Has anybody come up with an Alchemist playbook?
Has anybody come up with an Alchemist playbook? I’ve been messing around with one, but don’t think I have a good enough handle on the game yet to do a full-blown playbook. I want one for a setting that does not have D&D style wizards, and my attempts have been loosely based on the Monster Blood Tattoo novels. I’m envisioning a sort of “combat chemist”, a guy who reaches into his satchel of weird alchemical mixtures and pulls out just the right potion/powder/whatever to throw at the monster and achieve a variety of effects. Below are my attempts at some basic moves for the class, but I’m very open to checking out anyone else’s stab at an Alchemist (BTW – the damages listed are just placeholders until I give them some more thought. Stores is an abstract measure of alchemical supplies, and I’m thinking you’d start with 5-10 stores, and need to find/buy more pretty quickly).
Alchemy
When you use an alchemical preparation, roll+DEX:
On a 10+, choose 1, or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you suffer a mishap.
– Create a cloud of noxious vapors
– Create a cloud of thick, obscuring smoke
– Create a loud explosion (d8+2 damage area)
– Create a pool of dissolving acid (d10+1 damage ignores armor)
– Create a stunningly bright light
– Create a deafening noise
– Put a handful of creatures to sleep
– Catch things on fire
Analyze
When you have the time and laboratory equipment to investigate a mysterious substance, roll +WIS:
On a 10+, choose three
On a 7-9, choose 1
– You determine the substance’s components
– You determine the substance’s origin
– You determine the substance’s method of manufacture
– You determine the substance’s usefulness
Concoct
When you have access to the resources and equipment to make a concoction, roll+INT:
On a 10+, choose 1 or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you are left with a useless goo.
– You create a deadly poison (1d6 ongoing damage poison)
– You create a sleeping draught
– You create a powerful antidote (counteract poison)
– You create an invigorating tonic (remove one debility)
– You create a healing balm (heal 2d6 HP)
– You create a boosting potion (+1 forward to one stat modifier for one use)