture and stirred viciously. As the color deepens to the red of a fiery sunrise it will seem to rapidly dry while moving inward. The crafter must then succeed an SR 20 Cognition or Awareness roll. If all steps have been followed properly, then on success, a red stone of solid liquid will be all that remains.
The properties of the Philosopher’s Stone are as follows:
It can replace any ingredient in any recipe (If used in a recipe it is not consumed), you can only, at most, use two Philosopher's Stones on the same recipe.
Double the output of a recipe.
Double the effect of a potion (Cannot be applied more than once to the same potion).
If mounted to a weapon or armor, it can have an additional enchantment or the enchantments on it can be 33% more powerful
If fused with a focus, the focus can have an additional effect or its effects are increased by 20%
If used as an accessory, the wearer gains +20% maximum magic or regenerates 100% more magic per Rotation.
If used as a focus, the wielder can cast one spell for free once per day with all aspects increased by 20%
If used to enchant something, the enchantment requires no gem dust, only takes 1 hour, and is 20% more powerful. But the stone becomes inert for 30 days.
If multiple stones are used on the same item/person/etc the same effect cannot be used on that item
If at any point the character fails a roll, the resulting stone is still a powerful artifact but lacks the legendary abilities of the true complete stone. The failed stone becomes one of the following, roll a D4 to determine which:
The Black Stone: A stone of the deepest black. Anyone holding this stone in their hand lowers the light level within a 60 foot area by 2 levels, anyone holding a black stone is unaffected.
The White Stone: A stone of blinding white. Anyone that wields this stone causes all of their spells to deal chaos damage. Chaos damage is affected by all element damage bonuses, elemental related perks, and triggers all element related status effects (such as poisoned or ignited.)
The Yellow Stone: A stone of a sickly yellow, it is hard to the touch and hot like burnt sulfur. Once per day it produces a single unit of sulfur, vermilion, and a random gem powder. The gem powder is always perfect quality.
The False Red Stone: A blood red stone of great power, but it is unable to access its potential. It has a single random property of the true philosopher’s stone.
If one of each failed stone is acquired, they can be combined to make a single true Philosopher’s Stone. This cannot fail.