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 itemsHerbs, 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.
Quick AdmixtureAlchemist 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 RecipeAlchemist 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 AttackAlchemist Savant Attack 20
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.
Spell MagnetAlchemist 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 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.
Spell Magnet AttackAlchemist Savant Attack 20
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.