Jump to: navigation, search

Alchemist

IlisaraRules.png

Alchemists study the myriad illnesses and ailments of the mortal body as well as the treatments for each. They know which herbs can soothe a fever and which oils can help prevent the pox. Not all medicine is good for the body, though: they also know which toxins can stop the heart or drive a man to madness. Alchemists know how to manufacture and refine all of these things. They also have some primitive transmutation abilities; by augmenting an item, they can increase its quality.

Alchemical Reagents

Alchemists use special reagents to create potions and poisons. You will need an Alchemy Kit (costs 50 gold), and the required reagents to craft anything with the Alchemy profession. Most reagents can be purchased in town or harvested in the wild.

Alchemy Reagents Material Quality Suggested gold price per reagent
Fjelrin, Pinkwort, Queen’s Hair, Pick-me-nots, Summerleaf Common 5 gold
Ascerbic and Aggerivic mushrooms, Dreamleaf, Ragwort, select snake venoms, red roseheart Rare 50 gold
Faerie blood, Thassil Root, spider and scorpion venom, Black Lotus Epic 150 gold

Harvesting Reagents

It takes approximately ten minutes to carefully collect and store poisonous plant matter or venom.

Harvesting poisonous plants or mushrooms requires a DC 10 Dexterity check. Harvesting venom from a dead creature requires a DC 15 Knowledge check and a DC 10 Dexterity check. Harvesting venom from a live creature requires a series of checks up to DM discretion. If the character fails all of their rolls, they become poisoned for d4 hours, rolling with Disadvantage on all skill checks while the poison persists.

Crafting Time

Alchemists must have an alchemy kit and work, undisturbed, for 2 hours to create one consumable.

Craftable Items

In-combat consumables

Item Reagents Sells for… Effect
Ascerbic Spores 6 Common alchemy reagents 60 gold A creature subjected to this poison must succeed on a DC 15 Stamina saving throw or take 1d6 poison damage and become poisoned, taking 2 poison damage each turn for 3 turns. Until this poison ends, the damage the poison deals can't be healed by any means. After the effect ends the creature can heal normally.
Basic Poison (1 vial) 1 Common alchemy reagent 10 gold You can use the poison in this vial to coat one weapon or up to three pieces of ammunition. Applying the poison takes a Minor action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Stamina saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Burnt Aggerivic Fumes 6 Common alchemy reagents 60 gold A creature subjected to this poison must succeed on a DC 10 Stamina check or take 5 poison damage and become paralyzed for one turn.
Dreamleaf Essence 6 Common alchemy reagents 60 gold A creature subjected to this poison must succeed on a DC 15 Stamina saving throw or fall unconscious for 1 turn. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Alchemist’s Fire (flask) 1 Common alchemy reagent 10 gold This sticky, adhesive fluid ignites when exposed to air. Throw this flask, shattering it on impact against one target. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using a Minor action to make a DC 10 Dexterity check to extinguish the flames.

Out-of-combat poisons

Poison Name Reagents Sells for… Effect
Swarming Spiderbite 1 Epic alchemy reagent 200 gold The effect of this poison is like the biting mouths of venomous spiders, starting from the extremities and advancing throughout the body. Used for torture purposes. One application deals 5% of the victim’s health in damage over 2d12 + 10 minutes. Must be injected by needle or blowdart.
Ground Thassil Root 1 Epic alchemy reagent 200 gold This poison is a flavorless blue powder. It can only be delivered by way of food or drink, and takes effect 2d6 minutes after its victim consumes it to slowly knock them unconscious.
Stormclaw Scorpion Venom 1 Epic alchemy reagent 200 gold The purple-black venom of Stormclaw Scorpions attack the nerves. It must be injected by needle or blowdart, and slowly paralyzes the victim over 2d6 minutes.
Black Lotus 1 Epic alchemy reagent 200 gold When prepared as a poison, black lotus is ground into a fine, black powder that causes terrifying hallucinations. It takes effect 2d12 minutes after consumption.
Carrion Ichor 1 Epic alchemy reagent 200 gold Smearing this poison on bare skin causes it to irritate the skin. Used for torture purposes. One application deals 5% of the victim’s health in damage over 10+d12 minutes. In large quantities, it causes a slow painful death by rot and disease.
Midnight Tears 1 Epic alchemy reagent 200 gold A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 20 Stamina check, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
Truth Serum 1 Epic alchemy reagent 200 gold This poison is a flavorless clear liquid. On consumption, a creature subjected to this poison can't knowingly speak a lie.

Potions

Potion Name Reagents Sells for… Effect
Healing Potion 4 Common alchemy reagents 30 gold A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points.
Greater Healing Potion 8 Common alchemy reagents 60 gold A character who drinks the magical red fluid in this vial regains 4d4 + 4 hit points.
Superior Healing Potion 16 Common alchemy reagents 120 gold A character who drinks the magical red fluid in this vial regains 3d6 + 6 hit points.
Stamina Potion 2 Common, 1 Rare alchemy reagent 120 gold A character who drinks the magical green fluid in this vial regains one usage of a Tier 3 ability.
Greater Stamina Potion 4 Common, 2 Rare alchemy reagents 240 gold A character who drinks the magical green fluid in this vial regains one usage of a Tier 2 ability.
Superior Stamina Potion 2 Common, 2 Rare, 2 Epic alchemy reagents 680 gold A character who drinks the magical green fluid in this vial regains two usages of a Tier 2 ability, or 3 usages of a Tier 3 ability.

Transmutation

Alchemists are capable of transmuting different energies from their “raw” state into a higher, more refined state. The common saying that Alchemists turn lead into gold rings true in Ilisara, with a little bit of magic. Alchemists with at least 2 Arcana can transmute raw materials and increase their quality.

Alchemists can transmute:

  • 10 Common materials into one Rare material
  • 3 Rare materials into one Epic material
  • 1 Epic material into 3 Rare materials
  • 1 Rare material into 10 Common materials

Transmuting is near-instantaneous, but requires so much focus and concentration that it must be done out of combat.