Specialist_Alchemist Type1Ninja - valzi/GLOG-classes GitHub Wiki

Adapted from this Goblin Punch class: http://goblinpunch.blogspot.com/2015/03/manrider-alchemist-class.html

Alchemist

For every Alchemist template you have, gain +1 quick inventory slot (but no additional inventory).

A: Lesser Potions, Bombs

B: Chug, Mundane Alchemy

C: Dermal Application, Antidotes

D: Greater Potions

Starting Equipment: 3 Potions (plus knowledge of making them)

Lesser Potions

You can turn monster corpses into extracts. Each corpse takes 10 minutes to render, and is destroyed by the process. Each HD of corpse yields one extract (no partial extractions). There are three different colors of extracts, which roughly correspond to the color of the creature's blood. Animal-based monsters tend to give red extracts; oozes and insects tend to give green extracts; undead monsters tend to give blue extracts. The colors correspond to the different lists of potions below. One extract can be used to make a potion. 6 can be used to learn a new potion. Extracts don’t take up inventory slots. Three potions take up one inventory slot.

You can only make potions that you already know. It takes 10 minutes to make a potion. AoE potions can be thrown 30’ and non-AoE potions can be consumed or splashed on targets within 5’ with an attack roll. Targets can still save for half or to negate the effect. A alchemist begins the game knowing and carrying one potion of each color.

Bombs

In addition to your three starting potions, you know how to make Bombs. You can throw them 30’, dealing 1d6 damage to everything in a 5’ radius (Save for half). You can make them from any extract.

Chug

You can consume a single potion as a free action in combat. You can drink faster than most people.

Mundane Alchemy

You can brew booze out of one ration of any kind. Once after every time interval, you can spend an hour to increase the strength of the booze. 1 Day, 1 Week, 1 Month, 1 Year for Weak Beer, Strong Beer, Wine, Whiskey, Vodka (you don’t have to call them that). Each “level” of alcohol after Weak Beer gives a character +1 Save vs Fear and expands their critical success and critical failure ranges by 1.

Dermal Application

You can throw all potions like AoE potions. You don’t need to make an attack roll for splashing (but they still get a Save if applicable).

Antidotes

You are an expert in antidotes. You can turn any potion into an antidote to itself, which automatically stops ongoing effects. This does not apply to most potions that have instant effects.

Greater Potions

You can harvest greater extracts from creatures that are HD 4 or higher (1 extract per 4 HD). They take 15 minutes to extract and each one can be converted to 4 lesser extractions. You gain the ability to make greater potions. It takes 30 minutes to make a greater potion.

Potions

Lesser Red Potions (d20)

1 fresh blood (attracts wildlife)

2 grease

3 stink (Con check or -4 to attack)

4 acid

5 lantern oil

6 Flash juice (blinds within 10’, lights up 20’, and dim light 20’ if thrown)

7 true strike (+20 to hit on your next attack)

8 frost bomb (1d6, extinguishes nearby fires)

9 liquid spikes (caltrops)

10 bonfire

11 stupid juice (lose spell)

12 laughing gas

13 darkness

14 false life

15 paralysis

16 strength (+3 to str score and +1 to bonus)

17 dexterity (+3 to dex score and +1 to bonus)

18 critical strike (if your next attack hits, treat it as a crit)

19 rage

20 jump (50' jump)

Lesser Green Potions (d20)

1 super glue

2 pourable ice

3 fog

4 blinding dust

5 charm

6 poison

7 alarm dust (crackles when stepped on)

8 liquid horse

9 liquid oozeling

10 mage hand

11 lead legs

12 sleep

13 reduce person

14 enlarge person

15 see invisibility

16 comprehend languages

17 drunkenness

18 silver transmutation potion (turn 100c into 25s)

19 feather fall

20 float

Lesser Blue Potions (d20)

1 cure light wounds (heal 1d4-1)

2 rot smell (attracts undead)

3 antiplague

4 dash

5 anti-ectoplasmic elixir (prot against possession and ghosts)

6 lesser restoration (heal 1 or if negative bring to 0)

7 anti-death potion (+4 vs death and XP drain)

8 hide from undead (undead ignore you)

9 mind blank

10 endure elements (+2 to save against elemental)

11 expeditious juice

12 inflict light wounds (1d6 damage)

13 bravery (anti-fear)

14 good cheer (anti-negative emotion)

15 minor darkvision (see 15’ into darkness)

16 gentle repose

17 minor invisibility (targets must be objects small enough to fit into your inventory)

18 stasis

19 alchemical iron (cold iron)

20 anti-petrification (also works on paralysis)

Greater Potions

Greater Red Potions (d8)

1 grenado (2d6, chance of exploding as bomb potion)

2 faerie fire

3 incendiary cloud (1d6)

4 bigger stink cloud

5 ultimate acid

6 big frost bomb

7 mr. hyde (turn into a bigger, stronger, meaner version of yourself)

8 dispel magic

Greater Green Potions (d8)

1 invisibility

2 webbing (as web)

3 animate object

4 mirror image

5 fusion potion (requires two drinkers)

6 water breathing

7 gold transmutation potion (turn 100s into 25g)

8 splitting potion (can turn an owlbear into an owl and a bear)

Greater Blue Potions (d8)

1 protection from fire

2 protection from cold

3 escape (freedom of movement 1 round)

4 cure moderate (2d6)

5 inflict moderate (2d6)

6 restoration

7 shared blood (allows two people to pool their HP as one)

8 XP potion (200xp)

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