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paths:alchemy_path [2026/08/17 22:16] – [The Bomber] vondorpaths:alchemy_path [2026/08/18 20:09] (current) – [The Poisoner] vondor
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   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2,[[priority:skills:craft|Craft]] (Alchemy) 5, 10 EXP   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2,[[priority:skills:craft|Craft]] (Alchemy) 5, 10 EXP
  
-You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three  dice of damage. The maximum dice that can be added is equal to your [[priority:prowess|Prowess]] or Caster Level. When a flask is made you select its damage type to either be Acid or Fire Damage. Once made, any MP or TP spent this way is reserved and does not recover until the flask is used. Making a flask requires 1 minute of work, or any number of Flasks can be made in a 15 minute period.  +You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three  dice of damage, d8s. The maximum dice that can be added is equal to your [[priority:prowess|Prowess]] or Caster Level. When a flask is made you select its damage type to either be Acid or Fire Damage. Once made, any MP or TP spent this way is reserved and does not recover until the flask is used. Making a flask requires 1 minute of work, or any number of Flasks can be made in a 15 minute period.  
  
-Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. +Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. In addition whenever you attack with mundane alchemic weapons or mundane thrown explosives you may add your Primary Casting Ability or Secondary Ability to that weapons damage as well.
  
 Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person.  Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person. 
 +
 +Attacking with a flask provokes attacks of opportunity  
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
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 You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority:skills:craft|Craft]] (Alchemy). If at any point you reclaim possession of the flask, you may end the timer and prevent the flask's detonation. A delayed flask detonates immediately if any other creature attempts to touch or move the flask. The flask deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off). The bomb may be disabled via [[priority:skills:Sleightofhand|]] with a DC Equal to 10 + the bombs damage dice + Primary Casting Ability or Secondary Ability . You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority:skills:craft|Craft]] (Alchemy). If at any point you reclaim possession of the flask, you may end the timer and prevent the flask's detonation. A delayed flask detonates immediately if any other creature attempts to touch or move the flask. The flask deal damage as if it scored a direct hit to any creature within the bomb's square when it detonates (though simply occupying the bomb's square does not set it off). The bomb may be disabled via [[priority:skills:Sleightofhand|]] with a DC Equal to 10 + the bombs damage dice + Primary Casting Ability or Secondary Ability .
 </WRAP> </WRAP>
 +
 +<WRAP center round info 60%>
 +**Admixtures** can be added to any Flask before it is used. Flasks can support two admixtures as a base. They are prepared just as Flasks are and reserve TP/MP in the same way
 +</WRAP>
 +
 <WRAP round box> <WRAP round box>
-==== Demolition Charge ====+==== Destructive Admixtures ====
   * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP   * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP
  
-When you make a Flask  you may spend an additional 1 TP. The Flask gains Armor Penetrating equal to the number of dice it has. This rating is doubled if used on an inanimate object.+You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them.  
 + 
 +  * **Demolition Mix**: Adds Armor Piercing equal to your Prowess or CL. Doubles against inanimate objects. 
 + 
 +  * **Rotting Mix**: Adds Savage equal to your Prowess or CL. Doubles against non-creature life, plants/flesh walls. 
 + 
 +  * **Lethal Mix**: Adds Felling equal to your Prowess or CL. Doubles against helpless creatures  
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 +==== Hindering Admixtures (Su) ====
 +  * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP
 +
 +You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them. If delivery method allows a save, than a successful save means no status condition applied
 +
 +  * **Tanglefoot**: Target gains the Hindered Status Condition for one round. 
 +
 +  * **Flashbang**: Target gains the Impaired Status Condition for one round, if they already have the Impaired condition they are instead Blinded 
 +
 +  * **Stinkbomb**: Target gains the Sickened Condition for one round. Only makes one dose if chosen  
 +
 +</WRAP>
 +<WRAP round box>
 +==== Utility Admixtures (Su) ====
 +  * **Requirements:** Alchemy Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP
 +
 +You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, you can mix and match them. 
 +
 +  * **Nonlethal**: Damage from the flask is nonlethal. 
 +
 +  * **Sealing**: The square the target occupies, or if a square is targeted alone is coated in a powerful sealant that adheres moving objects shut and if the target is Hindered they become Immobilized until the sealant is broken. The Sealant has Armor Points equal to damage done. It can be broken with a strength check of (10+ Half Caster Level/Prowess + Primary Casting Ability/Secondary Ability). Each additional sealant added to the square or target adds +2 to the DC and more Armor Points. Only makes one dose  if chosen.   
 +
 +  * **Marking**: The target is now marked with a distinct chemical, tracking by scent always succeeds and any other tracking methods get a +10. All scent effects have their ranges multiplied by 10 to detect them. Washing the chemical off requires special soap or chemicals that can be made with a Craft (Alchemy) DC 20 and 1 Alchemic Part. It takes about 1 minute to wash off.
 +
 +</WRAP>  
 +<WRAP round box>
 +
 ==== Bomb-Omb (Su) ==== ==== Bomb-Omb (Su) ====
   * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP   * **Requirements:** Bombs,[[priority:skills:craft|Craft]] (Alchemy) 10, 20 EXP
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   * **Requirements:** Alchemy Flask, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP   * **Requirements:** Alchemy Flask, [[chargen:common_terms#core_stats|CST]] 6, 15 EXP
  
-Instead of making a standard Alchemy Flask, you make a more potent Alchemy Bomb. +Instead of making a standard Alchemy Flask, you make a more potent Alchemy Bomb. They cost the same amount as a Flask however they no longer require a Ranged Attack roll and have a range of 90 ft. Instead they affect a cross shape with a 15ft diameter. Anyone caught in the blast mush roll a Reflex Save DC (10+ Half Caster Level/Prowess + Primary Casting Ability/Secondary Ability). On Success they take half damage.  
 + 
 +All abilities that apply to Flasks apply to Bombs, Unless otherwise noted.
 </WRAP> </WRAP>
  
 <WRAP round box> <WRAP round box>
-==== Elemental Bomb (Sp) ==== +==== Elemental Arsenal (Sp) ==== 
-  * **Requirements:** Bombs, [[priority:skills:knowledge|Knowledge]] (Planes) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP+  * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Arcana) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP 
 + 
 +You may now make flasks with the Cold, Electric or Sonic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. 
  
-Select one elemental damage type (cold, acid, electricity, or sonic) - you may now throw Bombs which deal this damage type, instead of Fire. You may select this Talent multiple times, gaining one additional elemental damage type each time. 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Force Bomb (Sp) ==== +==== Conventional Arsenal (Sp) ==== 
-  * **Requirements:** Elemental Bomb,[[priority:skills:craft|Craft]] (Alchemy) 15, 30 EXP+  * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Engineering) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP 
 + 
 +You may now make flasks with the Slashing, Piercing or Bludgeoning elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. 
  
-Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb. 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Rotting Bomb (Sp) ==== +==== Aligned Arsenal (Sp) ==== 
-  * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 11,[[priority:skills:craft|Craft]] (Alchemy) 10, 30 EXP+  * **Requirements:** Alchemic Flask, [[priority:skills:knowledge|Knowledge]] (Planes) 5,[[priority:skills:craft|Craft]] (Alchemy) 7, 10 EXP 
 + 
 +You may now make flasks with the Holy, Unholy, Axiomatic or Anarchic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. If these effects are added to a Flask or Bomb that has a save, it is now a Will Save rather than a Reflex save.
  
-Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your [[priority:prowess|Prowess]] or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Mind Bomb (Sp) ==== +==== Novel Hybrids (Sp) ==== 
-  * **Requirements:** Bombs, [[chargen:common_terms#core_stats|CST]] 11,[[priority:skills:craft|Craft]] (Alchemy) 10, 30 EXP+  * **Requirements:** Elemental Arsenal,[[priority:skills:craft|Craft]] (Alchemy) 12, 15 EXP 
 + 
 +When adding an admixture that would change the damage type, instead it adds to it. Flasks can only have two damage types at once 
 + 
 +</WRAP> 
 + 
 +<WRAP round box> 
 +==== Flask Launcher (Ex) ==== 
 +  * **Requirements:** Alchemic Flask, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP 
 + 
 +When selecting this talent you may expend 15 TU in Mundane parts to make a Flask Launcher ranged weapon. This weapon requires two hands to use and has a range of 100ft. You use the Weapon Skill (Alchemic) to fire it. You may load in Flasks and fire them as a standard attack that targets Magic Defense. If using a Alchemic Bomb increase the Bomb's range to 250 ft. 
 + 
 +This weapon can not be enchanted with any elemental damage changes.  
 + 
 +This weapon provokes attacks of opportunity when fired just as well ranged weapons do.   
 + 
 +</WRAP> 
 + 
 +<WRAP round box> 
 +==== Flask Splash (Ex) ==== 
 +  * **Requirements:** Alchemic Flask,[[priority:skills:craft|Craft]] (Alchemy) 10, 10 EXP 
 + 
 +Instead of attacking with a flask normally, you may instead use it as a melee attack targeting Magic defense. This does not provoke attacks of opportunity. 
  
-Choose a mental [[priority:abilities|Ability Score]] - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your [[priority:prowess|Prowess]] or CL, whichever is higher + your Primary Casting Attribute modifier), or suffer damage to that ability score equal to your Secondary Casting Attribute modifier. You must expend 2 extra TP/MP to use this ability. 
 </WRAP> </WRAP>
  
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 <WRAP round box> <WRAP round box>
 ==== Poison Resistance (Ex) ==== ==== Poison Resistance (Ex) ====
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3,[[priority:skills:craft|Craft]] (Alchemy) 3, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 3,[[priority:skills:craft|Craft]] (Alchemy) 3, 5 EXP
  
 You gain resist poison equal to your [[priority:health|Hit Dice]]. At 10 HD, you become completely immune to poison. You gain resist poison equal to your [[priority:health|Hit Dice]]. At 10 HD, you become completely immune to poison.
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 <WRAP round box> <WRAP round box>
 ==== Poison Use (Ex) ==== ==== Poison Use (Ex) ====
-  * **Requirements:** Poison Resistance, 10 EXP+  * **Requirements:** Poison Resistance, 5 EXP
  
-You never accidentally poison yourself when applying poison to a weapon, and may do so as a [[chargen:common_terms#action_types|Half Action]]. In addition, you increase the DC of any poison you create by an amount equal to your Hit Dice.+You never accidentally poison yourself when applying poison to a weapon.In addition you may now apply any admixture or poison to a weapon as part of an attack. It is consumed upon hitting. Adding more than one requires a swift action, you can apply up to two.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
 ==== Sticky Poison (Ex) ==== ==== Sticky Poison (Ex) ====
-  * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 25 EXP+  * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP
  
-Poison remains on your weapons for a number of uses equal to your Secondary Attribute Modifier (casting or martial, whichever is higher). A use is expended only upon a successful hit against a creature.+Poison and admixtures remains on your weapons for a number of uses equal to your Secondary Ability. A use is expended only upon a successful hit against a creature.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
-==== Swift Poisoner (Ex) ==== +==== Poison Maker (Ex) ==== 
-  * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 25 EXP+  * **Requirements:** Poison Use,[[priority:skills:craft|Craft]] (Alchemy) 10, 15 EXP 
 +You may now make your own poison by either spending 2 TP/MP or 2 Alchemic Parts. The TP/MP is reserved until the poison used. The poison is an Injury poison and must be applied to weapons through poison use to be effective. Primary Effect does not get a save, but secondary does. Fort Save DC 15. You select one Primary effect and one secondary effect. The secondary effect is applied on the targets next turn if the save is failed.
  
-You may apply poison as a Swift Action. +**Primary Effects** 
-</WRAP> + 
-<WRAP round box> +  * **Ability Damage**: Target takes 1 Ability damage of preselected Ability 
-==== Master Poisoner (Ex) ==== + 
-  * **Requirements:** Swift Poisoner,[[priority:skills:craft|Craft]] (Alchemy) 15, 35 EXP+  * **Sicken**: The Target is Sickened for 1 minute 
 + 
 +  * **Knockout**: Target falls Prone 
 + 
 +**Secondary Effects** 
 + 
 +  * **Ability Damage**: Target take 2 Ability damage of preselected Ability 
 + 
 +  * **Sicken**: The Target is Sickened for 1 hour 
 + 
 +  * **Alseep**: If target is Prone or Hindered then they fall asleep for 1 minute. They can be awakened as per the Sleep Spell. If target is not prone they are Hindered for 1 minute
  
-You may apply poison to a weapon as an Immediate Action. Adding poison to weapons on your turn is a Free Action.+ 
 </WRAP> </WRAP>