2e:Alchemeister

Not content to train their abilities and hone the powers granted to them by their spiritual passengers, some maiesta burn with the drive to truly understand the nature of their gravs. Whether out of curiosity, a desire to bond, or simply as a method to cope with the often overwhelming situation of a maiesta, they push the boundaries of conventional alchemy to their limits and beyond. Often mistaken for mundane alchemists by the uninformed, alchemeisters combine that discipline's standard methods with the brain-bolstering powers of their gravs, empowering their thoughts in the same way that many other maiesta do their bodies. For all their more academic methodology, however, alchemeisters find themselves swept up in adventure as often as any maiesta, questing to the ends of Prognora and back in search of hidden knowledge.

Attribute Advances
Any maiesta can purchase the following abilities. Additionally, they gain one of their choice for free upon reaching thresholds of 200, 500, 1000, and 2000 total XP spent on advances.

Basic Abilities
Basic Abilities The Alchemeister begins the game with these abilities, without requiring the expenditure of any XP.

Living Refinery Passive By carefully mixing and measuring your gravic energies, you can achieve results that mundane physicians could scarcely dream of. Effect: Whenever you use an ability with the Alchemy keyword, before any of the ability's other effects, gain two points of size. Additionally, whenever you suffer fatigue, regain two points of gravitas for each point of fatigue suffered, and you can ignore the effects of an amount of fatigue up to your Affinity score. Fatigue beyond this limit penalizes you normally, and you can still be pinned by your movement being reduced to 0 by fatigue.

Panacea Battle Action Keyword: Alchemy, Healing Gravitas Cost: 0 Attunement: None For a maiesta, creating life is as natural as breathing. But putting it in a bottle? That takes practice. Effect: Target yourself or an adjacent ally. Cleanse all conditions currently afflicting your target, and roll a silver die. They regain vitality equal to the result. If you have two or more points of size gained from Alchemeister abilities, roll a gold die instead of a silver one. If you have four or more points of size gained from Alchemeister abilities, roll a platinum die instead of a silver one. If you have eight or more points of size gained from Alchemeister abilities, instead of rolling dice, increase your target's maximum vitality by 10 for the remainder of the encounter, and set their current vitality to equal their maximum vitality. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, your target gains a number of Panacea charges equal to the number of points of size you eliminated, which last until used or until the end of the encounter. Whenever a creature with panacea charges would be afflicted with one or more conditions, negate those conditions and eliminate a number of panacea charges equal to the number of conditions negated. If a single source inflicts more conditions than a creature has panacea charges, the creature may choose which conditions to negate.

Engagement Plans Utility Action Keyword: Movement, Tactics Gravitas Cost: 0 Attunement: None Everything has to be just so. Effect: Target an ally within ten hexes of you. They may move up to their speed. Then, you may expend a charge of your insight. If you choose to do so, regain your utility action.

Tactical Insight Passive Power is power, but knowledge makes it useful. Effect: When you roll initiative, you gain three charges of Insight, which can be expended by various Alchemeister abilities. Insight cannot be recovered - it is a powerful but finite resource, used to leverage additional actions in combat. Up to once on each of your turns, you can choose to expend a charge of Insight in order to take a Core action, then immediately regain the expended action.

Novice Passives Any alchemeister can purchase the following abilities.

Alchemical Engine [100 XP] Passive You've got plenty of fuel. It's just a matter of hooking it up. Effect: Whenever you use an ability with the Weapon Attack keyword while you have a Tinker weapon equipped, gain a point of size.

Gadget Toss [100 XP] Passive These things are foolproof! With these allies, you can't settle for anything less. Effect: As a battle action, you can toss a Tinker weapon you are carrying (you do not need to have it equipped) to an ally within 5 hexes of you. They may immediately equip the weapon (unequipping already equipped weapons or tools to do so as needed), and make a weapon attack with it. If you expend a charge of Insight, you may do this as a Sudden action when the ally you are going to target starts their turn.

Paradigm Shift [100 XP] Passive This calls for a new approach! Effect: At the start of your turn, you may expend a charge of Insight to gain your choice of one of the following pairs of Basic abilities until the start of your next turn: Enkindle and Rage Strike (Rage Bearer), Interpose and Vigilance (Shield Mother), or Evasion and Shadow Arts (Hungry Ghost).

Perfect Parry [100 XP] Passive Denied. Effect: Whenever you are targeted by an attack, you may expend a charge of Insight in order to negate that attack against you. It affects all other targets normally. Whenever an attack against you is redirected or negated, regain 2 points of gravitas.

Master Chemist [100 XP] Passive A little of this, a little of that, and presto! Effect: Whenever you use an Alchemy keyword ability, you may expend a charge of Insight in order to immediately use a different Alchemy keyword ability you know without requiring an action. You may not expend insight in this way more than once in a given turn.

Mutagenic Elixirs [100 XP] Passive Limit the side effects? What, like a boring person? Effect: If you are not currently Pinned, for every four points of size you currently have from Alchemeister abilities, add a bronze die to your weapon attacks. At the start of your turn, if you have twenty or more points of size gained from Alchemeister abilities and are not Pinned, increase your size to Large for the remainder of the encounter, using the rules for oversized creatures, and add 10 to your capacity for this duration.

Rush Order [100 XP] Passive There's somewhere you've got to be! Effect: Whenever you or an ally ends their turn, if you took a sudden action on that turn, that character may move up to two hexes.

Settle Mixture [100 XP] Passive How do you mix potentially explosive spiritual compounds inside your own body? Carefully. Effect: Up to once at the start of each of your turns, you may choose to roll a crystal die and inflict a condition on yourself until the end of the current turn based on the result. On a result of 1-3, inflict the Immobilized condition. On a result of 4-6, inflict the Weakened condition. On a result of 7-9, inflict the Mesmerized condition. On a result of 10, inflict no condition. Each time you choose to do this, increase your capacity by 2 for the remainder of the encounter.

Tactician's Poise [100 XP] Passive Slow? No. Patient. Effect: When you end your turn, if no other creatures are acting before the end of the round, set your initiative to 99 at the start of the next round.

Triage [100 XP] Passive It's an emergency! Effect: Whenever you gain size with your Living Refinery basic ability, gain an additional two points of size if any ally within five hexes of you is at 0 vitality.

Utility Belt [100 XP] Passive It's a bit snug, but you've learned to keep things close at hand. Effect: You gain proficiency in banners and focuses. At the start of each of your turns, you can take the equip action for free, without consuming your utility action.

Volatile Catalyst [100 XP] Passive Urp... happy to help. Effect: Whenever you use the Catalyst effect of one of your Alchemy keyword abilities, you may choose to not eliminate your size gained from Alchemeister abilities, and instead gain size equal to the number of points of size you have from alchemeister abilities. The ability still functions as if you had eliminated the size. Size gained with Volatile Catalyst does not count as size gained by any class (and therefore does not interact with Alchemy keyword abilities or similar effects).

Novice Abilities Any alchemeister can purchase the following abilities.

Alchemical Release [100 XP] Battle Action Keyword: Alchemy, Burst Gravitas Cost: 2 Attunement: Mordant, Savage Well, it has to go somewhere. Effect: The next Alchemy keyword ability other than this one that you use this encounter gains the Burst keyword and targets you and all creatures within a burst 2 centered on you, rather than you or an adjacent creature. Alchemy modified in this way cannot trigger Catalyst effects. The next time Living Refinery causes you to gain size this encounter, you gain an additional point of size for every two creatures within two hexes of you.

Battlefield Tinker [100 XP] Non-Action Keyword: Tinker Gravitas Cost: N / A Attunement: Astral, Erudite Swords are SO last century. Effect: When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Energy Baton: Energy Batons are one-handed melee weapons that use a silver weapon die. When you make a weapon attack with one and have at least 2 gravitas, lose 2 gravitas and transform your battle die to gold. Extraordinarily lightweight and easy to use, energy batons sheathe a simple metal rod in crackling gravic power, rendering virtually any maiesta wielding one into a formidable combatant - as long as her energy reserves hold out. Hand Cannon: Hand cannons are one-handed ranged weapons that use a gold weapon die and can make weapon attacks at a range of 2-4. When you make a weapon attack with a hand cannon, you cannot do so again until the start of your next turn. Based on the exotic weaponry wielded by many Noran guardian constructs, most Hand Cannons use a shock of energy to propel a solid metal ball, but they require somewhat cumbersome reloading after each use. Runespinner: Runespinner are two-handed melee weapons that use three silver weapon dice and destroy any of their weapon dice that roll a fumble. They are loud, cumbersome machines, usually using a chemical or gravic power source to rotate some manner of blade at prodigious speed. Blitz Cola [100 XP] Battle Action Keyword: Alchemy Gravitas Cost: 1 Attunement: Astral, Ardent, Savage An explosion of flavor! Or, maybe just an explosion. Do you still have a tongue? Effect: Target yourself or an adjacent ally. The next time the targeted creature makes a weapon attack before the start of your next turn, they may roll an additional bronze die and add it to the result. If you have two or more points of size gained from Alchemeister abilities, they may roll an additional silver die instead of a bronze one. If you have four or more points of size gained from Alchemeister abilities, this die automatically rolls a critical result. If you have eight or more points of size gained from Alchemeister abilities, this effect applies to all weapon attacks they make before the start of your next turn. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least three points of size, your target may immediately move up to two hexes and make a weapon attack, then repeat this movement and weapon attack up to once for every three further points of size eliminated (for a total of one attack at three size eliminated, two attacks at six size eliminated, three at nine size eliminated, and so on).

Bombard Tinker [100 XP] Non-Action Keyword: Tinker Gravitas Cost: N / A Attunement: Erudite Fire when ready! Effect: When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Bomb Satchel: Bomb Satchels are two-handed ranged weapons that use a silver weapon die and can make weapon attacks at a range of 2-5. Whenever you use an ability with the weapon attack keyword to make a weapon attack with a bomb satchel, if that ability does not already have the Burst keyword, it gains the Burst keyword and targets creatures in a Burst 1 centered on a hex within range. If that ability already has the Burst keyword, increase the radius of that burst by 1 hex. If you roll two or more fumbles when making a weapon attack with a bomb satchel, that weapon attack targets creatures in a burst 1 centered on you. Bomb satchels are heavy containers loaded with volatile explosives, offering potentially devastating power along with substantial risks to any would-be user. Erudition Whip: Erudition Whips are one-handed melee weapons that use a silver weapon die and can make weapon attacks at a range of 1-2. When you make a weapon attack with one and target a single creature, it also targets any enemies adjacent to your target. An erudition whip channels gravic energy through a long, flexible edge, often comprised of a segmented bludgeon or blade, using the erudite energies to sweep the weapon deftly through crowds of foes without tangling it or bringing it to a halt. Homing Launcher: Homing launchers are two-handed ranged weapons that use a platinum weapon die. When you make a weapon attack with a homing launcher, you can target any scanned enemy you can trace a path of twenty hexes or fewer to, even if you would not normally have line of effect to them. Homing Launchers cannot make weapon attacks against creatures which are not afflicted with the scanned condition. A homing launcher is generally two independent devices designed to work in concert - a small grav-fueled construct armed with a piercing weapon or explosive magic, and some manner of catapult to deploy it quickly onto the battlefield. Bubble Brew [100 XP] Battle Action Keyword: Alchemy Gravitas Cost: 1 Attunement: Mordant Nothing like a fizzy little pick-me-up to get you through hard times. Effect: Target yourself or an adjacent ally. The next time the targeted creature makes an armor check before the start of your next turn, they may roll an additional silver die and add it to the result. If you have two or more points of size gained from Alchemeister abilities, they may roll this additional die for the next three armor checks they make before the start of your next turn instead. If you have four or more points of size gained from Alchemeister abilities, they may roll this additional die for the next five armor checks they make this encounter instead. If you have eight or more points of size gained from Alchemeister abilities, they may roll this additional die for any armor checks they make for the remainder of the encounter instead. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least seven points of size, negate all attacks made against your target before the start of your next turn.

Chemical Flux [100 XP] Battle Action Keyword: Affliction, Alchemy Gravitas Cost: 3 Attunement: Savage Whatever those elixirs are doing, it doesn't sound pretty. Effect: Target yourself or an adjacent enemy. Inflict the Blighted condition on the target creature. If you have two or more points of size gained from Alchemeister abilities, inflict Potency 2 Blight instead. If you have four or more points of size gained from Alchemeister abilities, inflict Potency 3 Blight instead. If you have eight or more points of size gained from Alchemeister abilities, your target immediately suffers the damage from any Blighted condition inflicted by this ability. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least three points of size, choose a condition currently afflicting your target, then inflict the chosen condition on all enemies within a Burst with a radius of 1 for every three points of size eliminated with this ability.

Collaborate [100 XP] Battle Action Keyword: Tactics Gravitas Cost: 2 Attunement: Astral Many minds, one goal. Effect: Until the start of your next turn, whenever an ally within two hexes of you uses an action and targets a single creature, you may expend a sudden action to use a Battle or Utility action ability you know targeting the same creature. If you expend a charge of Insight when you use this ability, until the start of your next turn, regain your sudden action at the end of each of your allies' turns.

Elixir Toss [100 XP] Sudden Action Keyword: None Gravitas Cost: 0 Attunement: Erudite Hey! Catch! Effect: Use this sudden action when you use an Alchemy keyword ability that doesn't have the Burst keyword. You can target any valid creature within five hexes of you with the triggering ability, rather than being limited to an adjacent one.

Energizing Nectar [100 XP] Battle Action Keyword: Alchemy, Energizing Gravitas Cost: 4 Attunement: Astral, Ardent This pure, pale elixir actually glows in the dark. It's probably harmless. Effect: Target yourself or an adjacent ally. Roll a silver die. Your target regains gravitas equal to the result. If you have two or more points of size gained from Alchemeister abilities, roll a gold die instead of a silver one. If you have four or more points of size gained from Alchemeister abilities, roll a platinum die instead of a silver one. If you have eight or more points of size gained from Alchemeister abilities, instead of rolling dice, increase your target's maximum gravitas by 10 for the remainder of the encounter, and set their current gravitas to equal their maximum gravitas. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, the next X times your target expends gravitas this encounter, they expend only 1 gravitas. X equals half of the quantity of Alchemeister ability size you eliminated with this effect.

False Martyr [100 XP] Battle Action Keyword: Affliction Gravitas Cost: 3 Attunement: Astral, Erudite, Mordant Let's see what they've got. Effect: Inflict the Vulnerable condition on yourself until the start of your next turn, then target an enemy within five hexes of you. If they targeted enemy has at least one weapon attack that is capable of targeting you, they must immediately use one of their valid weapon attacks against you. This does not expend any action on their part. Then, if they made a weapon attack, inflict the Stunned condition on the target enemy until the start of your next turn. Stunned creatures may not take actions or roll dice for armor checks. This counts as a condition for the purpose of any effect which interacts with conditions. When the Stunned condition fades from a creature, remove all other conditions afflicting it.

Focus Fire [100 XP] Utility Action Keyword: Affliction, Tactics Gravitas Cost: 2 Attunement: Ardent, Savage Everybody, bring it down! Effect: Target a creature within 5 hexes of you. It is afflicted with the vulnerable condition until the start of your next turn. If you expend a charge of insight when you use this ability, you may choose an ally and allow them to make a weapon attack against the target of this ability without expending any action.

Grand Strategy [100 XP] Utility Action Keyword: Movement, Tactics Gravitas Cost: 2 Attunement: Erudite, Mordant It's all falling into place. Effect: Each of your allies within 5 hexes may move up to 2 hexes, and gain a special bronze die they can add to one weapon attack or armor check of their choice. This bronze die can be held until the end of the encounter, or until you use this action again. If you expend a charge of insight when you use this ability, each of your allies may move up to their speed instead, and the special die granted is silver rather than bronze.

Guerilla Warfare [100 XP] Battle Action Keyword: Burst, Tactics Gravitas Cost: 3 Attunement: Ardent, Mordant, Savage What they don't know can definitely hurt them. Effect: Target an ally within five hexes of you. They may move up to their speed, then vanish until the start of their next turn. If you expend a charge of your insight when you use this ability, it gains the Burst keyword, and targets any number of allies within a burst 1 centered on a hex within five hexes of you.

Incandescent Tinker [100 XP] Non-Action Keyword: Healing Gravitas Cost: N / A Attunement: Astral, Savage Too many sparkles? No such thing. Effect: When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Beamcaster: Beamcasters are two-handed ranged weapons that use a bronze weapon die. Whenever you make an attack with a Beamcaster, target all enemies in a Line five hexes long. Whenever that line passes through an ally, you may choose a new direction to project the line from their hex, though the line does not become any longer, and cannot pass through any given hex more than once. Weapon attacks made with a Beamcaster empower their weapon die by one step (to a maximum of Platinum) for each ally they pass through. Beamcasters use a variety of mechanisms to project a ray of pure gravic energy - difficult to control, but only growing more powerful as it resonantes with nearby maiesta. Chromafier: Chromafiers are one handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 3-5. During your turn, or any turn in which you have taken a Sudden action, attacks made by allies against enemies within the range of a Chromafier you have equipped may roll an additional silver die and add it to the result. Using gravic energies to fire bolts of color-changing energy, a Chromafier can seem harmless - untill a clever tactician uses it to highlight your weak points in luminous hues. Shell Projector: Shell Projectors are two-handed melee weapons that use a silver weapon die. When you make a weapon attack with a Shell Projector, until the start of your next turn, add a gold die to any armor check you make against attacks made by creatures three or more hexes away from you. Shell Projectors tend to take the form of gauntlets of some form or fashion, often studded with gemstones and complex glyphs and runes, enabling both offense and defense with aggressive pulses of shielding energy. Last Surprise [100 XP] Sudden Action Keyword: Crisis Gravitas Cost: 1 Attunement: Astral, Ardent, Erudite They'll never see it coming. Effect: Use this sudden action when you would be reduced to 0 vitality by a weapon attack. An ally of your choice within ten hexes can make a weapon attack against the creature making the triggering attack, so long as that creature is within range of your ally's weapon. If the creature making the triggering attack is reduced to 0 vitality, the triggering attack is negated.

Mercurial Tinker [100 XP] Non-Action Keyword: Tinker Gravitas Cost: N / A Attunement: Astral, Erudite, Savage Swift as silver, twice as bright. Effect: When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Hookshot: Hookshots are one-handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 2-6. Whenever you hit a creature with an attack made with a hookshot, you may choose to move up to five hexes, so long as each hex of that movement brings you closer to the creature you damaged with the attack. If your current size is ten or greater, you may choose to instead forcibly move the target of your attack up to five hexes, so long as each hex of movement brings them closer to you. Most hookshots are structured similarly to crossbows, reinforced with Savage energies to allow them to sustain the massive force of dragging their wielder about, and generally including some manner of glove component to help distribute the shock of retraction away over a larger area. Quicksliver: Quickslivers are one-handed melee weapons that use a bronze weapon die. When you make a weapon attack with a Quicksliver, target every enemy you have been adjacent to at any point during this turn. When you make a weapon attack with a Quicksliver, you cannot do so again until the start of your next turn. Though it may bear superficial resemblance to a simple dart or dagger, a Quicksliver weighs next to nothing and has an edge so sharp that many of those it cuts through fail to notice their own injury until the Quicksliver's wielder flourishes the weapon. Rocket Sledge: Rocket Sledges are two-handed melee weapons that use a bronze weapon die. When you make a weapon attack with a rocket sledge, you must first move as many hexes as you can in a straight line, up to a maximum of ten hexes, and must target the creature that stopped your movement with the attack. If your movement was stopped by anything other than colliding with an enemy, or if you travel ten hexes without being stopped by anything, the attack fails. If you travel two or more hexes before stopping, the Rocket Sledge has a silver weapon die instead of a bronze one. If you travel four or more hexes before stopping, the Rocket Sledge has a gold weapon die instead of a bronze one. If you travel six or more hexes before stopping, the Rocket Sledge has a platinum weapon die instead of a bronze one. While the exact composition of a rocket sledge can vary wildly, it is nearly always an oversized bludgeoning object with some manner of barely stable gravic engine attached. Offensive Gambit [100 XP] Battle Action Keyword: Tactics Gravitas Cost: 2 Attunement: Ardent With a valiant call to arms, you spur your allies to exploit a weakness in the strategies of your foe. Effect: Target an ally within 5 hexes of you. They may use any Battle Action ability they know with the Weapon Attack keyword. If you expend a charge of Insight when you use this ability, target two allies instead.

Press Advantage [100 XP] Utility Action Keyword: Tactics Gravitas Cost: 2 Use Limit: 0 Attunement: Ardent, Astral, Mordant Victories beget victories. Defeats beget defeats. Effect: The next time before the start of your next turn that you expend a charge of Insight, retain that charge instead. You still gain any benefits as if you had expended the charge of insight. Whenever an enemy is reduced to 0 vitality on your turn, or on a turn you took a sudden action, gain one use of this ability.

Rush of Genius [100 XP] Utility Action Keyword: Tactics Gravitas Cost: 0 Attunement: Erudite, Ardent When inspiration rains, it tends to pour. Effect: You may expend a charge of Insight. If you do so, gain two utility actions, and you cannot expend Insight charges until the end of the current turn.

Sugar Rush [100 XP] Battle Action Keyword: Alchemy, Movement Gravitas Cost: 1 Attunement: Erudite, Savage Side effects may include wildly kicking gravs. If kicking persists, administer pretzels. Effect: Target yourself or an adjacent ally. Until the start of your next turn, your target's Movement increases by 2. If you have two or more points of size gained from Alchemeister abilities, your target's Movement can also ignore any non-Blocking terrain until the start of your next turn. If you have four or more points of size gained from Alchemeister abilities, your target increases their Movement by 5, rather than 2. If you have eight or more points of size gained from Alchemeister abilities, the next time your target takes the Move core action before the end of this encounter, they regain their utility action. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, teleport your target a number of hexes up to the amount of Alchemeister ability size you eliminated with this effect.

Supermom Serum [100 XP] Battle Action Keyword: Alchemy, Movement, Weapon Attack Gravitas Cost: 5 Attunement: Savage Moms just seem to do everything right. Effect: Target yourself. Then, perform the following effects in any order. Make a weapon attack. If you have two or more points of size gained from Alchemeister abilities, move up to your speed. If you have four or more points of size gained from Alchemeister abilities, add a silver die to your armor checks until the start of your next turn. If you have eight or more points of size gained from Alchemeister abilities, any dice you roll as part of a weapon attack or armor check before the start of your next turn automatically roll critical results. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, empower your Battle die by one step (to a maximum of Platinum) for every five points of size eliminated this way. This empowerment lasts for the remainder of the encounter.

Sympathy Tonic [100 XP] Utility Action Keyword: Movement Gravitas Cost: 2 Attunement: Astral, Mordant, Savage It's tough maintaining your weight, but you do your best. Effect: Move up to your speed. Until the end of your turn, when you target an ally with an Alchemy keyword ability that does not have the Burst keyword, gain an additional point of size from your Living Refinery ability. If the targeted ally's size is greater than your own before applying Living Refinery, gain two points of additional size instead. If the targeted ally's size is double your own size or greater before applying Living Refinery, gain three points of additional size instead. At the end of your current turn, eliminate all size you have gained from Alchemeister abilities.

Tactical Countermeasures [100 XP] Battle Action Keyword: Affliction, Tactics Gravitas Cost: 2 Attunement: Mordant Knowing your enemy is knowing their weakness. Knowing their weakness is winning a war. Effect: Target a creature within 10 hexes. Afflict that enemy with the Mesmerized condition until the start of your next turn, and the Scanned condition for the remainder of the encounter. Then, if you expend a charge of Insight when you use this ability, regain your battle action.

The Big One [100 XP] Battle Action Keyword: Burst, Special Attack Gravitas Cost: 3 Attunement: Ardent, Erudite, Savage Fire in the hole! Effect: Place a highly unstable bomb in an adjacent empty hex. The bomb occupies the hex, can be targeted and damaged as if it were a creature, and has 10 vitality. At the start of each of your turns, roll a silver die and deal that much damage to the bomb. When the bomb reaches 0 vitality, roll four gold dice, and deal that much damage to all creatures within a three hex burst centered on the bomb, applying armor as usual.

Thunderous Belch [100 XP] Utility Action Keyword: Burst, Forced Movement, Special Attack Gravitas Cost: 2 Attunement: Ardent, Erudite, Mordant A battlefield isn't the place for table manners. Effect: The next time this turn that you eliminate size gained from Alchemeister abilities, deal damage equal to the amount of size eliminated to enemies within a Burst 1 centered on you. For every four points of size you eliminate, increase the radius of thie Burst by 1. For every five points of size you eliminate, you may forcibly move each creature in this Burst one hex along a path of your choosing.

Together as One [100 XP] Battle Action Keyword: Tactics Gravitas Cost: 2 Attunement: Astral Move as one! Strike as one! Triumph as one! Effect: When you use this ability, you may expend a charge of Insight. If you do so, target an ally within an Initiative score greater than your own, and set their Initiative score to equal your Initiative score minus 1. You cannot take any further actions this turn, by any means.

Toxic Tinker [100 XP] Non-Action Keyword: Affliction, Tinker Gravitas Cost: N / A Attunement: Erudite, Mordant, Savage This is gonna sting. Effect: When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Blightspewer: Blightspewers are two-handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 2-3. Whenever you damage a creature using a weapon attack with a Blightspewer, inflict the Blighted condition on them, lasting for the remainder of the encounter. If the damaged creature was already Blighted, inflict the Blighted condition on all creatures adjacent to them instead, lasting until the end of the encounter. While different alchemeisters might load them with fire, poison, or more exotic payloads, Blightspewers all excel at covering their targets with something they'd really rather not be covered with. Canister Pack: Canister packs are one handed ranged weapons. Whenever you would make a weapon attack with a canister pack, instead target a Burst 1 centered on a hex within 4 hexes of you, and transform all terrain in that burst that does not block movement into Dangerous (Silver Damage) terrain. Canister packs are nasty business, often using flame or poison to render a swathe of the battlefield a deeply unpleasant place to be. Injector: Injectors are one-handed melee weapons that use a bronze weapon die. When you make a weapon attack with an injector, if you are targeting an ally, restore vitality equal to your weapon attack's result rather than dealing damage. While they can be used as crude stabbing implements, injectors are at the best when loaded with healing elixirs, acting as a very direct delivery method - though one that younger patients in particular tend to object to. United Defense [100 XP] Sudden Action Keyword: Tactics Gravitas Cost: 2 Attunement: Astral, Mordant Follow the leader, everyone! Effect: You can use this sudden action when an ally is targeted by a weapon attack. Redirect that attack to an ally adjacent to the triggering ally. If you expend a charge of Insight when you use this ability, both the triggering creature and the creature you are directing an attack to gain an additional Sudden action, which vanishes at the start of their next turn if not used.

Volatile Mixture [100 XP] Utility Action Keyword: Movement Gravitas Cost: 1 Attunement: Ardent Highly explosive. Exceptionally useful. Marginally edible. Effect: Move up to your speed. Until the end of the current turn, you may pay the Gravitas cost of Alchemy keyword abilities and Catalyst effects with Vitality instead of Gravitas, or with any combination of Gravitas and Vitality.

Wake the Dead [100 XP] Battle Action Keyword: Alchemy, Crisis Gravitas Cost: 4 Attunement: Ardent, Mordant The kick on this could set a skeleton dancing. Effect: Target yourself or an adjacent ally. Your target regains 1 vitality. If you have two or more points of size gained from Alchemeister abilities, this healing applies even if they are at 0 vitality. If you have four or more points of size gained from Alchemeister abilities and targeted an ally with 0 vitality using this ability, immediately grant them the Effect of another Alchemy keyword ability you know - this has no gravitas cost, and does not trigger Living Refinery again. If you have eight or more points of size gained from Alchemeister abilities, your target cannot be reduced below 1 vitality by damage before the start of their next turn unless you are already at 0 vitality. Catalyst: After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminated at least five points of size, gain a charge of Ambrosia. At the start of each of your turns, if you have 0 HP and at least one charge of Ambrosia, you may consume a charge of Ambrosia to regain 1 point of vitality despite being at 0 vitality.