Difference between revisions of "4e:Golden Age - Alchemist"
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Fuego Fish (talk | contribs) (Created page with "{{4e/Class | name = Alchemist | flavor = "Three grains of sulphur, a pinch of coral dust, two drops of essence... oh, and stand well back!" | role = Controller | power source...") |
Fuego Fish (talk | contribs) (→Level 1 At-Will Concoctions) |
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| key abilities = Intelligence, Wisdom, Constitution | | key abilities = Intelligence, Wisdom, Constitution | ||
| armor proficiencies = Cloth | | armor proficiencies = Cloth | ||
− | | weapon proficiencies = | + | | weapon proficiencies = Sling, staff |
| implements = | | implements = | ||
| defense = +2 Fortitude | | defense = +2 Fortitude | ||
Line 15: | Line 15: | ||
| skill list = Arcana (Int), Nature (Int) | | skill list = Arcana (Int), Nature (Int) | ||
| builds = | | builds = | ||
− | | features = | + | | features = Prime Philosophy |
+ | }} | ||
+ | |||
+ | == Class Features == | ||
+ | |||
+ | === Prime Philosophy === | ||
+ | Alchemists all study the same principles, but their approach to those studies can change their approach to life. These schools of thought are known as the prime philosophies, and all alchemists belong to one - whether they were taught by a master, or if they arrived at it by themselves. | ||
+ | |||
+ | : '''Reckless Experimenter:''' Pick a damage type out of the following: acid, fire, lightning. You gain resist 5 + one-half your level against that particular damage type. | ||
+ | : '''Relentless Tinkerer:''' After a short rest, you can exchange one at-will power that you know for another at-will power that you do not currently know. This does not change the total number of powers you can have at your current level. | ||
+ | |||
+ | == Alchemist Powers == | ||
+ | |||
+ | === Level 1 At-Will Concoctions === | ||
+ | |||
+ | {{4e/Power | ||
+ | | frequency = At-Will | ||
+ | | name = Coral Sand | ||
+ | | class = Alchemist | ||
+ | | use = Attack | ||
+ | | level = 1 | ||
+ | | flavor = You blow a handful of glittering dust into your enemy's eyes to blind and confuse them. | ||
+ | | keywords = Arcane | ||
+ | | action = Standard Action | ||
+ | | area = '''Close''' blast 3 | ||
+ | | target = One creature in blast | ||
+ | | attack = Intelligence vs. Reflex | ||
+ | | hit = Intelligence modifier damage, and the target is dazed until the end of your next turn. | ||
+ | | miss = | ||
+ | }} | ||
+ | {{4e/Power Extra | ||
+ | | background = white | ||
+ | | section = Level 21: | ||
+ | | details = All creatures in blast. | ||
+ | }} | ||
+ | |||
+ | |||
+ | {{4e/Power | ||
+ | | frequency = At-Will | ||
+ | | name = Fulminating Bottle | ||
+ | | class = Alchemist | ||
+ | | use = Attack | ||
+ | | level = 1 | ||
+ | | flavor = You throw a sealed jar of certain reactive acids, causing them to fountain up in a miniature storm of thunderbolts. | ||
+ | | keywords = Arcane | ||
+ | | action = Standard Action | ||
+ | | area = '''Ranged''' 5 | ||
+ | | target = One creature | ||
+ | | attack = Intelligence vs. Fortitude | ||
+ | | hit = 1d8 + Intelligence modifier lightning damage. | ||
+ | | miss = | ||
+ | }} | ||
+ | {{4e/Power Extra | ||
+ | | background = white | ||
+ | | section = Level 21: | ||
+ | | details = 2d8 + Intelligence modifier lightning damage. | ||
}} | }} | ||
[[Category:Golden Age|Alchemist]] | [[Category:Golden Age|Alchemist]] |
Latest revision as of 18:50, 12 July 2019
Alchemist |
"Three grains of sulphur, a pinch of coral dust, two drops of essence... oh, and stand well back!" |
CLASS TRAITS |
Role: Controller |
Power Source: Arcane |
Key Abilities: Intelligence, Wisdom, Constitution |
Armor Proficiencies: Cloth |
Weapon Proficiencies: Sling, staff |
Bonus to Defense: +2 Fortitude |
Hit Points at 1st Level: 11 + Constitution score |
Hit Points per Level Gained: 5 |
Healing Surges per Day: 7 + Constitution modifier |
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Arcana (Int), Nature (Int) |
Class Features: Prime Philosophy |
Class Features
Prime Philosophy
Alchemists all study the same principles, but their approach to those studies can change their approach to life. These schools of thought are known as the prime philosophies, and all alchemists belong to one - whether they were taught by a master, or if they arrived at it by themselves.
- Reckless Experimenter: Pick a damage type out of the following: acid, fire, lightning. You gain resist 5 + one-half your level against that particular damage type.
- Relentless Tinkerer: After a short rest, you can exchange one at-will power that you know for another at-will power that you do not currently know. This does not change the total number of powers you can have at your current level.
Alchemist Powers
Level 1 At-Will Concoctions
Coral Sand | Alchemist Attack 1 | ||
You blow a handful of glittering dust into your enemy's eyes to blind and confuse them. | |||
At-Will ✦ Arcane |
Standard Action | Close blast 3 |
Target: One creature in blast |
Attack: Intelligence vs. Reflex |
Hit: Intelligence modifier damage, and the target is dazed until the end of your next turn. |
Level 21: All creatures in blast. |
Fulminating Bottle | Alchemist Attack 1 | ||
You throw a sealed jar of certain reactive acids, causing them to fountain up in a miniature storm of thunderbolts. | |||
At-Will ✦ Arcane |
Standard Action | Ranged 5 |
Target: One creature |
Attack: Intelligence vs. Fortitude |
Hit: 1d8 + Intelligence modifier lightning damage. |
Level 21: 2d8 + Intelligence modifier lightning damage. |