Courses / AR / Alchemy 1: The Laws of Alchemy

Alchemy 1: The Laws of Alchemy

Code:
AR 102
Required For:
Level:
1
Study DC:
9

Alchemy Training

Skill

Bonus to pass tests of skill to:
Identify or process alchemical ingredients, including herbs and monster parts. Identify, brew, use, or mitigate the effects of magical potions, concoctions, mixtures, and substances. Transmute substances into other substances.

This bonus to tests of skill is a training bonus.
If you have more than one training bonus which applies to the same roll, use the best one.

Tags: Skill, (Crafting Focus), Training

Free Vials

Passive

You keep a supply of alchemicals at the ready.

At the start of every adventure, you get a number of unstable Alchemy Vials (B).
Any of these vials which are unused by the end of the adventure turn into water.

You may use an Alchemy Vial to choose and use any alchemical of the same or a lower grade than the vial from the alchemy list.
(Essentially, you go into every situation with some amount of alchemicals prepared, and you retroactively decide what was in each vial as the need arises.)

Tags: Item

“You get nothing for nothing.”


Upgrades
Name Effort Requires Description
Skill 1 10 +1 to Alchemy
You can use alchemy tools.
Skill 2 10 Skill 1 +2 to Alchemy
Skill 3 15 Skill 2 +3 to Alchemy
Your alchemy tools cost you no weight to carry.
(Vials of alchemicals still take up weight as normal).
Free Vial 1 0 Skill 1 You get 1 unstable Alchemy Vial (B) at the start of every adventure.
Free Vials 2 0 Skill 2 You get +1 unstable Alchemy Vial (B) at the start of every adventure.
Free Vials 3 0 Skill 3 You get +1 unstable Alchemy Vial (B) at the start of every adventure.
Extra Credit
Quick Item
Effort: 5
Requires: Mastery
Once per encounter, you may use an Alchemical on yourself or an ally as a fast action.