User:Cedric/Alchemist
Alchemist
Gets to set the rules of interactions in the realms, like what happens when you combine things. To partition this from witches, these interactions are limited to phase (liquid, solid, atom, or light) and color (red, orange, ... and every fine-gradation therein) interactions. However, if elven, you get to assign color (or if higher level than previous, change an existing color assignment), rather than interactions.
Ordinate/subordinate abilities: ASM/CHR
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
Skills:
- Heart: Potioncraft; create potions that allow others to feel new feelings or healing non-HP things like pestilence, hallucinations, poisons.
- Hands: Alchemy: decides outcomes of interactions (mixing things together -- if it doesn't counter act a higher-level's order). Transforming metals (up or downwards in nobility, maybe to get $$), Sigil placements?
- Head: Verbal Persuasion: gets what they want in verbal interactions if they share a common language and their INT and/or LVL is higher.
- Health: Auto-Search: Gets a DC check for anything interesting in the room out of hte ordinary. oldXXXCurse/Blessing other character's acts (gives a + (bless)/- (curse) bonus to another player or an NPC, up to dLVL) . Can occur on other player's turn (up to mana available).
XP gained by: XP rewards for avoiding battle and using persuasion, auto-search benefits, particularly if they guess a little better the second round they can get a DC modifier, XP gifted by your party members for helping them in battle (use of heart mechanic, if used for DC checks, the roll is divided by 20; ie they must roll a crit), making connections to people.
Mana directed to: transmuting elements (wotc_conversion_rate*100*10levels upward in nobility/kg) and CHR
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. Can verbally curse or bless people and stays as long as their dice stays on the table (d20? DC modifier). DC check on metal transformations, depending on the purity of start material.
Lore: Alchemist began when ways of the world ran short of expectations: Disappointment.
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. They must rest an equal amount of rounds. LVL requried to transmute:
- to copper (from lessor metals, tin or lead, but not iron): LVL 5
- to silver (from iron or steel: LVL 10
- to gold: LVL 15
- to platinum: LVL 25
- to electrum: LVL 40
The alchemist can convince any PC/NPC of lessor INT whose level is within range (see arcane knowledgeequation) to do anything for them that they would do without hesition or have a DC check for things that they'd need permission to do (like the orc overlord: use the overlords LEVEL/INT result divided by two or?). "You want to show us the other room to see if there's anything of value in there." "Yes, sure." This does count as a round and consumes 200-400 mana.
XXX use the jedi mind-trick mechanic above... Can give a blessing or a curse, on players or NPCs. Must speak their language to take affect. A player can curse another player at the table "You're a bastard!" and roll a d20 and put it on the table. As long as you keep it on the table, the player will have to modify downward all of their DC checks related to their curse. Curse must be believable and have a shred of truth in it for it to anchor. For example, a "bastard" has to be born of an unwed mother or needs to have been considered useless to their mother at some point. This means you must know something about the target beforehand.
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 store and channel energy towards your somatic movements and hold up to 1000 mana per ounce (this must be in a circuit of some kind) before getting warm and evaporating as heat. Electrum could hold up to 100x that for the same weight.
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 (not for critical strikes or extra rounds), 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 (mana=sqrt(E/m)). 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.
- Level 1: "lift" or anxiety reduction; olive oil + hops (like beer)
- level 2: cure sickness (stomach cramps, muscle ache); grape juice + apple juice; 5:1
- level 3: cure blindness; carrot juice + lycopene (crushed tomato membrane or papaya fruit) ,?
- levitate avocado oil + cherry juice + pomegranate juice (1 round)
- charm; mango oil + peppermint + alcohol ; 30:1
- sickness kukui oil + dandelion milk; //poison, strike down
- move person to other destination (like teleport, but everyone else moves away from the quaffer), must be <1 hop away
- cure hunger; corn oil + oregano (or thyme or tarragon)
- +INT: apple oil + cilantro; 2:1 vol
- Level 10: potion of giant strength +1 str/oz: pepper oil + mint, ; 2:1 vol; 1 hour
- cure moodiness; nutmeg oil + lavender + alcohol (as dispersant); 1 oz; 10:1;
- HP gain; flaxseed oil +
- 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 (as a LVL20 or what?).
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.
- If the alchemist rolls their d20 blessing for a party cleric to have aid for healing another player, the roll translates to direct HP healed for the round -- a big advantage.
- 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
- MIX sulfur AND lead OUTPUTS decay lead. ->Reactions: constructive (creates a higher elements) destructive (removes value). Since the universe has no natural bias, intentionality is the deciding factor, absent prior saves/experience in the universe. That is, if the interaction has occurred before, then the same interaction will occur unless counter-manded by a higher level alchemist. Some natural interactions occur with color: blue+yello
- To transform a metal downward, the alchemist has to handle the metal. The more spread out it is (surface area/volume ratio), the easier it is to transform downwards. For upwards transforms, the alchemists has to put pressure on it to a solid object of equal nobility, and coax the god/dess to assist. Nobel metals like mithril, require several iterations of this technique, because the pressure one asserts deforms the material in a way that contradicts the nobler metal.
- To do the transformation above into noble metal requires sufficient mana and sufficient "training" metal (~10% of the weight in oz.). To transform a 1lb of lead into a 1lb of gold will probably require 50000mana which means no offensive or defensive rounds for 100 turns? The goddess interacts with the results once you try to test the purity of the metal and how well the transformation occurred. This is.... of course if you use water volume to test for metal density....
- metal dimensions: baseness vs. nobility, clear vs. coloration, ..., ...
- So that players don't catch on to your asking for their DC roll on auto-search that there must be something interesting, ask them for a roll when there's nothing. They will quickly tire of trying to game your mechanic.
Metals (mass, coloration)
- lead
- spent uranium (-10,), phosphorus, sulfur, copper, antimony, charcoal/carbon, quicksilver,
AL notes:
- For transformation into greater nobility, the alchemist needs support of the goddess side. The male side can only change coloration, and if the intentions (connected to the goddess) aren't pure enough, the color will change, but when the metal is weight for purity, it will fail (up to 90%). PCs can try more of the training metal to see results, or different conditions (on the mountain of X), with a cleric of the goddess, etc. etc.