Alchemist Savant

"There’s magic in all things. It just takes a little work to tease it out."

Prerequisite: You must be able to make alchemical items

Herbs, tinctures, minerals, and exotic ingredients are the tools of alchemists across Khorvaire. From an alchemist’s laboratory, all manner of fantastic creations are born—from poisons to potions to fantastic devices.
As an alchemist savant, you transcend the skill of hedge wizards. You blend magic with alchemical compounds. By combining mystic energy with your recipes, you produce deadly concoctions that can rival any weapon.

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 components. 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.

Alchemist Savant Attack 11Quick Admixture

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.


Alchemist Savant Utility 12Secret Recipe

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.


Alchemist Savant Attack 20Spell Magnet Attack

A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom.

At-Will        Arcane, Conjuration, Lightning
Minor Action      Close burst 5

Requirement: The Spell Magnet power must be active to use this power.

Target: Each enemy in the burst

Attack: Intelligence vs. Reflex

Hit: The target takes ongoing 10 lightning damage (save ends). The spell magnet pulls the target 5 squares.


Alchemist Savant Attack 20Spell Magnet

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 runecovered 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 -2 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.


Alchemist Savant Attack 20Spell Magnet Attack

A lodestone painted with sigils leaps from your outstretched hand, drawing arcane currents into a maelstrom.

At-Will        Arcane, Conjuration, Lightning
Minor Action      Close burst 5

Requirement: The Spell Magnet power must be active to use this power.

Target: Each enemy in the burst

Attack: Intelligence vs. Reflex

Hit: The target takes ongoing 10 lightning damage (save ends). The spell magnet pulls the target 5 squares.


Published in Eberron Player's Guide, page(s) 58.