< User:Cedric

User:Cedric/Alchemist

Tier Path: Chemist/Gypsy -> Zymurgist -> Alchemist -> Enchanter/Transmuter -> Worldchanger (Nagual if Azhian/Shou race) Tiers for elves/aryan/druids; Gelding -> Firestarter/Windmaker/Earthmover/Waterwizard -> Sorcerer -> Druid -> Twyn

Alchemist

Ordinate/subordinate abilities: ASM/CHR

Skills:

  • Inner: Potioncraft
  • Outer: Transforming metals (to get $$), Sigil placements?, poisons
  • Head: Cursing
  • Defense: Blessings (those who are blessed get the good tidings out in the world, like synergistic happenings)

Boon to a party:

  • head/offense: They have a peculiar way with words. Wit.
  • heart/defense: Gathering forces to their aid through influence or sophistry. Intuition
  • health/inner: Potions for healing non-HP things like pestilence, hallucinations, poisons,
  • hands/outer: inventing poisons for enemies

XP gained by: EMP (freeing mana in others, rather than using it like wizards — adding life), making connections to people.
Mana directed to: transmuting elements or CHR/luck
Dice rolls: Intuition checks. Roll d20 dice and the DM tailers the level of knowledge to the level rolled. If so, they get a particular insight of things going on.
Lore: Alchemist began when ways of the world ran short of expectations.
PC-PC interactions: Compare powers and exchange lore.
Moral Code: Without a little randomness and surprise, people are too routine.
Demi-god modifier: Has luck with NPC interactions

This article is less about the class specializing the ASM ability, and more about druids. not good… Must re-write. If they are elven or aryan, they work with the elements more directly and past tier 3, they are called druids. They must work with the goddess to get there.

Masters of primal elements and potions. They are unusally male, unless dwarven. If elven or aryan, they are called "druids", past tier 3. While craftslans and fighters may advance the quickest, this class develops the slowest, but the rewards are larger than any mage would hope to acquire. Makes the best dragonmancers. They may announce their loyalty to a god, but generally favor the goddesses for extra power, as no one remembers the name of the god who produced the elements.

Alchemists have intuition, granting them knowledge of what’s happening in the realms (or what might be in the next room) without having to travel there or hear about it. For each piece of knowledge from the DM, they can choose to roll another dice and get a little more. They get up to LVL/10 dice, rounded up. They mustn’t abuse this by trying again the next round, lest the advice be BS.

Druids have a primal elements that they master: liquid (the interaction between water and air), fire (the source of life), earth (metal and rock), or air (winds). They can offer their services to carve out a mine for example, that would take regular workers months or years. OR, blow air across the plains to clear a mountain of snow, looking for a cave entrance. These kind of things.

An alchemist can transmute lesser metals into nobler metals. They can sacrifice some HP to do this. 1HP per once of lead will turn it into an ounce of gold.

Generally not violent by nature unless ronin or under a male god, but will defend themselves or an individual (non-enemy) in distress. They level by receiving voluntary giveaways of XP from battle (or if no volunteers, by the gods/DM intervention), learning how to craft more and more difficult potions (conferring XP)?, and Effective Mana Produced (EMP). They are naturals at identifying cursed or blessed (enchanted) objects and potions (if they have their senses in tact and the potion is not made by a higher-level character).

Druids level by the magical forces they harness into with the elements. If their use of mana has its intended effect (or something close to it) (about 10 XP per 1 oz of matter moved?), then they gain the XP conversion from that mana (1 to 1?). The other consideration is how their creations stand the test of time. If no one values their creation, the mana expended is removed from EMP as well as their eXPerience.

Druids keep their bones solid, accumulating mana rather than expend it fighting (and risking bone injury. They can trade get energy for moving the elements, like a boulder, by using the connection between their bones and HP. This is a type of large-force mana usage is akin to psionics and the conversion is 1HP to 200 mana. Depending on their level, is the quality of gold. They can also craft potions, expending some mana to imbue power into the potion for the assembled task. Druids can earn money this way as it takes high levels of expertise and time-slots.

Rather than incant spells, like a wizard or pray to the Spirits like herbalists, they can employ psionic energy from the elementals. This class generally uses large-scale elemental effects by temporarily sacrificing HP. After using stored mana, they are weakened for one round and take double damage if attacked. They can also acquire and recite magical scrolls to generate other magical effects.

Heavy use of this requires consumption of a lot of calories. Conversion is 1 calorie for 1 mana of restoration. One can eat up to 300 calories per round. Rest also helps but the recovery is slowed without solid food.

This class needs ASM to be effective, INT to be useful, PTY to some cause to be virtuous, and CHR to be renowned.

It takes about approx 50 mana to lift a 1/2 cup of water (in 2 time quanta) , move 1 cubic-foot of air across your 15ft radius (30ft) within a round, lift 1/4 cup of loose matter 5 ft (2 time quanta), or create 1 candle-power of light/heat for 1 time-quanta.

Since the amount of energy it would take to move a mountain is gargantuan, they may utilize other means to store or acquire, but never doubt that inordinate amounts of energy utilization can break the substrate of the universe and always have a price. You might lose the land you depend on, for example. Or the sun may burn out. Or oceans evaporate. This was the wisdom gained in the Mage Wars. Hence the wise druid stores their energy. Gold bracelets can channel stored energy towards your somatic movements.

With each tier advance, they can take on one more element to master until they get to Legendary and have all four elements at their command. They also accumulate extra mana boosts per round: 50 for Hero, 100 for Paragon, 200 for Legendary, and 400 for Epic. The gods can limit the maximum mana they carry and sometimes can take it silently for their own purposes. So characters should endeavor to use it well, so they are granted higher maximums. DMs might keep druids around for this purpose: to use their stored mana to create artifacts in the realm.

The other possibility is leveling them when they acquire the skill and know-how to create higher-level potions. They can defend themselves against monsters, build tunnels, or effect the weather. They are the only race that can draw upon a psionic reserve that is held in their bones should they need it. Effectively, they convert the strength of their bones into mana at a rate related to E=mc2. However, it takes the mass out of their bone health and they lose HP and may affect their CON.

Bonus points to whoever can derive the conversion from E in joules to mana in-game. (done, see conversions table under stats; approximately 4 joules/mana)
 These potions require power to have effect. This power allows you to find the ingredients necessary to create the potions. So, as you gain the proficiency to create the desired potion, you GAIN the level. Potioncraft: flavors/scents/colors/contaminants — these are the items that can anchor the intentions of the potionmaker

Mana to XP is about 1:1 so can use table for fighter, otherwise learn to create these potions. 1. Level 1: "lift" or anxiety reduction; olive oil + hops (like beer) 2. level 2: cure sickness (stomach cramps, muscle ache); grape juice + apple juice; 5:1 3. level 3: cure blindness; carrot juice + lycopene (crushed tomato membrane or papaya fruit) ,? 4. levitate avocado oil + cherry juice + pomegranate juice (1 round) 5. charm; mango oil + peppermint + alcohol ; 30:1 6. sickness kukui oil + dandelion milk; //poison, strike down 7. move person to other destination (like teleport, but everyone else moves away from the quaffer), must be <1 hop away 8. cure hunger; corn oil + oregano (or thyme or tarragon) 9. +INT: apple oil + cilantro; 2:1 vol 10. Level 10: potion of giant strength +1 str/oz: pepper oil + mint, ; 2:1 vol; 1 hour 11. cure moodiness; nutmeg oil + lavender + alcohol (as dispersant); 1 oz; 10:1; 12. HP gain; flaxseed oil + 13. greater levitate: clove oil + sprigs of summer savory?

Potion’s power, like all classes, is modified by LVL and. ability scores. See class theory page. A LVL 100 sorcerer is 20x as powerful, all other things being equal, from the strength of their gravitas.


DM Notes:

  • Alchemist's intuition works like this. They can make a call for an intuitive check. The DM can roll to see if it succeeds and, if so, provide some minor (or significant if the occasion arises) arcana to the alchemist.
  • Special Ability: enchanted or cursed weapons? turning lead into gold
  • Special equipment: decanters and such…?
  • The demi-god modifier helps on d30 NPC interaction rolls. Instead of closing down a loop, it stays
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.