Post by Spookypatrol [Delia] on Apr 26, 2015 16:31:26 GMT -5
Welcome, alchemists! Please view our selection of skills below. If you'd like to train in one of these skills, post below in order to pay their rupee cost.
Only skills between levels 1-19 are available here. Starting at level 20, you must choose an Alchemist Subclass.
Class Mechanic
The Alchemist class as well as its sub-classes comes with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Alchemical Reactions: Each Alchemist skill contains a single elemental reagent in addition to its normal effect. These elements are Sulfur, representing dissolution, Mercury, representing volatility, and Salt, representing solidity. Together these elements form the Three Prime Metals of Alchemy, from which all alchemical reactions derive. When an Alchemist skill is used on a target (whether an enemy or an ally) the element reagent contained within that skill lingers on the target indefinitely even after the skill effect expires. When a second skill with a different elemental reagent is used on the same target, the two elements combine for an instant additional effect with explosive consequences! Combining reagents clears both instantly, and two of the same element do not stack nor react with each other.
Sulfur + Mercury: A combination of dissolution and volatility. When applied to an enemy, this combination causes a portion of the target’s Attack to be converted into an equal percentage of Incoming Damage Weakness for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead causes the ally’s attacks to gain 20% of the Alchemist’s Competency stat as damage penetration and have a 100% chance of splashing, dealing 50% of the damage dealt to two adjacent targets for 1 Round.
Mercury + Salt: A combination of volatility and solidity. When applied to an enemy, this combination causes any beneficial effects (Bonus Accuracy, Critical Chance, ect) on the target to be inverted for 1 Round. When applied to the alchemist or their allies, it instead causes any harmful effects to be inverted for 1 Round.
Salt + Sulfur: A combination of dissolution and solidity. When applied to an enemy, this combination causes a portion of the target’s Defense to be converted into an equal percentage of Incoming Status and Crowd Control application chance for 1 Round, with the changed portion being equal to 10% + 25% of the Alchemist’s Competency stat. When applied to the alchemist or their allies, it instead creates a damage ward for the target ally equal to 2x the Alchemist’s Competency stat for 2 Rounds.
Starting Potion; Thrown; Mercury:
Vacillating Tincture: The Alchemist creates a special tincture that can be used on either an ally or on an enemy with differing results depending on the target.
If used on an enemy: The fragile bottle shatters upon impact, dealing standard Attack damage +10% bonus damage to a target with an 80% bonus chance to bleed. If this attack succeeds in bleeding, the target is made more susceptible to certain damage due to the multiple glass cuts, causing them to take 20% bonus incoming damage from all sources of poison, disease, and acid damage for 2 rounds. This must pass a standard accuracy check.
If used on an ally: The potion’s restorative properties cure an ally of any Status Conditions currently afflicting them, and make them immune to any future Status Conditions for 1 round.
This potion contains the Mercury reagent, applied to the chosen target. 7 round cooldown.
Tier 1
Levels 1-4
Potion; Thrown; Sulfur:
Acid Vial: The Alchemist throws a vial of acid that deals Competency damage plus 10% bonus damage and ignores all defensive buffs on the target. This damage splashes, dealing 30% of the damage to 2 adjacent targets. This potion contains the Sulfur reagent, applied to only the main target.
4 round cooldown.
Rupee Cost: 100
Potion; Salt:
Rejuvenating Potion: An Alchemist may ingest a potion or give it to an ally, healing themselves or the target ally for 15% max hp. If used on max HP target (including the Alchemist themselves,) this instead lowers their highest active cooldown by 2 rounds. This potion contains the Salt reagent.
7 round cooldown.
Rupee Cost: 100
Levels 5-9
Potion; Thrown; Salt:
Corrosive Concoction: An Alchemist tosses a vial of corrosive liquid, dealing Competency acid damage to a target and reducing its Defense by 20% and reducing any defensive buffs (such as mitigation or block) by half for 2 rounds. If this attack lands critically, the target’s Defense is instead reduced by 40%, and any Defensive buffs are removed entirely. This potion contains the Salt reagent.
5 round cooldown.
Rupee Cost: 150
Skill:
Expanding Agent: The Alchemist imbues their concoctions with a special chemical, allowing all of their Alchemist skills to burst on impact and effect extra targets. For the Alchemist’s next 3 turns, any Potion type skill they use will deal its effects to 2 additional targets depending on if the skill was used on an enemy or an ally: If an ally, this effect applies to 2 random allied targets. If an enemy, this effect applies to 2 adjacent enemy targets from the primary target. The splash does not need to pass accuracy, as long as accuracy was passed on the primary target if applicable. This agent does not contain an Elemental Reagent, but it does allow the Elemental Reagents included in any affected skills to splash onto the extra targets.
The splash effect only deals 50% of the primary effect's values, rounded up (ie, if used in tandem with Rejuvenating Potion, the primary ally would be healed for 15% of max hp or have their highest cooldown reduced by 2, while 2 random ally targets would be healed for 8% of max hp or have their highest cooldown reduced by 1; if used in tandem with Corrosive Concoction, the primary enemy would take full Competency damage and have its Defense reduced by 20% and have any mitigation or block buffs reduced by half for 2 rounds, while two adjacent enemy targets would take half Competency damage and have their Defence reduced by 10% and any mitigation or block buffs reduced by a quarter for 2 rounds.)
7 round cooldown after the effect ends.
Special Grid Rules: The splash effects are granted to any enemy/ally within a 5ft radius (1 square) of the primary target instead.
Rupee Cost: 150
Tier 2
Levels 10-14
Potion; Sulfur:
Wrath Elixir: The Alchemist provides themself or an ally with an elixir that evokes vengeful fury, causing them to gain bonus stacking 5% outgoing dmg and crit chance each time they or an ally is hit over 3 rounds. This effect caps at 5 stacks (25%). If the user's rage is capped, the user may choose to expend their rage to make a single powerful strike that deals 2x damage and retains the 25% chance to crit. This strike counts as a basic attack and may be used with any basic attack modifiers, but may not be used with other items or skills. Once used, however, the passive bonuses are lost and the skill goes on cooldown. This potion contains the Sulfur reagent.
7 round cooldown after the effect ends.
Rupee Cost: 200
Skill:
Skilled Hands: The Alchemist passively gains bonus Accuracy and Critical Hit chance for any skills, items, or attacks that involve throwing something at a target, with the bonus being equal to 5% + 5% of the Alchemist’s Competency score. In addition, this skill can be activated along with any Alchemist Potion to quickly add a second Elemental Reagent of the Alchemist’s choice to the Potion being used. The Reagents react together immediately upon use, and if there was already a third Reagent on the target it also reacts and causes all three effects at the same time.
6 round cooldown.
Rupee Cost: 200
Levels 15-19
Potion; Thrown; Mercury:
Volatile Resin: The Alchemist creates a volatile substance that can be used on either an ally or on an enemy with differing results depending on the target.
If used on an enemy: The Alchemist tosses the volatile vial, coating a single target in a sticky, goo-like fluid. This fluid deals no damage; instead it removes all evasive bonuses and, whenever the target is damaged by a Fire or Blast-based attack, the target takes additional damage equal to 30% of the Alchemist’s Competency stat. In addition, every time the target takes fire or blast damage the fluid has a 40% chance of exploding, dealing 50% of the damage dealt to the target to up to 2 adjacent enemies.
If used on an ally: The Alchemist coats an ally’s equipment in the volatile resin that causes all melee attacks to explode, dealing additional Blast damage equal to 30% of the Alchemist’s Competency stat as bonus damage to their main target as well as dealing 50% of that damage to up to 2 adjacent enemies. In addition, each time the ally is damaged by a melee attack the attacker takes 100% of the Alchemist’s Competency stat in recoil damage, and 50% of that recoil damage is dealt to up to 2 adjacent enemies.
This potion contains the Mercury reagent, applied to the chosen target.
Rupee Cost: 250
Potion; Sulfur:
Envenom: An Alchemist applies a potent venom to their weapon, or to the weapon of an ally. When an enemy is struck by the envenomed weapon, they take bonus damage equal to 60% of the Alchemist's unmodified Competency score as poison damage over 5 turns. This venom reapplies any time the envenomed weapon hits, refreshing the duration. The venom loses potency after 4 rounds, negating the bonus damage. The venom retains the qualities of a poison DoT, preventing the target from healing, and is affected by DoT-modifying feats and abilities. This potion contains the Sulfur reagent, applying the reagent to the target each time the Venom is applied.
The alchemist may take an attacking action on the turn that the venom is applied if he/she applies it to his/her own weapons.
10 round cooldown.
Rupee Cost: 250