Chapter I
Apprentice
One who has begun to master the alchemical arts.
Class Ledger
Health Gain Per Level
+5
Armor Mastery
Light
Talent Pool
BasicAlchemical
Mastery Notes
Skill Mastery Pool
Medicine, Naturalism, and 2 of your choice from any.
Weapon Mastery Pool
2 simple weapons of your choice.

Class Features, Levels 1-5
Level 1: Fluid Approach
You gain Mastery Level one with each of the three Alchemical tools.
Alchemy is as much an art as it is a science. As such each alchemist may approach the issues at hand while drawing from a different skill set and aptitude.
You may select Will or Intellect to be your Primary Attribute. Effects and features within this class and many of its paths, will scale off of your primary attribute.
All references to Will within the alchemy system rules can be replaced by Intellect, if you chose Intellect as your primary attribute.
Level 2: Bulk Order
You may harvest the same creature twice.
When you forage you discover twice as many ingredients.
Level 3: Avid Learner
Whenever you gain a skill mastery increase (including this level) you may also increase your mastery level with one of the three alchemy tools.
In addition you learn a new recipes equal to your primary attribute, for each of the three alchemical tools.
Level 4: Alchemical Training
You gain one tier 2 Alchemical talent of your choice.
Level 5: Persistent Exposure
Your max toxicity is increased by your primary attribute.
When your primary attribute increases at a later stage, your max toxicity will as well.
Starting Equipment
- Each weapon selected from your mastery selection
- Rural or Urban survival kit
- One armor of your choice that is cheap or standard price.
- Portable Alchemy lab
Path Specializations
At level 6, your character may ascend into one of the advanced path classes below.
No published path classes are currently linked to this starting class.