Alchemical Adept
Those who begin studying alchemy often undertake rigorous training from a master of the alchemical arts. In many cities, one or more adepts may apprentice under the tutelage of a master alchemist; elsewhere, a young apprentice may work with a village elder or tribal shaman to learn the properties of plants and poisons.
Much like a neophyte magician, an adept may spend their days crushing leaves, bone, or horn into powder; stirring a noxious, bubbling pot a precise number of times in an exact way; measuring the height of plants to determine if they are of adequate height to be picked; or any other of a variety of tasks that their mentors disdain or have no time for completing. While adepts may not yet understand the subtle workings of alchemy and the world around them, they do learn quite a bit about life by dealing with the tasks set for them.
This Path may only be followed once. Characters following this Path age 4 years.
Attribute Adjustments
- INT +1
- CR -1
Skill Ranks
12
Preferred Skills
- Alchemy (any two substances)
- Analysis
- Arcane Lore
- Handicraft (Artificer, Brewer/Vintner)
- Herb Lore
- History
- Language (Archaen or Phaedran)
- Naturalism
Special Features
- Alchemical Adepts receive one of the following Quirks at no cost: Concoct Powders, Craft Alchemical Materials, Distill Poison, or Distill Elixirs.
Available Quirks
- Acute Sense (taste or smell)
- Highborn
- Hobby
- Literate
- Nimble Fingers
- Windfall
Starting Equipment
- Alchemical apparatus
- Belt pouch containing various vials, bottles, and bags of powder
- Quarterstaff or dagger
- Vial of alchemical solvent
- 35 gl in assorted currency