Making all sorts of nasty things.
Alchemist
Requirements: Minimum DEX 9
Prime requisite: INT
Hit Dice: 1d4
Maximum level: 14
Armour: Leather armour, no shields
Weapons: Dagger, sling, staff
Languages: Alignment, Common
Alchemist skills
Alchemists use the following skills with the chance of success shown below:
▶ Detect Poison (DP): An alchemist may spend a turn to attempt to detect if an item, drink, meal, weapon or similar is laced with poison.
▶ Identify Potion (IP): An alchemist may spend a turn to attempt to identify a potion.
▶ Identify Poison (IO): An alchemist may spend a turn to attempt to identify a poison.
▶ Identify Component (IC): An alchemist may spend a turn to attempt to identify a component which could be used in their arts such as a plant or mineral.
Languages
Alchemists know a secret language only used by alchemists.
Magical Research
With the aid of a proper set of alchemist tools, the correct ingredients and sufficient downtime an alchemist may produce potions, poisons and other suitable items.
Read Languages
An alchemist has an 80% chance to be able to read non magical languages. A failed attempt at reading a language may not be reattempted until the alchemist has gained a level.
Saving Throw Bonus
An alchemist has a +2 to saving throws against poisons and acids.
Use Magic Items
An alchemist may use magical items normally only usable by magic users and illusionists with the exception of magical scrolls.
After Reaching 8th Level
Upon reaching 8th level an alchemist may found a school of alchemy attracting 4d4 apprentices of first level.
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