"There's magic in all things. It just takes a little work to tease it out."[EPG:58]
Prerequisite: You must be able to make alchemical items
Alchemist Savant Path Features
Alchemical Action (11th level): When you spend an action point to make an attack with an alchemical item, you gain a bonus to the attack roll equal to your Intelligence modifier.
Alchemical Innovator (11th level): At 11th level, and again at 15th, 21st, and 25th, you master two formulas of your choice. The formulas you master must be of your level or lower.
Resourceful Alchemist (11th level): When you create new alchemical items, you can use existing alchemical items as component. The values of the alchemical items you use as components are subtracted from the component cost of the new alchemical item. Any value in excess of the new item's component cost is wasted.
Alchemy Master (16th level): You gain a +2 bonus to attack rolls with alchemical items.
Quick Admixture | Alchemist Savant Attack 11 |
In the blink of an eye, you use a prepared alchemical item. | |
Encounter + Arcane | |
Minor Action | Personal |
Effect: You use an alchemical item without spending its required action. |
Secret Recipe | Alchemist Savant Utility 12 |
Using the remnants of an alchemical compound, you create a short-lived duplicate of one of your concoctions. | |
Daily + Arcane | |
Free Action | Personal |
Trigger: You use an alchemical item of your level or lower | |
Effect: You create a duplicate of the triggering alchemical item. The duplicate lasts until the end of the encounter. |
Spell Magnet | Alchemist Savant Attack 20 |
A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom. | |
Daily + Arcane, Conjuration, Implement, Lightning | |
Minor Action | Ranged 10 |
Effect: You throw a stone into an unoccupied square within range. The stone creates a spell magnet, a rune-covered pillar 2 squares high that occupies the square. Any enemy within 3 squares of the spell magnet takes a −2 penalty to all defenses against your arcane attacks and a −1 penalty to saving throws against ongoing damage. The spell magnet lasts until the end of the encounter or until you dismiss it as a free action. In addition, you can make the following attack with the spell magnet once per round. | |
Minor Action | Close burst 5 |
Target: Each enemy in burst | |
Attack: Intelligence vs. Reflex | |
Hit: The target takes ongoing 10 lightning damage (save ends). The spell magnet pulls the target 5 squares. |