Path of the Alchemist

The Path of the Alchemist trains you to craft alchemical concoctions for a variety of effects. This Path is recommended for WIS-focused support characters who want a combination of utility and combat buffs.

**Requirements**: Tinker's Alchemy Kit (Scholar)

**Path Completion Bonus**: +1 Wisdom

## Core Abilities

**C.A.M.X.**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: 2 Actions

*Weaponized cyanoacrylate, nasty stuff. A compound that can fuse any materials together, and you want them to \*step\* in it?*

This ability is usable WIS times per Rest. You throw a gluey compound onto a 1 hex radius area within 6 meters. Until the end of the Encounter, any creature in (or moving through) that area gains the debuff *Sticky*: -4 Speed.

**Saponified Aqua Ragia**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: 2 Actions

*Also known as a spirit of turpentine, this gummy compound has been processed from resin into a greasy oil and readied as a projectile.*

This ability is usable WIS times per Rest. You throw or spread a greasy compound onto a 1 hex radius area within 6 meters. Until the end of the Encounter, moving on or climbing the greased surface requires a DL 11 + WIS Agility check; failure can lead to slipping, moving into an adjacent hex, and/or falling over.

**Volatile Vitriol**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: 2 Actions

This ability is usable WIS times per Rest. You throw a fiery explosive onto a 1 hex radius area within 6 meters. This is a Dexterity-based skill strike that deals 2d6+WIS damage to everything in the affected area.

**Fortify Rations**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: 10 minutes, 1 Ration

This ability is usable WIS times per Rest. You create a Fortified Ration which has the effects of an Expensive Ration but expires by the next Rest.

**Sopor of Wormwood**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You mix together a colorless, odorless drink, up to WIS doses. A creature who imbibes this drink must make a DL 11 + WIS Strength check or fall asleep within seconds. The drink weighs 1 Bulk per dose and loses its potency at the next Rest.

**Lixiviate Oil**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You mix together a strong drink with a terrible aftertaste, up to WIS doses. Drinking a dose heals 1d6 + WIS HP but costs 2 Vim (and a bit of nausea). This drink also cures headaches, hangovers, and (reportedly) other minor ailments. The drink weighs 1 Bulk per dose and loses its potency at the next Rest.

**Edulcorated** **Essential Salts**

**Prerequisite**: **Lixiviate Oil**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct a handful of crystalline powder, up to WIS doses. Consuming a dose has the effect of **Lixiviate Oil** and additionally grants a buff of +1 SPI and +1 WIS. The concoction weighs 1 Bulk per dose and loses its potency at the next Rest.

**Humor of Mal**

**Prerequisite**: **Lixiviate Oil**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct a viscous herbal remedy, up to WIS doses. Consuming a dose has the effect of **Lixiviate Oil** and additionally grants a buff of +1 INT and +1 PER. The concoction weighs 1 Bulk per dose and loses its potency at the next Rest.

**Nitrum Vitae**

**Prerequisite**: **Lixiviate Oil**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct a vivifying electuary made of caffeinated herbs and probiotics, up to WIS doses. Consuming a dose grants 1d6 MP and 2d6 + WIS Vim and prevents sleep for several hours. The concoction weighs 1 Bulk per dose and loses its potency at the next Rest.

**Ood's Breath**

**Prerequisite**: **Nitrum Vitae**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct a canister of gas, up to WIS doses. Breathing in a dose grants the buff *Ood's Breath*: spells which cost at least 2 MP cost 1 MP less; abilities which cost at least 2 Vim cost 1 Vim less. The canister weighs 1 Bulk per dose and loses its potency at the next Rest.

**Roborant Tonic**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct a strong drink that fortifies the skin, up to WIS doses. Drinking a dose grants the buff *Roborant Tonic*: gain WIS Armor. The tonic weighs 1 Bulk per dose and loses its potency at the next Rest.

**Distilled Norepinephrine**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Respite

This ability is usable once per Rest. You concoct an odorless, colorless liquid, up to WIS doses. Drinking a dose grants the buff *Revved Up*: gain +2 \* WIS Initiative and +2 Speed. *Revved Up* lasts until the next Rest and also causes physical symptoms of anxiety, such as sweating, twitching, fast blinking, and dry mouth. The concoction weighs 1 Bulk per dose and loses its potency at the next Rest.

**Liquid Rust Chymicals**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 8

This liquid bomb can be thrown onto a hex within 6 meters. The liquid rusts and corrodes all metal within the hex, making metal weapons, shields, armor, or walls useless and frail. Against automatons, it deals 6d6 + WIS damage as a Dexterity-based skill strike.

**Chemical Shotgun**

**Prerequisite**: Tinker's Training (Tinker)

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 8

This two-handed weapon uses Technology as its weapon attribute and attacks in a cone 2 long and 2 wide. It sprays toxic fumes which deals Xd6 + WIS damage to living creatures, where X is the number of times the enemy has been previously impacted by the **Chemical Shotgun** this Encounter + 1.

## Gift Exclusives

**Experimental Salve**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 300 XP

**Prerequisite**: Gift of Science

**Activation**: 1 Action

*You create a powerful salve which awakens the body.*

You apply a mixture to you or an adjacent ally. This ability can be used only once per Rest. Roll 1d6, the target gains an effect based on the following table:

Experimental Salve
 2
 3
 4
 5
 6

## Course of Heroism

**You Have My Potions**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Science

**Activation**: Passive

When an ally consumes something you made from the Path of the Alchemist, they gain WIS HP and are Supported.

**Supported Apothecary**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for:** Science

**Activation**: Passive

While you are Supported, abilities in the Path of the Alchemist cost 1 Action fewer. If you are Supported at least twice, attacking with the **Chemical Shotgun** costs only 1 Action.

## Course of Combat

**Choking Gas Grenade**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for:** Science

**DC**: 2

This Grenade releases a gas where it is thrown in a radius of WIS meters, or smaller if the crafter chooses, decided when crafting. All creatures within the blast zone must make a Strength check against DL 10 + WIS or begin coughing uncontrollably, losing 2 Actions per turn until they move out of the blast zone. Creatures in the blast zone can make a check every Round and are immune to the effects of the grenade for the rest of the Encounter if they succeed a check. The gas dissipates after WIS Rounds.

**Tar Smoke Grenade**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for:** Science

**DC**: 2

This Grenade dispenses a smoke as black and thick as pitch in a radius of WIS meters, or smaller if the crafter chooses, decided when crafting. It is impossible to see into, through, or out of the smoke. Additionally, it is difficult to breathe in the smoke, and those within must hold their breath as if underwater. The smoke dissipates after WIS rounds.

**Feeble Fumes**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for:** Science

**DC**: 2

This Grenade explodes in a noxious blue smoke in a radius of WIS meters, or smaller if the crafter chooses, decided when crafting. All creatures impacted by the Grenade must make a Strength check against DL 10 + WIS or gain the debuff *Feeble*: -2 damage on all attacks that deal damage.

## Course of Conditions

**Herbicide Grenade**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited** **for**: Science

**Activation**: Passive

WIS times per Rest, you may throw a Grenade with a radius of DEX meters. Against plants, this Grenade deals 4d6+WIS damage, and with impact: staggers twice, and causes them to lose all Alerts. Against non-plant targets, this Grenade deals only 1d6+WIS damage with no other effects.

## Course of Damages

**Burning Fluid**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Damages, Tinker's Training (Tinker)

**Cost**: 500 XP

**Expedited for**: Science

**DC**: 0

You craft an ounce and a half of an amber liquid weighing 1 Bulk. Choose one effect for the liquid to have:

* The liquid is extremely flammable
* The liquid grants 1 HP when consumed
* The liquid deals 6 burning damage when consumed

Regardless of the effect you choose, the liquid is virtually indistinguishable from **Burning Fluids** with other effects. Every **Burning Fluid** looks, smells, and tastes like a standard hard liquor until substantially consumed. Whenever you craft a **Burning Fluid**, increase the DC by 1 until the next Rest.

**Chymic Flames**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Damages, **Chemical Shotgun**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Passive

When you attack with the **Chemical Shotgun**, you may choose to instead shoot flaming gas. The **Chemical Shotgun**'s damage is replaced with 2d6+WIS burn damage.

## Course of Wounds

**Devious Alchemy**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds, **Chymic Flames**

**Cost**: 600 XP

**Expedited for**: Science

**Activation**: Attack, 1 Reaction

This ability is usable once per Encounter when you attack with the **Chemical Shotgun**. Your shotgun shoots a blast of electrically-charged acid. In addition to normal damage, direct hits also inflict a Burning Grievous Wound.

**Devious Acids**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds, **Devious Alchemy**

**Cost**: 700 XP

**Expedited for**: Science

**DC**: 6

This carton of acid weighs 1 Bulk. If you have used **Devious Alchemy** this Encounter, you can spend **Devious Acids** using 1 Reaction to gain the buff *Acid Reloaded*: you may use **Devious Alchemy** again this Encounter; when you do so, remove this buff.