Combat Alchemist

From LegendWiki
Revision as of 18:09, 18 September 2017 by Vicerious (talk | contribs) (→‎Circles)

Combat Alchemist

Alchemy is an ancient and noble art dedicated to revealing the underpinnings of the universe itself. You can also use it to transmute living things into corpses by throwing deadly chemicals in their face.

When you select this track, choose your highest Spellcasting Ability Modifier (SAM), or if you do not have a SAM, your Intelligence, Wisdom, or Charisma modifier. This becomes your Track Ability Modifier (TAM) for this track. The save DC for abilities under this track is equal to 10 + 1/2 your character level + your Track Ability Modifier.

Circles

1st Circle - Lesser BrewingEX

You have the ability to create Brews: potent but short-lived magical concoctions. These concoctions come in three varieties: potions for drinking, poisons that are applied to weapons, and cocktails for throwing into battle. At the beginning of each [Scene], you choose three Brews, plus an additional two Brews for each circle of Combat Alchemist you possess. The chosen Brews are prepared until the end of the [Scene]. At first, you can prepare only Lesser Brews, but you learn to prepare other brews at later circles.

Prepared Brews must be primed before they can be used. You can prime a prepared Brew for imminent use as a move action. Once a Brew is primed, any creature can use it: a creature can drink a potion to gain its benefit, apply a poison to its weapon to increase its potency, or pass any Brew to an ally within [Melee] range as part of a move action (including the one used to prime it). A primed Brew not used by the end of the [Encounter] is wasted. A creature or weapon, respectively, may benefit from more than one potion or poison at a time but cannot benefit from multiple uses of the same potion or poison simultaneously. A poison that has an effect when a creature is hit by the affected weapon and allows that creature to make a saving throw cannot affect a single creature more than once per [Round].

Whenever you make an attack action, you may replace any number of attacks with an equal number of cocktail throws, each targeting a square within [Close] range. These throws provoke attacks of opportunity.

Unless otherwise noted, the effects of any Brew used last until the end of the [Encounter].

2nd Circle - TransformSU

Your knowledge of esoteric sciences includes the nature of things as well as the supernature of things. You begin each [Encounter] with a number of transmutation points equal to the number of Combat Alchemist circles you possess.

Additionally, you gain the following abilities:

  • Exclusion Principle: As an immediate action when an ally within [Long] range uses a spell, spell-like ability, or supernatural ability with an area of effect, you may spend one transmutation point to exclude any number of creatures from the effect.
  • Conservation of Energy: As a standard action, you may spend one transmutation point to deal damage equal to 1d10 per circle of Combat Alchemist you possess to one creature within [Medium] range and heal another creature within [Medium] range a number of hit points equal to the damage dealt. A successful Fortitude save negates this effect.
  • Assisted Entanglement: As a standard action, you may spend one transmutation point to have two target creatures within [Close] range simultaneously [Teleport] into each other's squares. The destination squares may be occupied, but only by another target of this ability, and only if both targets leave their squares as part of this ability. A successful Reflex save negates this ability.

3rd Circle - {{{1}}}EX

4th Circle - {{{1}}}EX

5th Circle - {{{1}}}EX

6th Circle - {{{1}}}EX

7th Circle - {{{1}}}EX

Brews

Lesser Brews

Greater Brews

Relic Brews

Artifact Brews