Alchemist

Alchemist #

An alchemist is someone who invents, creates, and uses technology, or a crude approximation of it. This usually manifests in the form of thrown explosives, applied oils, or varying potions, but can take other forms. Years of experimentation have given them expert abilities with regards to usage and resistance to these dangerous objects and substances.

Some alchemists come to their profession from an inability to perform magic but a desire to help people with similar effects, or through their profession in an area such as medicine or mining with explosives. Others are more intellectual in their pursuits, and carry them out for the purpose of either general advancement or their own research goals. And others are simply daredevils who delight in pushing their bodies to the limit in any way possible.

Examples of Alchemist Class Skills: Former Laboratory Assistant, Faithless Cleric, Chirurgeon, Former Miner, Immortality Researcher, Electrochemistry Specialist, Drug Afficionado

A typical Alchemist Skill should cover at least some of these:

  • Brew a minor tincture.
  • Conduct an autopsy.
  • Endure harsh conditions.
  • Fast-talk someone.
  • Find supplies in an urban area.
  • Forage for supplies in the wild.
  • Manipulate a mechanical object (like a lock or a trap).
  • Move quickly.
  • Research something.
  • Trick someone into believing something.

Uncommon Terms in Alchemist Abilities #

  • Formula: A blueprint and pre-prepared kit for making a certain kind of alchemical object. Alchemists may prepare a certain number of these in a day.
  • Grenade: A type of formula for an explosive that targets one enemy and possibly enemies (or allies) next to it.
  • Bomb: A type of formula for an explosive that targets multiple nearby enemies.
  • Infusion: A type of formula that creates an instant (or short term) effect for yourself or an adjacent ally.
  • Mutagen: A type of formula that creates a longer-term effect.
  • Oil: A type of formula that creates an item that modifies a melee weapon or piece of ammunition.
  • Sustain: A Sustain is a special kind of 3d6 roll, like a Save or a Recharge. On a success, the ability it’s tied to lasts one round longer.

Attributes #

Alchemists have the following attributes.

Base Attributes #

Attribute Value
Volition 2*
Vitality 5
Initiative Fast
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality**
Other +1 AC and MD
OR
+1 Vitality and PD
Recoveries 8
Save Bonus 0†

*See Reactive Blood and Self-Experimenter.
**See level chart.
†See Self-Experimenter.

Base Defenses by Armor #

Type AC PD MD
None/Light 14 15 13

Melee Stances #

Miss damage equal to level

  • Swift, Measured: d6 damage
  • Aggressive: d8 damage

Ranged Stances #

Miss damage equal to level

  • Rapid (N): d4 damage
  • Close (N): d6 damage
  • Aimed (F): d8 damage.
Level HP Reagents and
Relationships
Total Perks Formulae Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 5 1x
2 (5 + Vitality) x 4 3 2 Adventurer 6 1x
3 (5 + Vitality) x 5 3 3 Adventurer 6 1x
4 (5 + Vitality) x 6 3 4 Adventurer 7 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
7 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
8 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
8 2x
8 (5 + Vitality) x 16 5 4 Adventurer
3 Champion
1 Epic
9 3x
9 (5 + Vitality) x 20 5 4 Adventurer
3 Champion
2 Epic
9 3x
10 (5 + Vitality) x 24 5 4 Adventurer
3 Champion
3 Epic
10 3x

Class Features #

Every Alchemist has Reagents, Scrounger, Scrapper, Reactive Blood, Infused Alchemy, and Blood Alchemy.

Reagents #

Alchemists use Reagents to power many of their abilities, and especially their Formulae. Every Alchemist has 3 Reagents in Adventurer Tier, 4 Reagents in Champion Tier, and 5 Reagents in Epic Tier. They’re restored during a Quick Rest.

Once per turn, you can spend 1 Reagent as a free action on or outside your turn to give yourself Temporary HP equal to half of your average recovery. This can be performed as a response to being attacked and seeing the attack result but before being damaged.

  • Champion Perk: When you use this outside your turn, you also gain Resist All 13+ until the end of the turn.
  • Epic Perk: You have one extra maximum Reagent.

Scrounger #

While in almost any kind of town, you may make potions, lesser runes, or greater runes for 80% of their default price (40gp per tier for potions, 80gp per tier for lesser runes, 120gp per tier for greater runes). Runes made in this way are usually some kind of laboratory-generated crystals or special unguents. You can only make items of your tier or lower.
  • Adventurer Perk: This is now 50% of the default price (25gp per tier for potions, 50gp per tier for lesser runes, 75gp per tier for greater runes).

Scrapper #

Once per day, as a standard action, you may destroy a potion or rune to regain Reagents (regain 1 for a potion, 2 for a rune). For items of a lesser tier than you, reduce the Reagents gained by 1 per tier difference. Reagents that aren’t spent and Formulae made from them that aren’t used after 5 minutes or so are lost.
  • Adventurer Perk: You may now do this once per short rest instead of once per day.

Reactive Blood #

While under the effect of an infusion or a mutagen, you increase your melee stance damage by 1 size (d8 for Swift/Measured, d10 for Aggressive) and count your Volition as 4 for basic melee attacks.
  • Adventurer Perk: While under the effect of an infusion or a mutagen, you also count your Volition as 4 for basic ranged attacks and you increase your ranged stance damage by 1 size (d8 Close/Rapid, d10 Aimed). You gain access to Defensive Stance (d8 damage, +1 AC) as well while under the effect of an infusion or a mutagen.
  • Champion Perk: Your Recovery dice also increase by 1 size (to d10s) while you’re under the effect of an infusion or a mutagen.
  • Epic Perk: Once per day, as a quick action, you may increase your melee and ranged stance damage by 1 extra size until you’re no longer under the effect of an infusion or mutagen. If you do, you take damage equal to your level at the end of your turn until you’re no longer under the effect of an infusion or mutagen.

Infused Alchemy #

For the purpose of effects and augmentations, bombs and grenades count as either Ranged or Spell (pick one on character creation and when you gain a level).
  • Adventurer Perk: Mutagens, infusions, and oils can count as Spells if you want them to.
  • Champion Perk: Any Alchemist ability can count as a spell when it’s advantageous and not a spell when it would be disadvantageous to be a spell.
  • Epic Perk: Once per encounter, an ally who benefits from an Alchemist ability (including yourself) either gains 1 advantage to their next spell attack roll within the next round or grants 1 disadvantage to attacks against an ally they affect with a spell within the next round.

Blood Alchemy #

In Epic Tier, you may deal 1d4 x Level damage to yourself as a quick action to regain 1d2 Reagents. This can’t be blocked by Resistance and can’t be mitigated, and ignores Temporary HP.
  • Epic Perk: You regain 1d3 Reagents when you do this.

Talents #

Every Alchemist has 3 Talents.

Breach Specialist #

You’re skilled in using your more debilitating creations to even the odds. When you use a bomb during your first turn in an encounter (referred to as Breaching), every target that’s hit is Hampered until the start of your next turn.
  • Adventurer Perk: Instead of Breaching applying a new condition, you can choose to make any single-round conditions inflicted from the bomb itself while Breaching 11+ save ends and increase the save threshold of any ongoing damage by 2 (to a maximum of 13+). This applies to all targets of the bomb.
  • Champion Perk: One single-strength target you hit while Breaching can be Stunned or Confused instead of Hampered.
  • Epic Perk: Add 1 target to any bomb used to Breach.

Demolition Expert #

You understand the technical aspects of explosives. You may spend 1 Reagent to use your Alchemist skill to make a hole in a wall, knock down a door, or demolish a structure (the scope of which is in line with your tier). You may remove all secondary targets from a grenade that has them.
  • Adventurer Perk: Instead of removing any secondary targets, you can exclude one ally from being a secondary target.
  • Champion Perk: Your Natural 13+ Hit grenade attacks against the primary target inflict Dazed until the end of your next turn.
  • Epic Perk: When you remove all secondary targets from a grenade that has them, your attack against the primary target gains 1 advantage.

Laboratory Hardened #

You’ve been burned and poisoned so many times that it’s become second nature. You have Resist Necrotic, Fire, and Acid 12+.
  • Adventurer Perk: You gain 1 Advantage on saves against ongoing damage.
  • Champion Perk: One encounter per day, while you’re staggered, you have Resist Weapon 12+.
  • Epic Perk: As a quick action, you may spend 1 Reagent to increase the Resistance to 13+ for all resistances granted by this talent until the end of the encounter.

Oil Expert #

Your oils have extra potency. While under the effect of an oil, your weapon deals extra damage as if it had a lesser rune of your tier applied to it. This extra damage doesn’t stack with a rune.
  • Adventurer Perk: Your oils apply to the first hit instead of the first attack for ranged weapons. Make a 13+ save whenever an oil on a weapon you’re using would expire due to hitting. On a success, the effect is still active.
  • Champion Perk: You may give your oils to allies to use if you spend the Reagents before giving them out. They expire during your next short rest if not used first and don’t gain the save to avoid expiration on use.
  • Epic Perk: Make an 11+ save instead of a 13+ save when determining if your oil expires.

Potion Brewer #

You are especially good at making potions. Any healing potions you make increase the amount they heal by their target’s level. The extra healing dice are d10s instead of d8s.
  • Adventurer Perk: Resistance potions you make increase their Resist amount by 1.
  • Champion Perk: Increase the maximum amount healed for healing potions you make by 10 x Tier HP.
  • Epic Perk: Anyone may use any potion you make as a quick action instead of a move action.

Self-Experimenter #

You’ve developed a tolerance to mutagens through your own self-experimentation with them. While under the effects of any mutagen, add +1 to your save bonus and give +1 to any Sustains you roll.
  • Adventurer Perk: You may spend 1 Reagent while under the effects of a mutagen to ignore having to Embrace your Flaws for one skill check.
  • Champion Perk: You may now use mutagens as a Move action instead of Standard. While under the effects of any mutagen, count your Volition as 3 with Bomb and Grenade attacks.
  • Epic Perk: You can now be under the effects of up to two mutagens at once, but you’re Softened and Enervated until both expire.

Snake Oil Peddler #

You’re an expert at making quick “cures”. You may give your infusions to allies to use if you spend the Reagents before giving them out. They expire at your next short rest.
  • Adventurer Perk: Once per day, you may use an infusion as a free action instead of a quick action.
  • Champion Perk: You gain 1 Advantage on infusion Sustains.
  • Epic Perk: If you fail your first Sustain roll for an infusion, refund the reagent cost of the Infusion.

Thrifty #

You’re very good at scraping together something useful from laboratory waste. During a full rest, you can create one Adventurer-tier potion for free. It expires at the start of your next full rest if not used.

At Champion Tier, you may make one Adventurer-tier lesser rune or two Adventurer-tier potions. At Epic tier, you may make one Champion-tier lesser rune or two Champion-tier potions.

Runes and potions made with this ability can’t be sold or recycled for reagents with Scrapper.

  • Adventurer Perk: For every tier, you may now make two potions or one rune of your tier.
  • Champion Perk: The first time per encounter that you use any ability that requires you to spend 2 or more reagents, roll a 11+ save. On a success, you regain 1.
  • Epic Perk: You may recycle items you make with this with Scrapper.

Formulae #

You can prepare Level / 2 + 5 (round down) Formulae, which include Grenades, Bombs, Mutagens, Infusions, and Oils, at the beginning of any day. You can only take Formulae of a level less than or equal to your current level.

Types of Formulae #

  • Bomb: A ranged attack that affects one or more enemies.
  • Grenade: A ranged attack that affects one primary target in addition to a number of secondary targets. Roll the number of secondary targets after the primary target hits or misses. Secondary targets must be next to the primary target, and the number of secondary targets rolled must be targeted (so if there are more targets than enemies, allies will also be targeted). A miss against the primary target always has the same effect as a hit against a secondary target.
  • Infusion: An augmentation that is either instant or short-term. Any Sustain on an Infusion is a free action.
  • Mutagen: An augmentation that lasts until your next short rest. Each Mutagen has both in-combat and out-of-combat effects. You may only have one Mutagen active at once, and drinking a second before the first has expired does nothing by default. All cases of Embracing your Flaws provoked by Mutagens should be considered voluntary (so 2 Disadvantage, but a success regains a recovery or relationship die).
  • Oil: A substance applied to a melee weapon or piece of ammunition that adds an effect to the next attack. It lasts until the first hit if applied to a melee weapon or until the first attack if applied to a piece of ammunition.

1st Level #

Sunrod
Bomb, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on 1d3+1 nearby targets.

Hit: The target takes radiant damage equal to your level and is Dazed (11+ save ends).

Miss: The target is Dazed until the start of your next turn.

Special: You may partially activate this as a free action (including outside of combat) to create light twice as bright as a torch for about an hour. While still lit, you may throw it to use the Bomb ability as above (it flares up and then stops working on contact).

Tanglefoot Bag
Bomb, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on a nearby target.

Hit: The target is Stuck (11+ save ends). The target can spend a standard action to automatically succeed at the save (or a move action if the target is double-strength or triple-strength).

Miss: The target is Stuck until the start of your next turn (or until they spend an action as above).

Alchemist’s Fire
Grenade, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on one nearby primary target and choose 1d3 secondary targets.

Primary Hit: 1d4 x Level + Volition x Tier fire damage and 1d4 x Level ongoing fire damage.

Primary Miss/Secondary Hit: Fire damage equal to your level.

Needleburst
Grenade, At-Will, Standard
Spend 1 Reagent

Make an attack vs AC on one nearby primary target and choose 2d3 secondary targets.

Primary Hit: 1d8 x Level + Volition x Tier weapon damage.

Primary Miss/Secondary Hit: 1d4 x Level weapon damage.

Immunity Shot
Infusion, At-Will, Quick
Spend 1 Reagent

Use this on yourself or an ally next to you. The target may immediately make a save against any save ends conditions or ongoing damage.
Vitalizing Draught
Infusion, At-Will, Quick
11+ Sustain, Spend 1 Reagent

Use this on yourself or an ally next to you. The target gains Temporary HP equal to half of their average recovery when this is used and every time you attempt to sustain this.
Leadbody
Mutagen, Daily, Standard

Until your next quick rest, your basic melee attacks and basic ranged attacks with thrown weapons have half miss damage instead of damage equal to your level. You also have Resist Weapons 10+.

While this is in effect, you’re twice as heavy but able to maintain your own weight, changing your gait and such. You may use your Alchemist skill to accomplish many things through brute force (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on skill checks involving reflexes or quick changes in thought, or activities involving moving vertically like flying, jumping, or climbing.

Sliptongue
Mutagen, Daily, Standard

Until your next quick rest, gain 2 advantage on disengage checks.

While this is in effect, you have a slight sheen to your skin, as if it were oily or wet. You may use your Alchemist skill to fast-talk or deceive someone (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on any skill checks involving the appearance of solemnity or sincerity.

Incendiary Paste
Oil, At-Will, Quick
Spend 1 Reagent

Apply this to a melee weapon or piece of ammunition. On a hit with it, the attack's target takes an extra 1d8 x Level fire damage. On a crit, the extra damage is ongoing.
Snake Venom
Oil, At-Will, Quick
Spend 1 Reagent

Apply this to a melee weapon or piece of ammunition. On a hit with it, the attack's target takes an extra 1d4 x Level ongoing necrotic damage.

3rd Level #

Thunderstone
Bomb, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on 1d3 nearby targets.

Hit: Thunder damage equal to your level and Shaken (11+ save ends). Any spell attacks the target makes while Shaken gain 1 further Disadvantage.

Miss: Thunder damage equal to your level. Any spell attacks the target makes before the start of your next turn gain 1 Disadvantage.

Toxin Cloud
Bomb, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on 1d3+1 nearby targets.

Hit: Ongoing necrotic damage equal to 1d4 x Level.

Miss: Ongoing necrotic damage equal to your level.

Acid Flask
Grenade, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on one nearby primary target and choose 1d3 secondary targets.

Primary Hit: 1d8 x Level ongoing acid damage.

Primary Miss/Secondary Hit: Ongoing acid damage equal to your level.

Bottled Lightning
Grenade, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on one nearby primary target and one secondary target.

Primary Hit: 1d10 x Level + Volition x Tier lightning damage.

Primary Miss/Secondary Hit: 1d4 x Level lightning damage.

Natural Even Hit or Miss (any): Add another secondary target and make an attack against them.

Clarifying Dose
Infusion, At-Will, Quick
9+ Sustain, Spend 1 Reagent

Use this on yourself or an ally next to you. Until you fail to sustain this, the target ignores the effects of any Dazed, Softened, or Weakened conditions and automatically succeeds at any saves against them.
Metabolic Freeze
Infusion, At-Will, Quick
11+ Sustain, Spend 1 Reagent

Use this on yourself or an ally next to you. Until you fail to sustain this, the target doesn’t take damage from ongoing damage.
Blackblood
Mutagen, Daily, Standard

Until your next quick rest, you inflict acid damage equal to your level on any enemy who hits you with an unarmed attack or an attack with anything attached to their body (like a claw or bite). If you’ve been damaged in the last round or while you’re staggered, at the end of your turn, you inflict acid damage equal to your level to any engaged enemy.

While this is in effect, your veins (or equivalent) pop out and glow a little. You may use your Alchemist skill for any task that requires an exceptional sense of smell (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on any skill checks involving avoiding being sickened or disgusted by something physical.

Sharpeye
Mutagen, Daily, Standard

Until your next quick rest, you treat every enemy as if they were Weak to every damage type you deal. If they were already Weak to a damage type, you gain 1 Advantage to attacks against them with that damage type.

While this is in effect, your eyes are wider than normal and reflect the light a bit. You may use your Alchemist skill for any task that requires focusing on fine detail (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on any skill checks involving general awareness.

Spider Venom
Oil, At-Will, Quick
Spend 1 Reagent

Apply this to a melee weapon or piece of ammunition. On a hit with it, the attack's target is Softened (13+ save ends).
Splitting Solvent
Oil, At-Will, Quick
Spend 1 Reagent

Apply this to a piece of ammunition. The next single-target attack with it deals half damage, but it also targets up to 1d3 enemies next to that target with the same attack.

5th Level #

Frost Vial
Bomb, At-Will, Standard
Spend 1 Reagent

Make an attack vs PD on a nearby enemy.

Hit: Cold damage equal to 1d4 x Level. Until the end of your next turn, the target is Weakened.

Miss: Cold damage equal to your level.

Special: You may spend 1 extra Reagent to target 1d3 more enemies.

Razorburst
Grenade, At-Will, Standard
Spend 1 Reagent

Make an attack vs AC on one nearby primary target and choose 1d3 secondary targets.

Primary Hit: 1d12 x Level + Volition x Tier weapon damage.

Primary Miss/Secondary Hit: Damage equal to your level.

Special: You may spend 1 extra Reagent to instead deal half damage on a Primary Miss/Secondary Hit.

Adrenaline Shot
Infusion, Encounter, Interrupt
Spend 2 Reagents

You take a standard action immediately. Take damage equal to your level afterwards.
Stillheart
Mutagen, Daily, Standard

Until your next quick rest, you may convert any Confused, Stunned, Shaken, Hampered, or Weakened conditions into Dazed or Softened (your choice, but if you already have one you must pick the other). You also have Resist Psychic 12+ and Resist Necrotic 12+ (or increase the thresholds of your psychic and necrotic resistance by 1).

While this is in effect, your eyes take on a muted tint, your skin grows paler, and your heartbeat slows drastically. You may use your Alchemist skill for any task that requires quietness or deliberate action (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on any skill checks involving showing or conveying emotion or impulsive action.

Assassin’s Venom
Oil, At-Will, Quick
Spend 1 Reagent

Apply this to a melee weapon or piece of ammunition. On a hit with it, the attack's target is Vulnerable (13+ save ends). The target also counts as Vulnerable for the purposes of that attack.

7th Level #

Witherburst
Bomb, At-Will, Standard
Spend 2 Reagents

Make an attack vs PD on 1d3 nearby targets.

Hit: The target is Weakened and Vulnerable (11+ save ends both).

Miss: The target is Vulnerable until the start of your next turn.

Pierceblast
Grenade, At-Will, Standard
Spend 2 Reagents

Make an attack vs PD on one nearby primary target. This attack can’t have secondary targets.

Hit: 1d12 x Level + Volition x Tier force damage. Any Resistance the target has is both ignored by this attack and removed for the rest of the encounter. The target is Stunned and Enervated until the end of your next turn.

Miss Half damage.

Special: You may spend 1 extra Reagent to instead deal half damage on a Primary Miss/Secondary Hit.

Universal Salve
Infusion, At-Will, Quick
Spend 2 Reagents

Use this on yourself or an adjacent ally. The target spends 2 recoveries and regains all of their HP.
Quickhand
Mutagen, Daily, Standard

Until your next quick rest, roll 1d4 at the start of every turn. If it’s lower than escalation, you gain a second standard action on that turn and increase the die by one size (to a maximum of d20 instead of d12 as normal for die size increases).

While this is in effect, you’re noticeably twitchy. You may use your Alchemist skill for any task that requires quick reflexes or decisive action (or if your Alchemist skill already covers this, gain 1 advantage). However, you always embrace your flaws on any skill checks involving synchronized timing or patience.

Assassin’s Venom
Oil, At-Will, Quick
Spend 2 Reagents

Apply this to a melee weapon or piece of ammunition. On a hit with it, the target is Weakened (11+ save ends).

9th Level #

Fullbloom
Bomb, At-Will, Standard
Spend 2 Reagents

Make an attack vs PD on every nearby non-mook enemy.

Hit: The target takes radiant damage equal to twice your level and is Vulnerable (11+ save ends).

Miss: The target is Vulnerable until the start of your next turn.

Implosion Seed
Grenade, At-Will, Standard
Spend 2 Reagents

Make an attack vs PD on one nearby primary target. This attack can’t have secondary targets.

Hit: 2d10 x Level + Volition x Tier force damage.

Miss Half damage.

Nectar of Rebirth
Infusion, Daily, Quick

Spend all of your remaining recoveries. You regain all of your health, remove all conditions and ongoing damage, and increase your Volition by 2 until the end of the encounter.
Trueself
Mutagen, Daily, Standard

Until your next quick rest, every attack against you gains 1 disadvantage, and every attack you make gains 1 advantage.

While this is in effect, you appear to be the perfect possible version of yourself, to the point where you could be mistaken for an incarnated deity. You may use your Alchemist skill for nearly any task (or if your Alchemist skill already covers an area, gain 1 advantage on it). However, you always embrace your flaws on any skill checks to avoid attention and avoid being the center of attention.

Dust of the Planes
Oil, At-Will, Quick
Spend 2 Reagents

Apply this to a melee weapon or piece of ammunition. Its next attack is against PD and the damage it deals is ongoing radiant damage.

Sample Alchemists #

Two sample Alchemists in Adventurer, Champion, and Epic tier are provided below.

Magic-Devourer

A brewer of edible alchemy, this alchemist ingests their creations to make themselves the rival of any trained warrior.

Class Attribute Choice: +1 AC and MD
Background Ability: Resilient

Talents

  • Thrifty
  • Self-Experimenter
  • Potion Brewer

1st Level

  • Formulae: Leadbody, Sliptongue, Immunity Pill, Vitality Draught, Snake Venom
  • Adventurer Perk: Self-Experimenter

5th Level

  • Formulae: Leadbody, Sliptongue, Blackblood, Stillheart, Vitality Draught, Spider Venom, Adrenaline Shot
  • Adventurer Perks: Self-Experimenter, Potion Brewer, Scrounger, Reactive Blood
  • Champion Perk: Self-Experimenter

8th Level

  • Formulae: Leadbody, Sliptongue, Blackblood, Stillheart, Sharpeye, Quickhand, Adrenaline Shot, Spider Venom, Assassin’s Venom
  • Adventurer Perks: Self-Experimenter, Potion Brewer, Scrounger, Reactive Blood
  • Champion Perks: Self-Experimenter, Potion Brewer, Reactive Blood
  • Epic Perk: Self-Experimenter

Explosives Expert

A master of bombs and grenades, this alchemist rains death upon their enemies.

Class Attribute Choice: +1 Vitality and PD
Background Ability: Volatile

Talents

  • Breach Specialist
  • Demolition Expert
  • Laboratory Hardened

1st Level

  • Formulae: Sunrod, Tanglefoot Bag, Alchemist’s Fire, Needleburst, Vitality Draught
  • Adventurer Perk: Demolition Expert

5th Level

  • Formulae: Sunrod, Thunderstone, Frost Vial, Alchemist’s Fire, Needleburst, Acid Flask, Razorburst
  • Adventurer Perks: Demolition Expert, Laboratory-Hardened, Breach Specialist, Scrapper
  • Champion Perk: Demolition Expert

8th Level

  • Formulae: Sunrod, Thunderstone, Frost Vial, Witherburst, Alchemist’s Fire, Needleburst, Acid Flask, Bottled Lightning, Pierceblast
  • Adventurer Perks: Demolition Expert, Laboratory-Hardened, Breach Specialist, Scrapper
  • Champion Perks: Demolition Expert, Laboratory-Hardened, Breach Specialist
  • Epic Perk: Demolition Expert