| Enhancement | Description |
|---|---|
Determination
|
+1 to your Will Saving Throws. Each Core Ability you take in this tree beyond the first grants +5 Positive and Negative Spell Power. |
Alchemical Shield
|
While in Cloth armor or Composite Body, your equipped armor or docent grants you a +4 Alchemical bonus to Armor Class and immunity to Magic Missiles. While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage |
Curative Admixture: Cure and Inflict Serious Wounds
|
Primer Element: Gildleaf Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per caster level (maximum caster level 15) positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Inflict Serious Wounds. Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage |
Spill the Bad Stuff
|
Primer Element: Gildleaf Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates). Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage |
Curative Admixture: Heal and Harm
|
Primer Element: Gildleaf Infuses a Heal potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 10 points per caster level (maximum caster level 15) of positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Harm. Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage |
Genius Never Dies
|
+4 Intelligence +20 Concentration +1,000 Unconsciousness Range You gain the Diehard feat +1 Spell Penetration +2 Transmutation DCs While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage |
| Enhancement | Description |
|---|---|
Curative Admixture: Cure or Inflict Light Wounds
|
Rank 1 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies. Rank 2 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies. Rank 3 Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies. |
Apothecary Skills
|
Rank 1 +1 Haggle, Concentration, and HealRank 2 +2 Haggle, Concentration, and HealRank 3 +3 Haggle, Concentration, and Heal. Rank 3: +1 Will Saves |
Spell Critical Chance: Positive & Negative I
|
+2% chance to critically hit with Positive and Negative Spells |
Energy of the Scholar
|
Rank 1 +30 Maximum Spell PointsRank 2 +60 Maximum Spell PointsRank 3 +100 Maximum Spell Points |
Soothing Poultices
|
Rank 1 While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to 1/3rd of your Intelligence. These last for three minutes.Rank 2 While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to 2/3rds of your Intelligence. These last for three minutes.Rank 3 While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to your Intelligence. These last for three minutes. |
| Enhancement | Description |
|---|---|
Hale & Hearty
|
Rank 1 +3 Positive and Negative Healing AmplificationRank 2 +6 Positive and Negative Healing AmplificationRank 3 +10 Positive and Negative Healing Amplification |
Spell Critical Chance: Positive & Negative II
|
+2% chance to critically hit with Positive and Negative Spells |
Stone of the Scholar
|
Stone of the Scholar: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +10 Healing Amp and +20 Positive Spell Power. You can only have one Alchemist's Stone Toggle active at a time. |
Life Salve
|
Training this Enhancement also grants you a similar ability Death Salve. Target player, hireling, or pet takes 100% base healing from Positive spells for the next 3 minutes (or until target dies). Has no effect on NPC allies or allies that already take 100% base Positive healing. This overrides their innate base healing from Positive spells for the duration. Shares a cooldown with Death Salve and Converter. |
| Enhancement | Description |
|---|---|
Panacea Poultice
|
Rank 1 Primer Element: GildleafChannels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions. Rank 2 Primer Element: GildleafChannels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions. (3 SP, 8 second cooldown) Rank 3 Primer Element: GildleafChannels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half. D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions. (1 SP, 6 second cooldown) |
Safety Goggles
|
Rank 1 +1 Armor Class and +2 Resistance to Fire, Cold, Acid, and Electric damage.Safety first! Rank 2 +2 Armor Class and +4 Resistance to Fire, Cold, Acid, and Electric damage.Safety first! Rank 3 +3 Armor Class and +6 Resistance to Fire, Cold, Acid, and Electric damage. Rank 3: You are immune to Blindness. Safety first! |
Spell Critical Chance: Positive & Negative III
|
+2% chance to critically hit with Positive and Negative Spells |
Vital Ambition
|
When your reaction is Verdanite, you gain +1 Will Save, +1 for every 5 Alchemist Levels you have |
Intelligence or Constitution
|
Choose between Intelligence and Constitution. |
| Enhancement | Description |
|---|---|
Magical Toolbelt
|
Spells you cast cost 5% less Spell Points. It has pockets! |
Insulated Boots
|
Rank 1 +2 Magical Resistance RatingNot quite fashionable, but they'll keep you standing! Rank 2 +4 Magical Resistance RatingNot quite fashionable, but they'll keep you standing! Rank 3 +6 Magical Resistance Rating. Rank 3: You are immune to Slippery Surfaces. Not quite fashionable, but they'll keep you standing! |
Spell Critical Chance: Positive & Negative IV
|
+2% chance to critically hit with Positive and Negative Spells |
Run For Your Life
|
While your Reaction is Verdanite, you gain 1% Movement Speed per Alchemist Level. |
Intelligence or Constitution
|
Choose between Intelligence and Constitution. |
| Enhancement | Description |
|---|---|
Curative Admixture: Cure or Inflict Critical Wounds
|
Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead. Infuses an Inflict Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) negative energy damage to nearby undead allies and living enemies. |
Gloves of the Master Apothecary
|
+5 Use Magic Device, +10 Universal Spell Power. You have a 15% chance to retain a copy of any single-use Positive, Negative, or Repair Healing Potion that you drink. The mark of a true Apothecary, and helpful when handling volatile materials. |
Master Apothecary
|
You have no Max Caster Level with Curative Admixtures and any Gildleaf Alchemist Spells. +2 to Transmutation DCs +2 Spell Penetration. |
Dissolve
|
Target enemy at touch range that is Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned must make a Fortitude save (d20 + your Heal skill) or die instantly. |
Sleep or Death
|
Choose between Deadly Neurotoxin and Nightshade Target enemy falls asleep for 6 seconds with no save. 30 second cooldown. |