Chymist IA2

Many herbalists, drug users, alchemists, serum soldiers, poison dealers, and other adventurers who rely heavily on consumables for their weapons, tools, tricks, and salvations curse the fact that they so often run out of such expensive things. Chymists carry around with them basic materials and catalysts which allows them to spontaneously manifest the effects of consumables it would take them hours and a fortune to make normally.

Apprentice [Low]:
Requirements: To take this template the character must have Craft Mundane Expendable (Herbalism, Alchemy, Serums, Drugs, or Poisons) Rank 2, Lore (Chymistry) Rank 2 and Profession (chymist) Rank 2. In addition, the character must also have at least Rank 2 in Lore (Herbalism, Alchemy, Serums, Drugs or Poisons). Normally, this is provided free by the respective Craft skill, however, reductions to Lore skill ranks from Racial or Heritage templates will need to be accounted for.
Template Advantages:

  • An apprentice Chymist gains the crafting focused specific skill with Herbalism, Alchemy, Serums, Drugs, or Poisons. This doesn’t count towards the normal limit of one crafting focused specific skill per character.
  • Apprentice Chymists can spontaneously create mundane consumables they can normally create for 1 halo per gold piece the item normally costs to a maximum of five gold pieces. Spontaneous Chymistry creations have no value, last only for one minute, and cannot be used by anyone other than the Chymist. A chymist may however poison, drug, or administer herbal remedies upon others.

Template Disadvantages:

  • A Chymist must maintain a Profession[chymist] skill as their highest skill, or tied for highest. However the Chymist does not usually receive any funds from this ability but rather it is used to generate reagents for spontaneous chymistry. Any month where a chymist uses an associated craft skill to make lasting alchemical, herbal, serum, or poison consumables they are presumed to make reagents using the profession skill automatically on the side. If a chymist ever uses their profession[chymist] skill to raise money they are unable to spontaneously create mundane consumables for the following month.

Journeyman [Mid]:
Requirements: To take this template the character must have Craft Rank 4 in their chosen craft and Lore Chymistry Rank 4. The character must also have Lore Rank 4 in their chosen craft.
Template Advantages:

  • Journeyman Chymists can spontaneously create mundane consumables they can normally create for 1 halo per gold piece the item normally costs, to a maximum of ten gold pieces.
  • Journeyman Chymists may, once per month, kick the system manager in the shin for no reason whatsoever with the damage call of "Stop being British."
  • A journeyman Chymist [who is normally able to use such a consumable] is able to use consumables which expired within the last two months.
  • A journeyman Chymist may create lasting consumables during game as a cost of 5 halo per gold piece and the regular crafting cost. This process takes 1 minute per gp cost of the item. The chymist should immediately pay the cost to create the item, typically 50%, to the ref (representing value from their stockpiles of costly reagents that must soon be replenished). Items of this type can be used by other characters or sold.
  • Journeyman Chymists receive a +3 constant bonus to their Constitution score.

Expert: [High]:
Requirements: To take this template the character must have Craft Rank 6 in their chosen craft and Lore Chymistry Rank 6. The character must also have Lore Rank 6 in their chosen craft.
Template Advantages:

  • An expert Chymist [who is normally able to use such a consumable] is able to use consumables which expired within the last six months.
  • Expert Chymists can spontaneously create mundane consumables they can normally create for 0.5 halo per gold piece the item normally costs to a maximum of thirty gold pieces.
  • Expert Chymists using lasting consumables they have created normally [rather than spontaneously] are able to Empower damage dealing bombs or healing salves so that they either cause double location damage or heal double location damage. Similarly lasting serums created by the alchemist may either impart twice the bonus or last twice as long. These bonuses only apply to items a chymist uses personally. A chymist may administer herbal remedies upon others.

Master [Epic]:
Requirements: To take this template the character must have Craft Rank 8 in their chosen craft and Lore Chymistry Rank 8. The character must also have Lore Rank 8 in their chosen craft.
Template Advantages:

  • Master Chymists can spontaneously create mundane consumables they can normally create for 0.2 halo per gold piece the item normally costs to a maximum of one thousand gold pieces.
  • A master Chymist [who is normally able to use such a consumable] is able to use consumables which expired within the last twelve months.
  • A master Chymist may chose one signature item (eg. alchemical fire bolts) they may craft this item for %25 of the ordinary cost rather than the usual %50. Chymists may never sell their signature item for fear that their secret techniques may fall into the wrong hands.
The content of this page is licensed under: Creative Commons Attribution-NC-SA 3.0; Most game rules licensed under OGL 1.0a; All images copyrighted by their creators all rights reserved; See legal page for more details