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 The Alchemist

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Tuujaimaa




Posts : 835
Join date : 2010-04-20
Age : 29
Location : Englishland.

The Alchemist Empty
PostSubject: The Alchemist   The Alchemist I_icon_minitimeMon Jul 13, 2020 9:31 pm

Alchemist

Potioncraft I
Level 1

The Alchemist makes 3 potions or flasks at start of battle. These potions/flasks have various effects and cost 1AP to drink or throw respectively.

The Alchemist now has access to the following potions and flasks:

Potion of Channeling: Allows movement while channeling for 2 exchanges.

Potion of Healing: The imbiber heals 5 HP, then reduces the amount of healing received from Potion of Healing by 1 on that target.

Flask of Oil: When thrown, the flask coats an area 5 feet in radius, making it difficult terrain and flammable for the remainder of the battle.

Flask of Witchfire: When thrown the flask explodes in a 5ft radius, coating targets hit Witchfire. Targets with Witchfire cannot be hidden from the user's senses by ordinary means. Witchfire lasts for three exchanges.

Potion of Passage: When imbibed allows the user to move through their own barriers/walls for 2 exchanges.

Myriad Talents I
Level 2

The Alchemist gains access to Tier I Hedge Magic.

Augment Slot
Level 3

Potioncraft II
Level 4

The Alchemist makes 5 potions or flasks at start of battle. These potions/flasks have various effects and cost 1AP to drink or throw respectively.

The Alchemist now has access to the following potions and flasks:

Potion of Briarskin: The imbiber gains a coating of thorny energy for three exchanges. Whenever an attack hits the imbiber, the thorny energy lashes out and deals 1 typeless damage to the attacker, increased by 1 for every time they have triggered this effect.

Flask of Entanglement: When thrown, the flask explodes in a 6 foot radius circle. Enemies within that radius are rooted for two seconds after a delay of two seconds.

Brewer's Cache
Level 5

The Alchemist is capable of drinking up to two potions and storing their effects in their body. This does not count against the limit of potions in Potioncraft.

The Alchemist can gain the effects of the potion at will. The cached potions last for 24 hours or until their next battle ends.

Augment Slot
Level 6

Myriad Talents II
Level 7

The Alchemist gains access to Tier II Hedge Magic.

Ritual Sanctification
Level 8

The Alchemist learns to fuse their talents of Potioncraft and Hedge Magic, and is able to distil any Hedge Magic spell they have access to into a potion or flask.

Additionally, the Alchemist is able to apply the effects of certain potions or flasks, as well as their Hedge Magic, to an area permanently. Certain restrictions are in place that must be decided by the admins on a case-by-case basis.

Augment Slot
Level 9

Hazardous Exposure
Level 10

The Alchemist can consume a flask or a poison and store it within themselves, or give it to their Natrelmon and store it within them. Upon contact with an enemy, the effect of the stored flask or poison is automatically applied to the enemy.

Potioncraft III
Level 11

The Alchemist makes 7 potions or flasks at start of battle. These potions/flasks have various effects and cost 1AP to drink or throw respectively.

The Alchemist now has access to the following potions and flasks:









Augment Slot
Level 12

Everlasting Potion
Level 13

The first potion that the Alchemist drinks in a battle that buffs them lasts for the remainder of the battle. Every five exchanges after, another potion can be added to this effect.

Myriad Talents III
Level 14

The Alchemist gains access to Tier III Hedge Magic.

Augment Slot
Level 15

Potioncraft IV
Level 16

The Alchemist makes 9 potions or flasks at start of battle. These potions/flasks have various effects and cost 1AP to drink or throw respectively.

The Alchemist gains access to all "toxin" moves from the Poison-type. They may make these into flasks of poison that are applied on contact as if a Poison-type had used them.

The Alchemist now has access to the following potions and flasks:










Myriad Talents IV
Level 17

The Alchemist gains access to Tier IV Hedge Magic.

Augment Slot
Level 18

Elemental Almanac
Level 19

In addition to their two active spell schools, the Alchemist gains access to every non-damaging spell from all basic spell schools. They still require the relevant rank in those schools to use the spells.

Potioncraft V
Level 20

The Alchemist can make11 potions or flasks over the course of the start of battle. Now at the peak of their skill and power the Alchemist can create these potions at will and no longer has to prepare them all at the beginning of the battle. They still cost 1AP to drink or throw respectively.

The Alchemist now has access to the following potions and flasks:









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