Alchemist
ClassVagabond Core Rulebook · p.29
Open source p.29Weapons: – Skills: Craft and 4 others
Starting packs: Alchemist, Assassin
Features
L1 Alchemy. You can attack with alchemical items using Craft. Formulae: Choose 4 alchemical items (p. 84) with a value no higher than (your Alchemist Level × 50s). You only need to provide 5s of materials to Craft these items and have Alchemy Tools equipped. You learn to Craft 1 other alchemical item this way every 2 Levels in this Class hereafter.
L1 Catalyze. You gain the Deft Hands Perk (p. 68), and you can Craft alchemical items with the Use Action.
L2 Eureka. You gain a Studied die (p. 19) when you Crit on a Craft Check.
L4 Potency. The damage and healing dice of your alchemical items can explode.
L6 Mix. You can take the Use Action to combine two alchemical items together, causing their effects to both occur when you Use the combined item. This combined item lasts for the Round, then goes inert.
L8 Big Bang. You gain a bonus to the damage and healing of your alchemical items, and they can explode on a roll of their two highest values.
L10 Prima Materia. Once per Day, you can use your Action or skip your Move to Craft an alchemical item with a value as high as 10g without materials.
Why respect knights when my potions can do anything that you can? - Justin Kuritzkes, Potion Seller
Often sequestered in a lab, alchemists study the essence of creation. They are as curious as they are resourceful, and always have "just the thing for this."
Iconic Alchemists
- The Colorman, Sacré Bleu
- Diablo, Marvel Comics
- Dr. Jeckyll, Dr. Jeckyll and Mr. Hyde
- Tessa Cade, Defy the Night
Playing Alchemist
The alchemist is a low defense, high damage and utility blaster. It’s recommended you stay Far from Enemies to use alchemical items.
Action: Use (Craft & Attack)
Move: Backline
Starting Pack: Alchemist or Assassin
Key Stat: Reason
Complexity: ★★★★☆
Weapons: –
Skills: Craft and 4 others
Class Features
| Level | Features | Known Formulae | Value |
|---|---|---|---|
| 1st | Alchemy, Catalyze | 4 | 50s |
| 2nd | Eureka | 4 | 1g |
| 3rd | Perk | 5 | 1g 50s |
| 4th | Potency | 5 | 2g |
| 5th | Perk | 6 | 2g 50s |
| 6th | Mix | 6 | 3g |
| 7th | Perk | 7 | 3g 50s |
| 8th | Big Bang | 7 | 4g |
| 9th | Perk | 8 | 4g 50s |
| 10th | Prima Materia | 8 | 5g |
Alchemy (Alchemist: Level 1)
You can attack with alchemical items using Craft.
Formulae: Choose 4 alchemical items (p. 84) with a value no higher than (your Alchemist Level × 50s). You only need to provide 5s of materials to Craft these items and have Alchemy Tools equipped. You learn to Craft 1 other alchemical item this way every 2 Levels in this Class hereafter.
Catalyze (Alchemist: Level 1)
You gain the Deft Hands Perk (p. 68), and you can Craft alchemical items with the Use Action.
Eureka (Alchemist: Level 2)
You gain a Studied die (p. 19) when you Crit on a Craft Check.
Potency (Alchemist: Level 4)
The damage and healing dice of your alchemical items can explode.
Mix (Alchemist: Level 6)
You can take the Use Action to combine two alchemical items together, causing their effects to both occur when you Use the combined item. This combined item lasts for the Round, then goes inert.
Big Bang (Alchemist: Level 8)
You gain a bonus to the damage and healing of your alchemical items, and they can explode on a roll of their two highest values.
Prima Materia (Alchemist: Level 10)
Once per Day, you can use your Action or skip your Move to Craft an alchemical item with a value as high as 10g without materials.