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Rogue Alchemist

Adversary overview

An experienced alchemist who threw morals out of the window to focus on their experiments.

Stat block

Tier
2
Type
Support
Difficulty
13
HP
3
Stress
7
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
17
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Thrown Flask
Range: Far
Damage: 2d6+3
Attack Mod: +2
Damage Type: Magical

Features

Passives

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Actions

  • Invigorate
    stress 1

    Mark a Stress to choose up to three allies within Far range. Each one gains advantage on their next attack roll.

  • Last Breath
    fear 1

    Spend a Fear to choose a point within Far range. Throw an exploding flask, releasing noxious smoke within Close range of the impact point - any targets within are Vulnerable until they manage to either dispel the smoke or move away from it. When a Vulnerable target within the smoke spends Hope, you gain a Fear.

  • Injection
    stress 1

    Mark a Stress to make a standard attack against a target within Melee range. On a success, the target takes standard damage and must mark 1d4 Stress. If the target marks their last Stress from this attack, you gain a Fear.

Reactions

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Evolutions

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Motives & tactics

Boost allies conquer time create chaos test their concoctions

Experiences

  • Chemical Knowledge +4
  • Protect +2

Rogue Alchemist

Tier 2 support

An experienced alchemist who threw morals out of the window to focus on their experiments.

Motives & Tactics: Boost allies, conquer time, create chaos, test their concoctions

Difficulty: 13 | Thresholds: 8/17 | HP: 3 | Stress: 7

ATK: +2 | Thrown Flask: Far | 2d6+3 Magical

Experience: Chemical Knowledge +4, Protect +2

HP:

STRESS:

Features

Invigorate - Action: Mark a Stress to choose up to three allies within Far range. Each one gains advantage on their next attack roll.
Last Breath - Action: Spend a Fear to choose a point within Far range. Throw an exploding flask, releasing noxious smoke within Close range of the impact point - any targets within are Vulnerable until they manage to either dispel the smoke or move away from it. When a Vulnerable target within the smoke spends Hope, you gain a Fear.
Injection - Action: Mark a Stress to make a standard attack against a target within Melee range. On a success, the target takes standard damage and must mark 1d4 Stress. If the target marks their last Stress from this attack, you gain a Fear.

Discussion

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