You have found a way to amplify the properties that are innate in the elemental foliage found naturally in the world.
Foliage Apothecary’s specialize in elemental damage. They search for very specific ingredients and mix them with mugen fluid to produce pure elemental effects.
Recommended Attributes:
Vigor: 3 Cognition: 7 Fortitude: 3 Charisma: 5 Intellect: 10 Dexterity: 7 Fortune: 5
Recommended Skills: Nature, Science, Awareness
Starting wealth: 10 Gold
Starting items:
You can buy common weapons and armor. You can buy trinket artifacts.
You start with one Enchanted Plant Pot and an alchemist kit - apprentice.
Learn the Mugen Fluid recipe.
Learn the Magic Booster recipe.
Learn any 3 Common or Basic recipes with ‘Apothecary's’ in their name.
Learn any 3 Pseudo-gem recipes.
Learn any 2 common or basic Recipes.
Class Knowledge 1:
You are knowledgeable in Nature, Medicine, and Alchemy knowledge.
Elemental Foliage:
Each type of foliage has several elements associated with them
Sky: Electric, air, sonic
Solid: Earth, ice
Liquid: Water, acid, poison
Destructive: Fire, magic, disease
Novice’s Daily Potion:
Once per day, you can make any common or basic recipe you know without using ingredients.
Apothecary Training:
For each rank in this class, the character has +1 to all Alchemy rolls.
Gather ingredients:
Once per day, choose an ingredient with a value of 10 or less, you find D4 of that ingredient.
Gather Foliage 1:
Gain the level 1 perk Gather Elemental Foliage 1.
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 2 Common or Basic recipes with ‘Apothecary's’ in their name.
Learn one Common or Basic recipe.
Foliage Resistance Novice:
By mixing two units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid, you produce one potion of Apothecary’s Resistance that lasts for 2 rotations.
Sky: When drunk, the user gains +30 DR vs electric, air, and sonic damage.
Solid: When drunk, the user gains +15 DR and +30DR vs earth and ice damage.
Liquid: When drunk, the user gains +30 DR vs water, poison, and acid damage.
Destructive: When drunk, the user gains +30 DR vs fire, magic, and disease damage.
Foliage Weakness Novice:
By mixing two units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid you produce one potion of apothecary’s weakness that lasts for 2 rotations.
Sky: When thrown, the target gains -30 DR vs electric, air, and sonic damage.
Solid: When thrown, the target gains -15 DR and -30DR vs earth and ice damage.
Liquid: When thrown, the target gains -30 DR vs water, poison, and acid damage.
Destructive: When thrown, the target gains -30 DR vs fire, magic, and disease damage.
Gather Foliage 2:
Gain the level 8 perk Gather Elemental Foliage 2 even if you do not meet the requirements.
Foliage Experiments:
When you make a potion using foliage, you can change the element of the potion to a different element associated with that foliage.
You can also swap one foliage in any recipe for another, allowing you to change the element of a potion to an element associated with the new foliage.
Sky: Electric, air, sonic
Solid: Earth, ice
Liquid: Water, acid, poison
Destructive: Fire, magic, disease
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 foliage.
Clear Alchemy:
You can mix one clear foliage into any alchemy item to increase its AOE by 5 feet. This does not stack with itself.
Celestial Alchemy:
You can mix one celestial foliage into any alchemy item to increase its duration by 1 rotation. This does not stack with itself.
Learn any 3 Advanced or lower quality recipes.
Class Knowledge 2:
You are an expert in Nature knowledge.
Foliage Oils:
You can now make elemental oils.
Using one Foliage, you make an oil that shares the elements of the foliage used.
When applied to a weapon, the next target takes 3D20 damage of a chosen element based on the foliage used:
Sky: electric, air, or sonic damage.
Solid: damage, earth damage, or ice damage.
Liquid: water, acid, or poison damage.
Destructive: fire, magic, or disease damage.
When applied to armor, the user takes half damage from the next attack that shares the elements of the oil.
Sky: electric, air, sonic
Solid: damage, earth, ice
Liquid: water, acid, poison
Destructive: fire, magic, disease
Gather Foliage 3:
Gain the level 16 perk Gather Elemental Foliage 3, even if you do not meet the requirements.
Advanced Daily Potion:
Once per day, you can make any known advanced or lower quality recipe you know without using ingredients.
This does not replace Novice’s Daily Potion
Learn any 2 Advanced or lower quality recipes.
Foliage Resistance Adept:
By mixing four units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid, you produce one potion of Apothecary’s Greater Resistance that lasts for 3 rotations.
Sky: When drunk, the user gains +60 DR vs electric, air, and sonic damage.
Solid: When drunk, the user gains +30 DR and +60DR vs earth and ice damage.
Liquid: When drunk, the user gains +60 DR vs water, poison, and acid damage.
Destructive: When drunk, the user gains +60 DR vs fire, magic, and disease damage.
Foliage Weakness Adept:
By mixing four units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid, you produce one potion of apothecary’s greater weakness that lasts for 3 rotations.
Sky: When thrown, the target gains -60 DR vs electric, air, and sonic damage.
Solid: When thrown, the target gains -30 DR and -60DR vs earth and ice damage.
Liquid: When thrown, the target gains -60 DR vs water, poison, and acid damage.
Destructive: When thrown, the target gains -60 DR vs fire, magic, and disease damage.
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.
Elemental Botany 2:
Once per day, you gain three random foliage.
Balanced Alchemy:
You can mix one Apothecary’s Balanced Tincture into any alchemy item to increase its damage by 100%. This does not stack with itself.
Learn any 2 Expert or lower quality recipes.
Mugen Oils:
You can now make Mugen elemental oils.
Using one Foliage and one Mugen Fluid, you make an oil that shares the element of the foliage used.
When applied to a weapon, the next three targets take 6D20 damage of a chosen element based on the foliage used:
Sky: electric, air, or sonic damage.
Solid: damage, earth damage, or ice damage.
Liquid: water, acid, or poison damage.
Destructive: fire, magic, or disease damage.
When applied to armor, the user takes no damage from the next three attacks that share the elements of the oil.
Sky: electric, air, sonic
Solid: damage, earth, ice
Liquid: water, acid, poison
Destructive: fire, magic, disease
This does not replace Elemental Oils.
Expert’s Daily Potion:
Once per week, you can make any known expert or lower quality recipe you know without using ingredients.
This does not replace Novice’s Daily Potion, or Advanced Daily Potion.
Learn any 2 Expert or lower quality recipes.
Foliage Resistance Master:
By mixing four units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid, you produce one potion of Master Apothecary’s Resistance that lasts for 5 rotations.
Sky: When drunk, the user gains +120 DR vs electric, air, and sonic damage.
Solid: When drunk, the user gains +60 DR and +120DR vs earth and ice damage.
Liquid: When drunk, the user gains +120 DR vs water, poison, and acid damage.
Destructive: When drunk, the user gains +120 DR vs fire, magic, and disease damage.
Foliage Weakness Master:
By mixing four units of the same foliage (Sky, solid, liquid, destructive) with one unit of Mugen fluid you produce one potion of master apothecary’s weakness that lasts for 5 rotations.
Sky: When thrown, the target gains -120 DR vs electric, air, and sonic damage.
Solid: When thrown, the target gains -60 DR and -120DR vs earth and ice damage.
Liquid: When thrown, the target gains -120 DR vs water, poison, and acid damage.
Destructive: When thrown, the target gains -120 DR vs fire, magic, and disease damage.
Learn any 2 Expert or lower quality recipes.
Concentrated Potions:
You can now double the amount of foliage you use in a recipe to either double the damage or double the duration of the resulting potion.
Elemental Botany 3:
Once per day, you gain five random foliage.
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.
Master Oils:
You can now make Master elemental oils.
Using one Elemental Foliage, one Mugen Fluid, one celestial foliage, and one black magic foliage, you make an oil that shares the element of the foliage used.
When applied to a weapon, the next three targets take 6D20 damage of each element based on the foliage used, or 18D20 of a chosen element:
Sky: electric, air, and/or sonic damage.
Solid: damage, earth damage, and/or ice damage.
Liquid: water, acid, and/or poison damage.
Destructive: fire, magic, and/or disease damage.
When applied to armor, the user takes no damage from the next five attacks that share the elements of the oil.
Sky: electric, air, sonic
Solid: damage, earth, ice
Liquid: water, acid, poison
Destructive: fire, magic, disease
This does not replace Mugen Oils or Elemental Oils.
Learn any 2 Exotic or lower quality recipes.
Elemental Stone:
You can now combine 25 of each foliage, along with 1 Master Oil of each element, and 10 Mugen Fluid you create an Elemental Stone.
You can have 1 elemental stone per 10 ranks you have in any alchemist class.
The stone can do one of the following each day:
Substitute one ingredient in an exotic potion (This cannot be used to create a philosopher’s stone)
Duplicate any two Expert quality potions.
Duplicated any four Advanced quality potions.
Generate up to ten common or basic potions of your choice that you know the recipe to.
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.