The Hubris Alchemist- Black Hack’d (and new Alchemical items)


Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Alchemist

alchemist final
Alchemist transformation by David Lewis Johnson

Starting HP: d6+4

HP Per Leve/Resting: d6

Weapons and Armor: An Alchemist is proficient with the following weapons: blowgun, crossbow, dagger, handaxe, javelin, mace, shortsword, sickle, staff, and wheellock weapons.  An Alchemist can also wear Gambeson, Leather, and Small Shields, however armor is destroyed when they transform using their mutagen ability (see below).

Attack Damage: d6/1d4 unarmed or improvising.


Special Features

Roll with Advantage when testing Con to avoid damage from Poison.

Bombs– An Alchemist is able to mix together a concoction of volatile chemicals that explode when thrown at a target.  As the Alchemist becomes more experienced he is able to make these concoctions more potent and make more use of the materials at hand.  An Alchemist can craft a number of bombs per day equal to their level plus one.   All targets in a Close distance take the damage if the Alchemist successfully rolls under their Dexterity.  Crafting bombs takes one minute per bomb.  The Alchemist can also give the bombs to other companions.  The chemicals go inert if not used within 24 hours.

Mutagen: An Alchemist is able to create a mutagenic potion that unlocks the savagery of his inner psyche.  This potion must brew for one hour.  When consumed the potion transforms the alchemist into a terrible monster.  The transformation is terribly painful and takes 1 round, during which the Alchemist is vulnerable.  When transformed the Alchemist becomes a large creature; gains 6 armor points.  The Alchemist’s ham-sized fists do 1d6 damage, however the Alchemist rolls the damage twice and takes the higher of the two.

This transformation lasts 10 minutes and cannot be ended prematurely.  All clothing and armor are destroyed during the transformation.  An Alchemist can only take one Mutagen a day; taking any other Mutagens puts the Alchemist OofA for 1d6 hours.

Alchemical Tinkering: An Alchemist is able to create several handy concoctions that are extremely useful.  An Alchemist must successfully roll under their Intelligence for the item to be successfully created.  Each item takes 1 hour to make and costs ¼ of the sale price in ingredients.  See Alchemist items details below for details.

Leveling Up

Roll to see if Attributes increase, roll twice for Con or Int.


Alchemist Item Creation List
Item Cost Usage Die Effect
Acid (flask) 30 gp d4 Can be thrown at target.  Does 1d8 damage.
Alchemist fire 50 gp Liquid that when exposed to oxygen bursts into flame after 1 round.  Target takes 1d6 damage per round for 2d2 rounds or until dowsed in flour or liquefied pig fat.
Antitoxin (vial) 100 gp Must be created for a specific poison or toxin.  Instantly halts adverse effects and allows recovery.
Black powder pouch w/ fuse 30 gp d4 Can be thrown at a target after lit.  Explodes at the beginning of next round.  All targets in Close range take 1d6 damage.
Darkness stone 50 gp Creates a nebulous cloud in a Nearby radius that blocks all vision.  All attacks are made at Disadvantage.
Flash stick 50 gp d4 Targets in a Nearby radius are blinded by a bright flash of light if wielder succeeds on a Dexterity check.  Effect lasts one round.
Glue (flask) 50 gp d4 This green jelly-like liquid becomes sticky and rubbery in a Close area when exposed to air.  Targets in area become stuck (can break free after spending two rounds getting unstuck).  Movement is severely reduced for those that break free.
Healing Potion 100 gp Heals a target for 1d8 HP.
Lightning spheres 50 gp Small spheres that crackle and vibrate to the touch.  With a successful ranged attack, targets take 1d4 damage.  Damage is increased to 2d4 if targets are standing in water.
Matches 1 gp d20 Small sticks with a head that can be lit on fire when struck on a rough surface.  Lighting a match is a free action (usually- Judge has final call).
Pig grease 25 gp d4 This slimy sickly-smelling substance can coat a Nearby line and is extremely slippery.  Targets that run into the line fall prone.  It takes a full action to stand up and another full action to safely get out of the substance.
Smelling salts 50 gp d4 These potent smelling salts jolt a character that is OofA immediately to consciousness with 1 HP.
Smokestick 20 gp d4 All targets in a Nearby area are obscured by a thick cloud of smoke.  All melee attacks are made with Disadvantage.  Targets in the smoke suffer 1 point of damage per round due to choking.  The smokestick is consumed after 1 round and the smoke remains for an additional 1d6 rounds.  A strong gust of wind will dissipate the cloud instantly.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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