Alchemist (Legends)

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Level
Feats
Known

Class Features and Powers
1 1 Class features; 3 at-will powers; 1 encounter power
2 +1 +1 encounter power
3 +1 Gain an additional discovery
4 +1 +1 at-willpower
5 +1 Gain an additional discovery
6 +1 +1 encounter power
7 +1 +1 at-will power
8 +1 Gain an additional discovery
9 +1 +1 encounter power
10 +1 Gain an additional discovery; +1 encounter power

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Sling, staff
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 18 + Resolve
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Resolve

Skills: Lore. Choose three other trained skills at 1st level.

Class Features

Great Work

Alchemists are obsessed with the Great Work to perfect their mysterious art, and will stumble upon new discoveries from time to time that enhance their knowledge.

You learn one 1st-level discovery of your choice.

At 3rd, 5th, 8th, and 10th level, you learn an additional discovery of your level or lower.

Material Harvesting

Certain alchemist powers may require alchemical materials. As well as being able to purchase these, or find them on your adventures, you can also take them from nature itself. Alchemical materials may appear in the form of exotic plants and minerals, or rare body parts from slain beasts and monsters.

However, you will always be able to find a minimum amount of alchemical materials, regardless of the environment. This amount is equal to your level.

Prime Philosophy

Alchemists all study the same principles, but their approach to those studies can change their approach to life. These schools of thought are known as the prime philosophies, and all alchemists belong to one - whether they were taught by a master, or if they arrived at it by themselves.

Etheric: You gain a +4 bonus to all skills you are trained in.
Mercurial: After an extended rest, you can exchange one at-will power that you know for another at-will power that you do not currently know. This does not change the total number of powers you can have at your current level.
Sulphate: Pick a damage type out of the following: acid, fire, lightning. You gain resist 5 against that particular damage type.

Powers

At-Will

Addertongue Oil Alchemist Utility
By treating weapons in a concoction of snake venom and rosewood smoke, you make them so much more potent.
At-Will   ✦   Arcane
Minor Action Melee touch
Target: You or one ally
Effect: You infuse the target's main weapon with addertongue oil. Until the end of your next turn, the target gains a +1 bonus to attack rolls and a +3 bonus to damage rolls made with that weapon.
   
Black Powder Alchemist Attack
You throw a flask of black powder at the ground, letting it ignite into a small firestorm.
At-Will   ✦   Arcane, Fire
Standard Action Area burst 1 within 10
Target: All creatures in burst
Attack: Power vs. AC
Hit: 1d6 + Power fire damage.
Material +1  
      Hit: 2d6 + Power fire damage.

 

Caustic Oils Alchemist Attack
Splashing these potent chemicals upon an enemy softens the flesh and weakens the resolve.
At-Will   ✦   Acid, Arcane
Standard Action Close blast 3
Target: One creature in blast
Attack: Finesse vs. Reflex
Hit: 1d6 + Finesse acid damage. Until the end of your next turn, any attack deals +3 extra damage to the target.
Material +1  
      Hit: 1d8 + Finesse acid damage. Until the end of your next turn, any attack deals +5 extra damage to the target.

 

Coral Sand Alchemist Attack
You blow a handful of glittering dust into your enemy's eyes to blind and confuse them.
At-Will   ✦   Arcane
Standard Action Close blast 3
Target: One creature in blast
Attack: Finesse vs. Reflex
Hit: Finesse damage, and the target is dazed until the end of your next turn.
Material +1  
      Target: Two creatures in blast

 

Fulminating Bottle Alchemist Attack
You throw a sealed jar of certain reactive acids, causing them to fountain up in a miniature storm of thunderbolts.
At-Will   ✦   Arcane, Lightning
Standard Action Ranged 5
Target: One creature
Attack: Power vs. Fortitude
Hit: 1d8 + Power lightning damage.
Material +1  
      Hit: 2d6 + Power lightning damage

 

Heavenly Nectar Alchemist Utility
By drinking this sweet-tasting concoction, you resist the elements.
At-Will   ✦   Arcane
Minor Action Melee touch
Target: You or one ally
Effect: Pick a damage type out of the following: acid, cold, fire, lightning. The target gains resist 5 against that particular damage type until the end of your next turn.
Material +1  
      Effect: Pick a damage type out of the following: acid, cold, fire, lightning. The target gains resist 10 against that particular damage type until the end of your next turn.

 

Illumine Elixir Alchemist Utility
Adding two pinches of powdered copper to this clear liquid causes it to shine brightly.
At-Will   ✦   Arcane
Minor Action Personal
Effect: You create a bottle of bright light that lasts for four hours. The bottle can be passed between creatures as an object. The light fills the bottle-carrier's space and all squares within 4 squares of it. The light is extinguished if the bottle is destroyed.
Material +1  
      Effect: You create a bottle of bright light that lasts for six hours. The bottle can be passed between creatures as an object. The light fills the bottle-carrier's space and all squares within 6 squares of it. The light is extinguished if the bottle is destroyed.

 

Liquid Chalk Alchemist Attack
You splash out a blinding white mixture that sticks to any surface, even those that cannot be seen.
At-Will   ✦   Arcane
Minor Action Close blast 3
Target: All creatures in blast
Attack: Finesse vs. Reflex
Hit: The target gains no benefit from concealment or invisibility, nor can it become hidden (save ends).
Material +1  
      Close blast 5

 

Verdant Cordial Alchemist Utility
A little of this potent blue syrup will make any plant grow faster than the hardiest of weeds.
At-Will   ✦   Arcane
Standard Action Melee touch
Target: One plant
Effect: The plant grows trailing creepers in a close burst 1. Trailing creepers are difficult terrain, and provide a +5 bonus to Athletics checks to climb walls. Trailing creepers have vulnerable 10 fire and will burn away if damaged.
Material +1  
      Effect: The plant grows trailing creepers in a close burst 2. Trailing creepers are difficult terrain, and provide a +5 bonus to Athletics checks to climb walls. Trailing creepers have vulnerable 10 fire and will burn away if damaged.

 

Web Fluid Alchemist Utility
This free-flowing silvery fluid quickly turns sticky in the open air.
At-Will   ✦   Arcane, Zone
Standard Action Area burst 1 within 10
Effect: The blast creates a zone that lasts for two hours. The zone can cover any surface, including walls and ceilings. Any creature within the zone can climb their speed -2 without an Athletics check.
Material +1  
      Area burst 2 within 10

 

Encounter

Aqua Regia Alchemist Attack
Dousing any substance with this bright orange liquid will cause it to melt away.
Encounter   ✦   Acid, Arcane
Standard Action Area burst 1 within 5
Target: All creatures in burst
Attack: Power vs. AC
Hit: 1d8 + Power acid damage, and ongoing 5 acid damage (save ends).
Effect: Any squares that are part of a zone within or adjacent to the burst area lose their properties.
Material +1
      Hit: 2d8 + Power acid damage, and ongoing 10 acid damage (save ends).

 

Arcanum Tar Alchemist Attack
You hit your foe with a fragile bottle full of cloying tar that quickly binds their limbs.
Encounter   ✦   Arcane
Standard Action Ranged 5
Target: One creature
Attack: Power vs. Reflex
Hit: The target is restrained (save ends).
Material +1  
      Hit: The target is restrained (save ends). All creatures adjacent to the target are slowed until the end of your next turn.

 

Greek Fire Alchemist Attack
You hurl a pot of the infamously flammable oil, letting an inferno rage anywhere.
Encounter   ✦   Arcane, Fire, Zone
Standard Action Ranged 5
Target: One creature
Attack: Power vs. Reflex
Hit: 2d6 + Power fire damage, and ongoing 5 fire damage (save ends).
Effect: The attack creates a zone of burning flame that lasts for one hour. Each creature that enters the zone or starts its turn there takes 10 fire damage. At the start of your turn, the zone expands to include two additional squares that must be adjacent to at least one other square that is already part of the zone.

 

Ground Mandrake Alchemist Attack
Inhaling the powdered mandrake root causes temporary madness.
Encounter   ✦   Arcane, Psychic
Standard Action Ranged 5
Target: One creature
Effect: You conjure 3 unreal visions within 5 squares of the target. The visions last until the end of the encounter. The visions are invisible to everyone but the target. Whenever the target starts its turn, it takes 1d6 psychic damage for every vision within 5 squares. Once per round, as a free action, you can move each vision up to 5 squares.
 
Isis Water Alchemist Utility
The soothing effects of this mysterious liquid revive vigor to anyone.
Encounter   ✦   Arcane, Healing
Minor Action Melee 1
Target: You or one ally
Effect: The target can spend a healing surge and gain 4 additional hit points.
Material +1  
      Effect: The target can spend a healing surge and gain 10 additional hit points.

 

Oil of Jupiter Alchemist Utility
You pour out a trickle of innocuous-looking oil, harmless until it is subjected to the process of fulmination.
Encounter   ✦   Arcane
Standard Action Area wall 8 within 5 squares
Effect: You create a trail of oil. The trail must begin in a square adjacent to you, and must rest on a solid surface. The trail can be attacked, and is always automatically hit. If the trail is dealt lightning damage, all creatures within the trail or adjacent to it take an equal amount of lightning damage, and the trail is destroyed.
Material +1  
      Area wall 12 within 5 squares

 

Plutonic Fumes Alchemist Attack
Two otherwise unremarkable potions, when mixed, react violently with a great cloud of burning green steam.
Encounter   ✦   Acid, Arcane
Standard Action Area wall 5 within 5 squares
Effect: You create a wall of acidic fumes. The wall can be up to 3 squares high and must rest on a solid surface, and it lasts until the end of the encounter. The area of the wall is lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes 1d6 acid damage.
Material +1  
      Area wall 10 within 5 squares

 

Rimestone Alchemist Attack
You drop a glittering chunk of mysterious metal into the water, and watch as the whole lake begins to freeze over.
Encounter   ✦   Arcane, Cold, Zone
Standard Action Ranged 5
Target: A body of water at least 1 square in size
Effect: The rimestone turns the water into a zone of ice of no more than 15 connected squares. Each square of ice must be within the body of water, and the zone lasts until the end of the encounter. Any creature within the body of water is restrained and takes ongoing 5 cold damage (save ends both). The ice is difficult terrain.
Material +1  
      Effect: The rimestone turns the water into a zone of ice of no more than 30 connected squares. Each square of ice must be within the body of water, and the zone lasts until the end of the encounter. Any creature within the body of water is restrained and takes ongoing 10 cold damage (save ends both). The ice is difficult terrain.

 

Discoveries

Level 1

' Discovery
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' Discovery
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' Discovery
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Level 3

' Discovery
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' Discovery
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' Discovery
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Level 5

' Discovery
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' Discovery
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' Discovery
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Level 8

' Discovery
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' Discovery
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' Discovery
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Level 10

' Discovery
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' Discovery
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' Discovery
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