Alchemist
Alchemy is a quasi-magical science practiced in many areas of Talislanta, but perhaps perfected by the Sindarans of the Seven Kingdoms. As alchemists generally believe that everything, even living creatures, can have their essences distilled down and manipulated many of them are quite adept at categorizing and recognizing various types of flora and fauna. However, in some regions alchemy is less of a science and more of a tradition that is passed down from generation to generation.
While such cultures do not typically attach the same significance to ‘distilling essences,’ they do recognize that the qualities of various plants and animals can be bestowed upon others. Urban alchemists tend to be quite wealthy, both making and spending small fortunes in their trade. Rural or tribal alchemy practitioners may have less monetary wealth, but carry instead the respect or fear of their neighbors.
Each time this Path is taken ages the character 5 years.
Prerequisite
Alchemical Adept
Attribute Adjustments
- INT +2
- PER +1
Skill Ranks
12
Preferred Skills
- Alchemy
- Analysis
- Appraise
- Arcane lore
- Handicraft (Artificer, Brewer/Vintner)
- Herb Lore
- Language (Archaen or Phaedran)
- Merchant
- Naturalism
Special Features
Alchemists 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)
- Benefactor
- Concoct Explosives
- Concoct Powders
- Craft Alchemical Materials
- Disease Immunity
- Distill Elixir
- Distill Poison
- Fame
- Highborn
- Hobby
- Literate
- Magical Item
- Nimble Fingers
- Pet
- Poison Immunity
- Rich
- Single Minded
- Tireless
Starting Equipment
- Alchemical apparatus
- Belt pouch containing various vials, bottles, and bags of powder
- Vial of alcahest
- Medium apartment or townhouse
- Small shop and laboratory
- Coin purse with 100 gl in assorted currency