Difference between revisions of "Alchemist"

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Requirement: 37 total credits in any standard Class or mixture of classes. (The amount required to reach Lv. 4 in one)  
 
Requirement: 37 total credits in any standard Class or mixture of classes. (The amount required to reach Lv. 4 in one)  
  
Armor: None
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Armour: None
  
 
Shields: None  
 
Shields: None  
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Zombie Powder Bolt 1 bolt/1 game.
 
Zombie Powder Bolt 1 bolt/1 game.
  
===Explaination of non-standard moves===
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===Explanation of non-standard moves===
 
<b>Bandage</b>: Tie a white ribbon on a wounded person. This cloth must remain on the target to maintain effect. If it is removed the effect is lost. Effect: restores one lost limb to use. This is considered and enchantment and the limb will be lost if the enchantment is removed. Unless the wound is healed as per the heal spell first.
 
<b>Bandage</b>: Tie a white ribbon on a wounded person. This cloth must remain on the target to maintain effect. If it is removed the effect is lost. Effect: restores one lost limb to use. This is considered and enchantment and the limb will be lost if the enchantment is removed. Unless the wound is healed as per the heal spell first.
  
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<b>Corrosive</b>: Must state, "With this coat of acid strong, this weapon will not last too long, anything that touches this, will dissipate in a red mist." Then tie a green ribbon on the weapon. As per Imbue weapon, except that the weapon will be broken and considered unmendable until death after a 100 count.  
 
<b>Corrosive</b>: Must state, "With this coat of acid strong, this weapon will not last too long, anything that touches this, will dissipate in a red mist." Then tie a green ribbon on the weapon. As per Imbue weapon, except that the weapon will be broken and considered unmendable until death after a 100 count.  
  
<b>Zombie Powder bolt</b>: Gray ball with streamers. To charge must hold ball in hand and state, "Powder of the living dead, take my foe from his death bed, should he lie still in his grave, let him fight another day." After the bolt strikes a player the Herbalist must go to the player and tie a gray headband on said player. Neither the Herbalist nor the target may be attacked at this time. Afterward, both characters must "tag" their Nirvanas or bases. (Whichever is closer) No life is lost, but when the target dies their next life they must stay on the field count a thirty count. They are to be treated as though they have had their spirit severed. (No resurrect, no steal life, nothing to that nature) After their 30 count the player rises and spends one life as a Zombie. They spend this life fighting on the team of the Herbalist. After they die they return to their base and count a normal Nirvana count. This Zombie life does not count toward their total life count.
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<b>Zombie Powder bolt</b>: Gray ball with streamers. To charge must hold ball in hand and state, "Powder of the living dead, take my foe from his death bed, should he lie still in his grave, let him fight another day." After the bolt strikes a player the Herbalist must go to the player and tie a grey headband on said player. Neither the Herbalist nor the target may be attacked at this time. Afterwards, both characters must "tag" their Nirvanas or bases. (Whichever is closer) No life is lost, but when the target dies their next life they must stay on the field count a thirty count. They are to be treated as though they have had their spirit severed. (No resurrect, no steal life, nothing to that nature) After their 30 count the player rises and spends one life as a Zombie. They spend this life fighting on the team of the Herbalist. After they die they return to their base and count a normal Nirvana count. This Zombie life does not count toward their total life count.
  
 
Note: This may be cured (after having become a Zombie) or completely prevented by Healer's "Cure Disease." It is considered Disease.
 
Note: This may be cured (after having become a Zombie) or completely prevented by Healer's "Cure Disease." It is considered Disease.

Revision as of 09:57, 26 November 2012

Alchemist (Alt Class) The Medicine Man, The Alchemist, The Pharmacist. They go by many names, but what they do is the same. The make potions.

Note: This Alternative class is not recognized by the Rules committee or Amtgard seven Group.

Historic Examples: Albertus Magnus, Paracelsus, Isaac Newton

Garb: Brown Sash

Requirement: 37 total credits in any standard Class or mixture of classes. (The amount required to reach Lv. 4 in one)

Armour: None

Shields: None

Weapons: Long, Reach, Pole-arm

Immunities: Spirit-magic.

Lives: 5

Limitations: Cannot equip enchantments

Traits: All abilities considered Extraordinary (Ex)


Lv. 1 Bandage

Lv. 2 Sleep Powder Bolt 1 bolt/reusable

Antidote to poison 2/life

Lv. 3 Confusion Powder Bolt 1 bolt/reusable.

Lv. 4 Smokebomb 1/game

Love Potion 1 bolt/2 game

Lv. 5 Corrosive 1/game

Lv. 6 Zombie Powder Bolt 1 bolt/1 game.

Explanation of non-standard moves

Bandage: Tie a white ribbon on a wounded person. This cloth must remain on the target to maintain effect. If it is removed the effect is lost. Effect: restores one lost limb to use. This is considered and enchantment and the limb will be lost if the enchantment is removed. Unless the wound is healed as per the heal spell first.

Note: This ability may be used as many times as the Alchemist has White ribbons to use.

Sleep Powder Bolt: Purple ball with streamers. To charge you must hold ball in one hand while stating, "Purple flower powder creep, spread thy germ and bring on sleep." X3 When the ball strikes a player the effect is as per the Healers "Sleep" spell.

Notes: This will be considered Control and Poison.

Confusion Powder Bolt: Orange bolt with streamers. To charge hold bolt in one hand and state, "Terror rage deep in this man, seek release across this land, blind his mind with mortal fear, make this man kill all who're here." X2 The effect of the bolt striking a player is as per Druid's "Confusion" spell.

Notes: This will be considered Control and poison.

Smokebomb As per Assassin's Teleport, except that instead of calling teleport you call loudly, as to be heard from 50' "Smokebomb" 1X. This simulates the sound and cloud of smoke from throwing a smokebomb. Arrive must still be called 5X.

Corrosive: Must state, "With this coat of acid strong, this weapon will not last too long, anything that touches this, will dissipate in a red mist." Then tie a green ribbon on the weapon. As per Imbue weapon, except that the weapon will be broken and considered unmendable until death after a 100 count.

Zombie Powder bolt: Gray ball with streamers. To charge must hold ball in hand and state, "Powder of the living dead, take my foe from his death bed, should he lie still in his grave, let him fight another day." After the bolt strikes a player the Herbalist must go to the player and tie a grey headband on said player. Neither the Herbalist nor the target may be attacked at this time. Afterwards, both characters must "tag" their Nirvanas or bases. (Whichever is closer) No life is lost, but when the target dies their next life they must stay on the field count a thirty count. They are to be treated as though they have had their spirit severed. (No resurrect, no steal life, nothing to that nature) After their 30 count the player rises and spends one life as a Zombie. They spend this life fighting on the team of the Herbalist. After they die they return to their base and count a normal Nirvana count. This Zombie life does not count toward their total life count.

Note: This may be cured (after having become a Zombie) or completely prevented by Healer's "Cure Disease." It is considered Disease.

Love Potion: Pink bolt with streamers. To charge hold in one hand and state, "Breathe my poison and feel my charms; desire the embrace of my arms, your stomach flutters your heart wants more, feel my false sense of amore." X2 Upon striking a target the target is forced to for the remainder of that life defend the first person they see that is not the person whom affected them. This effect lasts until death, the target must defend their "love" even if that person is on the other team. If their love dies, they commit suicide. If they die, their love is unaffected.

In addition to their uncontrollable urge to protect, they are elated at the feeling of being in love. If they are not a magic class they are effected as per Bard's "Confidence."

Notes: This will be considered Control and Poison.