Introduction

The Alchemist class exists only as a partial Mage class. All the Alchemists gain Magic as a bonus skill.

Alchemist ‘Spell’ Table
LevelGrenade Throw BonusArts
1+0Expert Distiller + Grenade Hurler + Any One
2+1Any One
3+1-
4+2Any One
5+2Any One
6+3Any One
7+3-
8+4Any One
9+4-
10+5Any One

Arts of the Alchemists:

Alchemist Effort is calculated by adding their Magic Skill level plus the better of their Intelligence of Dexterity modifiers, to a minimum of one point. They get the Expert Distiller and Grenade Hurler arts automatically and one bonus art at first level.

Expert Distiller

You can identify elixirs automatically. You can brew elixirs and never fail to do so correctly. You can brew them at only half the usual cost and time if you wish, but then you need to roll your skill check normally for the brewing.

Grenade Hurler

You know how to effectively and reliably package certain compounds in an easily acquired clay of glass vials that always break when you throw them and count as items with zero Encumbrance. They have a range of up to 50 feet and do no damage on their own. You may substitute Magic as the combat skill used when throwing them at a target, and your class attack bonus with them is never less than an Expert of the same level as you, if it’s not already better. You may learn grenade arts that allow you to load these with magical substances of various kinds.

Other Alchemist Arts.

Accident Survivor

Gain Heal as a bonus skill. You are immune to poisons and take only half damage from fire or explosions, rounded down.

Acid Grenade

Commit Effort for the day as a Main Action to hurl a grenade at a single target. If it hits, the victim takes 1d6 damage plus your level. If they don’t spend a Main Action wiping off the acid, they continue to take your level in damage for 1d6 rounds afterwards.

Explosive Grenade

Commit Effort for the day as a Main Action to hurl a grenade at a point within 60 feet, automatically hitting it. Everything within 5 feet of the target must make an Evasion save or take 1d6 damage plus your character level. At sixth level this becomes 2d6 damage plus your level.

Healing Elixir

Commit Effort for the day as an On Turn Action to hastily apply a healing elixir to an adjacent target. They heal 1d6 damage plus your level. At sixth level this becomes 2d6 plus your level.

Personal Protective Equipment

You are immune to the effects of your own grenades. Once per-day, you can throw a grenade without Committing Effort.

Philosopher’s Stone

Commit Effort for the day as a Main Action to transmute any object you are holding and able to lift into a certain amount of gold. Due to innumerable Legacy safeguards, this amount of gold is no more than the object is worth, given the GM’s estimation of how much coin you could plausibly get for it from the nearest feasible buyer. This ability can repair and purify any held object of poisons, diseases, rot, natural weathering, or other contamination. On a successful Int/Magic skill check of 10 or more it can purge magical curses or negative effects.

Sleep Grenade

Commit Effort for the day to hurl a grenade at a point within 60 feet, automatically hitting, All breathing targets within five feet must make a Physical save; on a failure they fall unconscious for the rest of the scene or until kicked or shaken awake. Creatures with more than twice as many hit dice as the alchemist are immune to this, while those with less than half as many HD as the alchemist’s level get no saving throw.

Sovereign Remedy

Commit Effort for the day as a Main Action to apply a curative concoction to an adjacent target. Any non-magical poison or disease will be cured. If the malady is magical or exceptionally powerful, an Int/Magic skill check may be required at a difficulty 10+; on a failure, this art cannot cure the victim.

Sicky Grenade

Commit Effort for the day to hurl a grenade at a single target. If it hits, the victim is unable to move from their current location, though they can still fight and act normally where they stand. Breaking free requires a Main Action and a Str/Exert opposed check against the alchemist’s Int/Magic, with a +2 or greater bonus if the target’s bigger than man-sized. The stickiness lasts no more than one round per caster level.

Transmutation of Form

Commit Effort for the day to manipulate up to one adjacent cubic foot of non-magical matter per level. This matter can be molded and shaped like clay, no matter how hard, soft, or liquid it was originally. This process takes a Main Action and cannot be performed on objects being held or worn by other people. Once shaped, the substance holds its shape for the rest of the scene; afterwards it maintains it only if the material could normally exist in that shape.