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The Alchemist


"A mind needs books as a sword needs a whetstone, if it is to keep its edge."


The flora and fauna of the Graylands have natural, magical properties that can be combined into spellpower.The herbs and grasses and vines of that land have magical and chemical properties that our world's wildlife do not. The Alchemists are the scientists who exploit that natural wondrous power, and it is because of alchemy that unicorns are hunted for their horns and griffins for their feathers, although no one is quite brave enough or stupid enough to hunt dragons for their blood.

Alchemists are trained in books and learning, formulae and theory, from the age of eight until the age of eighteen, when they receive their chains and certificates from the old Iosian College of Battle Magick located in the capital of Theodex. Due to their ability to create deadly poisons which could potentially assassinate rulers and overthrow dynasties, their training and employment is regulated just as strictly as that of Arcanons, their distant cousins. Alchemists do not cast spells in the same way that Arcanon do, instead using ritual magic and chemistry to create alchemical compounds. While anyone can use the poultices, salves, and other magical compounds manufactured by Alchemists, Alchemists can use them better. They are extremely erudite and wise and are often employed as court advisors and chirurgeons, as well as medics and assassins.

VITAL STATISTICS
TYPE: Healer .
Alchemists concentrate on healing statuses, and they can also inflict them.
ATTRIBUTES:
Hit Points: Normal (1x)
Power Points: Normal (1x)
Strength: Normal (1x)
Constitution: Normal (1x)
Intelligence: Good (1.25x)
Dexterity: Good (1.25x)
EXAMPLE SKILLS
Some Alchemist skills are quasi-magical and hence use Power Points. Others cost gold and create items! Alchemists are rather resistant to poison due to their extensive exposure to it during training.
First Aid: Cures one ally of ally physical status effects for 5 PP. <Free Starting Skill>
Pharmacology: Restorative items used by alchemists restore twice the HP/PP. <Free Starting SKill>
Alchemist's Fire: Burns, blinds, and poisons two random foes for 20 PP. <Cost: 750 JP>
Quick-Brew: Balm: Spend 50 Gold to create a Soothing Balm. Can be used in or out of combat; uses the Alchemist's turn inside of combat. <Cost: 500 JP>

PROFICIENCIES:
Weapons: Crossbows. (And maybe shortswords. Thinking about it.)
Armor: Leather. Hats and hoods. Bucklers.