

Under Construction
Dec. 29, 2014
Class Specialty Skills
Tinker: Allows the alteration and combining of existing items to invent a new item. (5% per CP, allowed to be attempted once a week.)
Transform: Can temporarily shift things from one thing to another. Must always be related. For example, liquids to liquids, metals to metals, etc. and only lasts d# turns. (10% per CP)
Alter Masters: Gains one free CP invested into Alter magic. (Automatic)
Crafters: Gains +1 to rolls involved in the creation or altering of anything in a Job. (+1 per CP)
Summon: Allows the summoning of an elemental companion. Companion acts as a second attack (after first round of summoning), letting the companion attack as well as the Alchemist. Stats will match caster's (except LP, which will be 10 for every CP). Unarmed attacks only, no skills or items. It will stay d# turns or until destroyed. One creature every 10 levels allowed to be cast. Master Class may split one creature into two at half stats.
Illusions: Creates convincing illusions that tricks others in believing which sense is being tricked. Must be cast for one sense at a time. Master Class can create illusions that trick all senses at once. Lasts d# turns. (10% per CP)
Alchemist
Do not create wealth, as it throws off the balance of an economy.
Do not bring people back from the dead, it throws off the balance of life and death in the world.
Do not manipulate life's physical forms to create a race of your own, as the races exist and co-exist the way nature intended.
Disturbing the balances in the world can cause mass devastation, and alchemists are raised to know this and use their powers wisely. They also know that breaking the taboo comes with punishment; the shortening of one's own life (halved permanent LP.) Who deals out this punishment has never been proven for sure, but it will always happen, regardless of where it comes from.
Some of the greatest inventors in the world of Varlonan are alchemists. They tinker with things until they come up with something new and useful, applying it to other things in the world that lead to grand new discoveries and inventions. As long as alchemists follow the "Laws of Alchemy" they are great assets to the world. Though some are known for treading on the 'taboo' by breaking the laws. Some of the well-known laws are:
Magic Allowed
Alter
Trickery
Support
Hindrance
Armor Allowed
Cloth
Wood
Leather
Studded Leather
Weapon Specializations Allowed
One-Handed
Mechanical
Thrown
*Limit: 1