A mudane alternative to traditional spell caster [Archive] - Wizards Community

Post/Author/DateTimePost
Mesinock

04-27-08, 06:00 PM
EMPOWERED ALCHEMIST
Once a long and forgotten time ago there was a powerful empire of gnomes. They had a powerful understanding of both illusion and alchemy. This empire of gnomes believed that the energy of this universe can be manipulated, shifted, and transferred, but never created nor destroyed. So to obtain something, something else of equal value must be destroyed. The most powerful of these alchemist discovered a method in which to place the affects of their alchemical creations into a temporary stasis and bind them into sigils to be used at a later time. These sigils could then be placed onto articles of clothing, armor or the flesh in the form of a tattoo.
This unique ability caused a major clash between the gnomes and magic users specifically wizards. The gnomes on the other hand also condemned arcane magic users for their unholy ways that allowed them to create and destroy energy. So the arcane magic users and the Gnome Empire took up battle, but after only a couple months it was clear there was no contest. The gnomes' alchemy could not stand up to the brute strength of arcane magic. So the few remaining gnomes were forced to flee and use their vast knowledge of illusion to go into hiding. The High mages set out and destroyed all of the litterateur of the abilities and uses of the gnomes’ type of alchemy, and forbid it from ever being spoken of again. None were ever told of the oppressed and mostly forgotten art of empowered alchemy except for stories past down thru the years within the ranks of the High mages.
Adventures: Alchemists love to work in groups especially with other alchemists. They thrive in quests for knowledge, power, and prestige.
Alignment: Alchemists are free spirited they are known to take up any alignment but are never really good about following the rules.
Background: Most people do not realize they have the potential to use empowered alchemy and live there lives out unaware of this hidden power. To this day the only known location of the knowledge about Empowered Alchemy is within the well hidden homes and minds of the gnomes, but gnomes are always eager to teach a patient listener.
Other Classes: Alchemists are eager to use there vast knowledge and skills to lead others, and all classes find there unique “combat” abilities quite helpful. However, wizards tend to find the Empowered Alchemist’s abilities to be a threat to their art and view them with a disdainful eye at best.
Role: An alchemist is extremely helpful in the department of surviving and or escaping. He makes a very good scout or information gatherer because if things go wrong for him he always has a way out. However he is not the most well rounded combatant. His powerful offensive sigils reside only in his sub-type and his other sigils lack the potency of which spell casters enjoy. But he enjoys a healthy AC a fast casting ability and some minor healing abilities. His best combat position is usually behind a melee fighter, so that he can support the fighter.

GAME RULE INFORMATION
Alchemists have the following game statistics.
Abilities: Intelligence powers the alchemist’s special offensive and defensive capabilities. Dexterity provides an alchemist with more AC bonus and improves his ranged touch attack. A high charisma score helps the alchemist with his leadership and information gathering.
Alignment: Any chaotic
Hit dice: d6.

Class skills
Bluff, Craft Alchemy, Craft Alchemical Sigil, Diplomacy, Gather Information, Heal, Knowledge (Alchemy, Nature, and Tactics/Combat), Listen, Profession, Search, Sense motive, Sleight of Hand.
Skill points at 1st level: (6 + Int Modifier) x 4
Skill points at each additional level: 6 + Int Modifier

Table 1-1

Fort Ref Will AC
Level BAB Save Save Save Special Bonus

1 0 0 1 2 Sub-Type Bonuses, Battle 0
Awareness
2 1 0 1 3 Fast Movement, Dodge 0
3 2 1 2 3 Sound of Body, Death Right 0
4 2 1 2 4 Thicken Air 10ft., mobility 0
5 3 1 3 4 Metabolize poison 1
6 3 2 3 5 Thicken Air 20 ft. 1
7 4 2 4 5 Augment illusion 1
8 4 2 4 6 Thicken Air 30 ft. 1
9 5 3 5 6 Death Right Exhalted 1
10 5 3 5 7 Thicken Air 40 ft. 2
11 6/+1 3 6 7 Metabolize disease 2
12 6/+1 4 6 8 Thicken Air 50 ft. 2
13 7/+2 4 7 8 Improved Sound of Body 2
14 7/+2 4 7 9 Thicken Air 60 ft.,Spring
Attack 2
15 8/+3 5 8 9 Guardian 3
16 8/+3 5 8 10 Thicken Air 70ft. 3
17 9/+4 5 9 10 Elemental toughness, Timeless
Body 3
18 9/+4 6 9 11 Thicken Air 80ft. 3
19 10/+5 6 10 11 Full Alchemist 3
20 10/+5 6 10 12 Elemental transmutation 4

Class Features
All of the following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and light armor.
AC Bonus (Ex): An alchemist is highly trained in the knowledge of combat and tactics. When unarmored and unencumbered, the alchemist adds his intelligence bonus (if any) to his AC. In addition, an alchemist gains a +1 bonus to AC at 5th level. This bonus increases by 1 every 5 levels there after(+2 at 10th, +3 at 15th and +4 at 20th).
These bonuses to AC apply even against touch attacks or when the alchemist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.

Sigils: The Empowered Alchemist’s power lies in her ability to bind the effects of alchemy into sigils. However sigil creation is time consuming and must be performed within a semi-controlled environment. Alchemy is accomplished by the theory of equivalent exchange, i.e. to create something; something of equal value must be consumed. During the preparation process the Empowered Alchemist draws the sigil she wishes to use on a table or on the ground, she then combines the required reagents within the sigil. As the reagents react and their power manifests the sigil holds that power in a kind of stasis and the alchemist can then infuse that sigil onto an object or herself to use at a later time.
The raw power of these sigles holds no comparison to that which is wielded by a wizard or sorcerer. The Empowered Alchemist, however, can prepare more sigils per day and has more known sigils than the traditional spell casters have spells available. The weakness of the Empowered Alchemist is her inability to recharge her sigils by study or meditation, her advantage is having no required casting time. Also due to the mundane nature of alchemy there is only a 25% chance of a sigils power being negated by spell interfering affects. On the other side of that, a sigils power cannot be affected by metamagic feats.

Partial Transmutations: This form of transmutation is not an actual sigil; it is an unstable combination of sigils and is only used when the alchemist feels he has no choice but to use this method. This last ditch effort is extremely costly to the Empowered Alchemist. This technique consumes four sigils of equal level to produce a devastating blast effect. To perform this technique the alchemist must first declare his intentions before the start of the next round, when the next or first round starts his initiative is considered to be doubled to what he has normally (for this round only).He now declares a target and takes a partial move action to activate the chosen sigils, then on his normal initiative turn he can make one attack at his full base attack bonus, and release this charged power on his selected target. When this ball of unstable energy strikes its target it does "destruction damage" (considered energy damage of all four types of energy). This type of damage negates all forms of damage reduction, except energy resistance, and deals 4d4 x sigil level + intelligence modifier damage. The energy explodes in a radius of 10 feet + 5 feet per Empowered Alchemist level, causing “destruction damage” to any creature within the blast radius and splash damage (at one half the initial damage) to all creatures within 10 feet of the blasts maximum effect radius. For purposes of energy resistance, a creature with energy resistance may use 1/4 of its normal resistance type against the blast, if the the creature has multiple energy resistances it may 1/4 of each type. Example: Jaquoline, A level 5 Empowered Alchemists declares her intent to use a partial transmutation. At this time she decides to use 4 of her 0 level sigils, leaving her 3 0 level sigils unused. At the start of the next round, before any other actions take place, Jaquoline decides to target a square to get maximum effect; she then activates 4 sigils of her choosing. Then on her normal turn, Jaquoline unleashes her charged energy on the target. She rolls 4d4 and gets a result of 8, since she chose 0 level sigils she gets no multiplier, her intelligence modifier is +3, so she does 11 points of damage to all creature within 35 ft. of the energy balls impact and 5 points of damage to all creature within 10 ft. of the blasts maximum effect radius.

Equivalent exchange: is the trade or manipulation of molecules. Alchemists believe that the energy of this universe can be manipulated, shifted, and transferred, but never created nor destroyed. So to obtain something, something else of equal value must be destroyed.

Alchemists Sub-Type: Alchemists each have one form of specialized alchemy; fire, water, earth or air. This sub-class makes and defines each alchemist’s special abilities. Example: The flame alchemist gains fire resistance 5. A flame alchemist can speak with all fire based creatures. At 15th level he gains a fire elemental as a guardian and his fire resistance increases to 10. The flame alchemist also draws his offensive sigils from the fire subtype spells.

Battle Awareness (Ex): At 1st level an alchemist can spend 1 rounds studying the flow of battle. During this time she gains initiative over all other combatants at the start of the next of the next round. On her next turn she must immediately use the knowledge gained to issue strategic commands to her companions. The alchemist makes a leadership check of 1d20+ charisma modifier+ ½ her ECL, to command her companions with her enlighten tactical view. This is rolled against her companions will saves. If successful, each companion influenced gains a +2 circumstance bonus to their attack and armor class for the next 4 rounds of combat. Party members may willfully for go their will save check. The alchemist gains a +2 circumstance bonus to her battle awareness check for every 5 ranks she has in Knowledge combat/ tactics.

Dodge (Ex): At 2nd level an alchemist can study his enemy and receive a +1 bonus to AC against attacks from that opponent. He can select a new opponent on any action.

Sound of Body (Ex): An alchemist of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of transmutation and elemental based spells, since his knowledge and training improve his resistance to molecular affecting effects.

Death Right (Ex): An alchemist of 3rd level and of evil alignment can gain this ability in the place of the normal healing sigils. This is a death sigil which takes 2d4 hit points from the target and adds them to the alchemist’s hit points on a successful ranged touch attack. If the total hit points gained is more than the alchemist’s missing hit points they are added as temporary hit points. The damage increases by 1 die for every two levels of Empowered Alchemist.

Thicken Air (Ex): At 4th level or higher, an alchemist can alter the density of the air underneath him to slow his descent. When first using this ability, he takes damage as if the fall were 10 feet shorter than it actually is. And this ability increases by 10 every two levels and at level 20 he can descend any distance with out sustaining falling damage.

Mobility (Ex): At 4th level, an alchemist gets a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area.

Metabolize Poison (Ex): At 5th level, an alchemist has studied poisons so extensively that he can detect their presence as soon as they enter his body. If conscious the alchemist can attempt to metabolize the poison by transmuting it into a harmless substance. The alchemist adds ½ his alchemist level+ his intelligence modifier in place of his fortitude check.

Evasion (Ex): An alchemist of 5th level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s friary breathe or fireball), he instead takes no damage. Evasion can be used only if an alchemist is wearing light armor or no armor

Spring Attack (Ex): At 6th level, an alchemist using the full attack action with a melee weapon can split his move action in that round. This allows him to move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way dose not provoke an attack of opportunity from the defender you attack.

Augment Illusion (Ex): An alchemist at 7th level or higher can add smell, taste and temperature of -40 to 200 degrees to an existing illusion, adding a +2 to the illusions DC to dissbelieve. This ability is usable a number times per day equal to 1/2 the alchemists level.

Death Right Exalted (Ex): At 9th level an evil aligned alchemist who chose to take the death right, increases her knowledge of death right to the point were she can give the taken hit points to any creature within range of her ranged touch attack.

Tongue of all Elements (Ex): An alchemist at 10th level or higher has been in such deep contact with the elements that she can now empathically communicate with all elemental creatures.

Metabolize Disease (Ex): At 11th level, an alchemist has studied disease so extensively that she can detect its presence as soon as it enters her body. If conscious, she can attempt to metabolize the disease by transmuting it into a harmless substance. The Alchemist adds ½ her alchemist level+ intelligence modifier in place of her fortitude save check.

Improved Sound of Body (Ex): At 13th level, an alchemist gains spell resistance to transmutation and elemental based spells equal to his current alchemist level + 10. In order to affect the alchemist with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that exceeds the alchemist’s spell resistance.

Guardian (Ex): At 15th level, an alchemist spends one week and transmutes elements around him into a guardian of his alchemist’s sub-type. An alchemist's guardian is a shield guardian with the same elemental type as the alchemist’s chosen sub-type. The guardian takes the elemental type hit die, saving throws, and immunities; for all other purposes it is still considered a construct.

Timeless Body (Ex): An alchemist attaining 17th level no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and as the monk, he still dies of old age when his time is up.

Elemental Toughness (Ex): At 17th level an alchemist permanently gains a +2 to his constitution. The change is retro active, so he gains hit points for his previous levels.

Full Alchemist (Ex): At 19th level an alchemist reaches a power that most alchemists could never dream of. He can now has unlimited access to all 0, 1st and 2nd level sigles.

Mystical Transmutation (Ex): At 20th level, an alchemist has, through extensive use of his abilities; inadvertently changed the molecular structure of his body so that he has become an half elemental. He is forevermore treated as an outsider. The follow changes take effect. The alchemist gains a +1 natural armor class (+3 if earth subtype). If the alchemist intelligence or wisdom score is 8 or higher he gains spell-like abilities as per page 189 in the Manual of the Planes source book. The alchemist gains immunity to disease and effects from his own elements and gains a +4 racial bonus on fortitude saves against poison. Ability scores change as per page 189 in the Manual of the Planes source book. Skills and feats are gained normally. Unlike other outsiders, the alchemist can be brought back from the dead as if he were a member of his previous creature type.



Gnome Alchemist Starting Packing
Armor: Bracers +1 (speed 30 ft.).
Weapons: 2 Short swords (1d6, crit 19-20/x2, 2lb., one-handed Piercing).
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint & steel, Three torches, and Pouch with needles & ink.
Gold: 4d6 gp.



Sigils per creation
Level 0 1 2 3 4 5 6 7 8 9

1 5 3 0 0 0 0 0 0 0 0
2 6 4 0 0 0 0 0 0 0 0
3 6 5 1 0 0 0 0 0 0 0
4 7 5 2 1 0 0 0 0 0 0
5 7 5 3 2 1 0 0 0 0 0
6 8 6 3 3 2 1 0 0 0 0
7 8 6 4 3 3 2 1 0 0 0
8 8 7 4 4 3 3 2 1 0 0
9 8 7 5 4 4 4 3 2 1 0
10 8 7 5 5 4 4 4 3 2 1
11 8 8 6 5 5 4 4 5 3 2
12 8 8 6 6 5 5 4 4 5 3
13 8 8 7 7 6 5 5 4 4 4
14 8 8 7 7 7 6 5 5 4 4
15 8 8 8 7 7 7 6 5 5 5
16 8 8 8 8 7 7 6 6 5 5
17 8 8 8 8 8 7 7 7 6 6
18 8 8 8 8 8 8 7 7 7 6
19 8 8 8 8 8 8 7 7 7 7
20 8 8 8 8 8 8 8 7 7 7



Sigles Known
Level 0 1 2 3 4 5 6 7 8 9

1 5 2 0 0 0 0 0 0 0 0
2 5 3 0 0 0 0 0 0 0 0
3 5 3 1 0 0 0 0 0 0 0
4 6 3 2 1 0 0 0 0 0 0
5 6 4 2 1 1 0 0 0 0 0
6 7 4 3 2 1 1 0 0 0 0
7 7 4 3 2 2 1 1 0 0 0
8 8 5 3 3 2 2 1 1 0 0
9 8 5 4 3 3 2 2 1 1 0
10 9 5 4 4 3 3 2 2 1 1
11 9 6 5 4 3 3 3 2 2 1
12 9 6 5 5 4 3 3 3 2 2
13 9 6 5 5 4 4 3 3 3 2
14 9 7 6 6 5 5 4 3 3 3
15 9 7 6 6 5 5 4 4 3 3
16 9 7 7 6 6 5 4 4 4 3
17 9 8 7 7 6 6 5 4 4 4
18 9 8 7 7 7 6 5 4 4 4
19 9 8 8 7 7 6 6 5 4 4
20 NA 9 9 8 7 6 6 5 5 5


Epowered Alchemist Sigil (Spell) List(*) (**)
0 level: Acid Splash, Flare, Ray of Frost, Disrupt Undead, Dancing Lights, Color Spray, Entangle, Faerie Fire, Flame Blade, Touch of Fatigue
1st level: Grease, Obscuring Mist, Burning Hands, Shocking Grasp, Chill Touch, Enlarge Person, Reduce Person, Acid Orb (Lesser), Cold Orb (Lesser), Electric Orb (Lesser), Fire Orb (Lesser),
2nd level: Fog Cloud, Glitterdust, Acid Arrow, Flaming Sphere, Scorching Ray, Dark Vision, Pyrotechnics., Fireburst, Bark Skin, Chill Metal, Wind Wall
3rd level: Sleet Storm, Stinking Cloud, Fireball, Lightning Bolt, Flame Arrow, Shirnk Item, Contagion, Heat Metal, Resist Energy, Soften Earth and Stone
4th level: Stoneskin, Solid Fog, Fire Shield, Ice Storm, Wall of Fire, Wall of Ice, Enervation, Enlarge person (Mass), Blast of Flame, Air Walk, Water Walk
5th level: Cloud Kill, Wall of Stone, Cone of Cold, Animal Growth, Transmute Mud to Rock, Transmute Rock to Mud, Arc of Lightning, Fire Shield (Legion’s), Firebrust (Greater)
6th level: Acid Fog, Wall of Iron, Chain Lightning, Freezing Sphere, Flesh to Stone, Stone to Flesh, Fire Seeds, Vamperic Touch
7th level: Prismatic Spray, Fire Storm, Meld into Stone, Minor Creation, Neutralize Poison, Poison, Transmute Metal to Wood,
8th level: Incediary Cloud, Polar Ray, Sunburst, Iron Body, Polymorph any Object, Temporal Stasis, Wind Walk.
9th level: Metor Swarm, Energy Drain, Shapechange, Quench, Rusting Grasp, Whirlwind, Create Elemental(^).

*: The Epowered Alchemist’s Sigil (Spell) List was generated using the players handbook 3.5 and the Miniatures Handbook.
Rules for adding new sigles to the list:
If the effect can not feasabley be recreated by mudane means the sigle can not be created.
General guild lines for sigle creation:
Positive and Negative energy can not be mudanly recreated.
Force effects can not be recreated mudanly.
Spells which can manipulate the molecular, alchemical, or elemental makeup of an object or being can be mudanly recreated by alchemical means.
Summoning spells can not be recreated mudanely, however Elemental summoning can be mimiced by elemental creation.
**: A sigil’s effect, range, area of affect, and saves are affected according to their level and how intelligent the alchemist is. Alchemists can create sigils from most of the conjuration sub-school of creation as well as evocation spells based elemental sub-class of the spell. Some spells from the schools of transmutation and necromancy are also available. [Evocation sigils which cause damage: sigils dealing damage which are directly related to the alchemist’s sub-class deal damage as described in the sigils spell text. Sigils dealing damage which are not related to the alchemist’s sub-class deal (1d4+ the sigil level+ intelligence modifier) damage.]
(All sigils have a casting time of standard action and duration instant.)
^: Create Elemental- As Summon Natures Ally except that the “created” elemental is treated as a construct. When the alchemist first takes this Sigil it is treated as Summon Natures Ally II. The sigil progresses through the Summon Natures Ally levels as the Alchemist progresses in class levels as follows,
Level 10: Summon Natures Ally II
Level 12: Summon Natures Ally III
Level 14: Summon Natures Ally IV
Level 16: Summon Natures Ally V
Level 17: Summon Natures Ally VI
Level 18: Summon Natures Ally VII
Level 19: Summon Natures Ally VIII
Level 20: Summon Natures Ally IX
Note: Even though the Sigil is based off the Summon Natures Ally spell, only elemental creatures of the Alchemist’s chosen sub-type may be created.


Empowed Alchemists Healing Sigils by Level.
0 Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Personal
Effect: Heals 1 point of damage
Duration: Instant
Save: NA

1st Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

2nd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

3rd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

4th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d6
Duration: Instant
Save: Fort. Of 12 + caster level +Int

5th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d6 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

6th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d6 + (int mod x 2)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

7th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d6 to all party members in the area of effect
Duration: Instant
Save: Fort. Of 12 + caster level +Int

8th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d6 + (int mod x 3)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

9th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d6 + (int mod x 3) to all party members is area of effect.
Duration: Instant
Save: Fort. Of 12 + caster level +Int



The alchemist healing ability is not an effect of channeling positive energy; therefore her healing sigils can not cause damage to undead or negative energy creatures. If the Death Right abillity is chosen at 3rd level the alchemist may not use these healing sigils.
bkdubs123

04-27-08, 06:10 PM
My first criticism: WHOOOOAA. Wall of text. Space some things out. Make liberal use of bolding to seperate headings and class feature names from the description of their effects.
Leress

04-27-08, 08:24 PM
EMPOWERED ALCHEMIST

Role: An alchemist is extremely helpful in the department of surviving and or escaping. He makes a very good scout or information gatherer because if things go wrong for him he always has a way out. However he is not the most well rounded combatant. His powerful offensive sigils reside only in his sub-type and his other sigils lack the potency of which spell casters enjoy. But he enjoys a healthy AC a fast casting ability and some minor healing abilities. His best combat position is usually behind a melee fighter, so that he can support the fighter.
I will keep this in mind

GAME RULE INFORMATION
Alchemists have the following game statistics.
Abilities: Intelligence powers the alchemist’s special offensive and defensive capabilities. Dexterity provides an alchemist with more AC bonus and improves his ranged touch attack. A high charisma score helps the alchemist with his leadership and information gathering.
Alignment: Any chaotic
Hit dice: d6.
Okay, why chaotic?

Class skills
Bluff, Craft Alchemy, Craft Alchemical Sigil, Decipher Script, Diplomacy, Gather Information, Heal, Hide, Intimidate, Knowledge (Alchemy, Geography, History, Nature, Nobility/Royalty, Religion, and Tactics/Combat), Listen, Move Silently, Profession, Search, Sense motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, and Use Rope.
Why move silently, hide, intimidate, and survival?

Skill points at 1st level: (6 + Int Modifier) x 4
Skill points at each additional level: 6 + Int Modifier
Okay


Table 1-1

Fort Ref Will AC
Level BAB Save Save Save Special Bonus

1 0 1 1 1 Sub-Type Bonuses 0
2 1 2 2 2 Fast Movement, Dodge 0
3 2 3 3 3 Sound of Body 0
4 2 4 4 4 Thicken Air 10ft., mobility 0
5 3 4 4 4 Metabolize poison 1
6 3 5 5 5 Thicken Air 20 ft. 1
7 4 5 5 5 Augment illusion 1
8 4 6 6 6 Thicken Air 30 ft. 1
9 5 7 7 7 Battle Awareness 1
10 5 7 7 7 Thicken Air 40 ft. 2
11 6/+1 8 8 8 Death right, Metabolize
disease 2
12 6/+1 8 8 8 Thicken Air 50 ft. 2
13 7/+2 9 9 9 Improved Sound of Body 2
14 7/+2 9 9 9 Thicken Air 60 ft.,Spring
Attack 2
15 8/+3 10 10 10 Guardian 3
16 8/+3 10 10 10 Thicken Air 70ft. 3
17 9/+4 11 11 11 Death Right Exalted 3
18 9/+4 11 11 11 Thicken Air 80ft. 3
19 10/+5 12 12 12 Elemental toughness,Full
Alchemist 3
20 10/+5 12 12 12 Elemental transmutation 4
Okay, let's look closer

Class Features
All of the following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and light armor.
Okay

AC Bonus (Ex): An alchemist is highly trained in the knowledge of combat and tactics. When unarmored and unencumbered, the alchemist adds his intelligence bonus (if any) to his AC. In addition, an alchemist gains a +1 bonus to AC at 5th level. This bonus increases by 1 every 5 levels there after(+2 at 10th, +3 at 15th and +4 at 20th).

These bonuses to AC apply even against touch attacks or when the alchemist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
This AC bonus is point less, your light armor will always be better, even when it doesn't give the bonus to touch AC.

Sigils: The Empowered Alchemist’s power lies in her ability to bind the effects of alchemy into sigils. However sigil creation is time consuming and must be performed within a semi-controlled environment. Alchemy is accomplished by the theory of equivalent exchange, i.e. to create something; something of equal value must be consumed. During the preparation process the Empowered Alchemist draws the sigil she wishes to use on a table or on the ground, she then combines the required reagents within the sigil. As the reagents react and their power manifests the sigil holds that power in a kind of stasis and the alchemist can then infuse that sigil onto an object or herself to use at a later time.
The raw power of these sigles holds no comparison to that which is wielded by a wizard or sorcerer. The Empowered Alchemist, however, can prepare more sigils per day and has more known sigils than the traditional spell casters have spells available. The weakness of the Empowered Alchemist is her inability to recharge her sigils by study or meditation, her advantage is having no required casting time. Also due to the mundane nature of alchemy there is only a 25% chance of a sigils power being negated by spell interfering affects. On the other side of that, a sigils power cannot be affected by metamagic feats.
Why are these even effect by spell negating abilities at all? It makes no real sense.

Partial Transmutations: This form of transmutation is not an actual sigil; it is an unstable combination of sigils and is only used when the alchemist feels he has no choice but to use this method. This last ditch effort is extremely costly to the Empowered Alchemist. This technique consumes four sigils of equal level to produce a devastating blast effect. To perform this technique the alchemist must first declare his intentions before the start of the next round, when the next or first round starts his initiative is considered to be doubled to what he has normally (for this round only).He now declares a target and takes a partial move action to activate the chosen sigils, then on his normal initiative turn he can make one attack at his full base attack bonus, and release this charged power on his selected target. When this ball of unstable energy strikes its target it does "destruction damage". This type of damage negates all forms of damage reduction, except energy, and deals 4d4 x sigil level + intelligence modifier damage. The energy explodes in a radius of 10 feet + 5 feet per Empowered Alchemist level, causing “destruction damage” to any creature within the blast radius and splash damage (at one half the initial damage) to all creatures within 10 feet of the blasts maximum effect radius. Example: Jaquoline, A level 5 Empowered Alchemists declares her intent to use a partial transmutation. At this time she decides to use 4 of her 0 level sigils, leaving her 3 0 level sigils unused. At the start of the next round, before any other actions take place, Jaquoline decides to target a square to get maximum effect; she then activates 4 sigils of her choosing. Then on her normal turn, Jaquoline unleashes her charged energy on the target. She rolls 4d4 and gets a result of 8, since she chose 0 level sigils she gets no multiplier, her intelligence modifier is +3, so she does 11 points of damage to all creature within 35 ft. of the energy balls impact and 5 points of damage to all creature within 10 ft. of the blasts maximum effect radius
Okay this isn't very good; one making new damage types is bad, why have so many dice rolled? Adding you int modifier doesn't really matter at all when it comes to damage. The jump in initiative doesn't even do anything. (For 3.5 purposes I would assume it would be a standard action to do this)

Equivalent Exchange: Equivalent exchange is the trade or manipulation of molecules. Alchemists believe that the energy of this universe can be manipulated, shifted, and transferred, but never created nor destroyed. So to obtain something, something else of equal value must be destroyed.
This does absolutely nothing, I like Full Metal Alchemist and all, but there is already an alchemist like that on these boards. There should really be more then just this flawed theory.

Alchemists Sub-Type: Alchemists each have one form of specialized alchemy; fire, water, earth or air. This sub-class makes and defines each alchemist’s special abilities. Example: The flame alchemist gains fire resistance 5. A flame alchemist can speak with all fire based creatures. At 15th level he gains a fire elemental as a guardian and his fire resistance increases to 10. The flame alchemist also draws his offensive sigils from the fire subtype spells.
This okay but doesn't really do all that much except just limits the class

Sound of Body (Ex): An alchemist of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of transmutation and elemental based spells, since his knowledge and training improve his resistance to molecular affecting effects.
Okay

Dodge (Ex): An alchemist can study his enemy and receive a +1 bonus to AC against attacks from that opponent. He can select a new opponent on any action.
This is a bad feat, and as a class ability it is still not good.

Thicken Air (Ex): At 4th level or higher, an alchemist can alter the density of the air underneath him to slow his descent. When first using this ability, he takes damage as if the fall were 10 feet shorter than it actually is. And this ability increases by 10 every two levels and at level 20 he can descend any distance with out sustaining falling damage.
Okay, even though feather fall is better and is obtained sooner

Mobility (Ex): At 4th level, an alchemist gets a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area.
Okay, but it isn't really that good either

Metabolize Disease (Ex): At 10th level, an alchemist has studied disease so extensively that she can detect its presence as soon as it enters her body. If conscious, she can attempt to metabolize the disease by transmuting it into a harmless substance. The Alchemist adds ½ her alchemist level+ intelligence modifier in place of her fortitude save check.
Okay, but it may end being lower than your fort save, or so close to it wouldn't really matter.

Spring Attack (Ex): At 6th level, an alchemist using the full attack action with a melee weapon can split his move action in that round. This allows him to move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way dose not provoke an attack of opportunity from the defender you attack.
This is useless to this class, it has poor BAB, and only simple weapons to use.

Augment Illusion (Ex): An alchemist at 7th level or higher can add smell, taste and temperature of -40 to 200 degrees to an existing illusion. This ability
This one seems to be cut off, but as it is it is not very good.

Evasion (Ex): An alchemist of 5th level can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s friary breathe or fireball), he instead takes no damage. Evasion can be used only if an alchemist is wearing light armor or no armor
Okay

Tongue of all Elements (Ex): An alchemist at 10th level or higher has been in such deep contact with the elements that she can now empathically communicate with all elemental creatures.
Okay

Metabolize Poison (Ex): At 6th level, an alchemist has studied poisons so extensively that he can detect their presence as soon as they enter his body. If conscious the alchemist can attempt to metabolize the poison by transmuting it into a harmless substance. The alchemist adds ½ his alchemist level+ his intelligence modifier in place of his fortitude check.
Okay, but it may end being lower than your fort save, or so close to it wouldn't really matter.

Death Right (Ex): An alchemist of 12th level and of evil alignment can gain this ability in the place of one of his evocation sigles. This sigle is a death sigil which takes 2d4 hit points from the target and adds them to the alchemist’s hit points on a successful ranged touch attack. If the total hit points gained is more than the alchemist’s missing hit points they are added as temporary hit points. The damage increases by 1 die for every two levels of Empowered Alchemist.
okay so what do good alchemist get? Also the amount damage this does is way too low to even care about (20 hp on average).

Improved Sound of Body (Ex): At 13th level, an alchemist gains spell resistance to transmutation and elemental based spells equal to his current alchemist level + 10. In order to affect the alchemist with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that exceeds the alchemist’s spell resistance.
Okay

Battle Awareness (Ex): At 14th level an alchemist can spend 2 rounds studying the flow of battle. During this time she gains initiative over all other combatants at the start of the next of the next round. On her next turn she must immediately use the knowledge gained to issue strategic commands to her companions. The alchemist makes a leadership check of 1d20+ charisma modifier+ ½ her ECL, to command her companions with her enlighten tactical view. This is rolled against her companions will saves. If successful, each companion influenced gains a +2 circumstance bonus to their attack and armor class for the next 4 rounds of combat. Party members may willfully for go their will save check. The alchemist gains a +2 circumstance bonus to her battle awareness check for every 5 ranks she has in Knowledge combat/ tactics.
This isn't very good at all, bards will give better bonuses and can do it on the first round of combat. By the time 2 rounds are over the battle is usually half way done and you were better off using you abilities that round.

Guardian (Ex): At 15th level, an alchemist spends one week and transmutes elements around him into a guardian of his alchemist’s sub-type. An alchemist's guardian is a shield guardian with the same elemental type as the alchemist’s chosen sub-type. The guardian takes the elemental type hit die, saving throws, and immunities; for all other purposes it is still considered a construct.
Okay

Death Right Exalted (Ex): At 16th level an evil aligned alchemist who chose to take the death right, increases her knowledge of death right to the point were she can give the taken hit points to any creature within range of her ranged touch attack.
See Death Right. Also why doesn't the good alchemist get anything

Timeless Body (Ex): An alchemist attaining 17th level no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and as the monk, he still dies of old age when his time is up.
Okay a pretty useless fluff ability.

Elemental Toughness (Ex): At 19th level an alchemist permanently gains a +2 to his constitution. The change is retro active, so he gains hit points for his previous levels.
At this level, the is pretty pointless to give.

Mystical Transmutation (Ex): At 20th level, an alchemist has, through extensive use of his abilities; inadvertently changed the molecular structure of his body so that he has become an half elemental. He is forevermore treated as an outsider. The follow changes take effect. The alchemist gains a +1 natural armor class (+3 if earth subtype). If the alchemist intelligence or wisdom score is 8 or higher he gains spell-like abilities as per page 189 in the Manual of the Planes source book. The alchemist gains immunity to disease and effects from his own elements and gains a +4 racial bonus on fortitude saves against poison. Ability scores change as per page 189 in the Manual of the Planes source book. Skills and feats are gained normally. Unlike other outsiders, the alchemist can be brought back from the dead as if he were a member of his previous creature type.
This needs to be cleaned up some

Full Alchemist (Ex): At 20th level an alchemist reaches a power that most alchemists could never dream of. He can now activate sigles without the need to actually touch the design or have one altogether. He also has unlimited access to all 0 level sigles.
This isn't good since now you can cast unlimited amounts of level-inappropriate spells. The sigil casting is still a little funky

Gnome Alchemist Starting Packing
Armor: Bracers +1 (speed 30 ft.).
Weapons: 2 Short swords (1d6, crit 19-20/x2, 2lb., one-handed Piercing).
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint & steel, Three torches, and Pouch with needles & ink.
Gold: 4d6 gp.
This a very poor character, even with equipment it can't have for it's level.



Sigils per creation
Level 0 1 2 3 4 5 6 7 8 9

1 5 3 0 0 0 0 0 0 0 0
2 6 4 0 0 0 0 0 0 0 0
3 6 5 1 0 0 0 0 0 0 0
4 7 5 2 1 0 0 0 0 0 0
5 7 5 3 2 1 0 0 0 0 0
6 8 6 3 3 2 1 0 0 0 0
7 8 6 4 3 3 2 1 0 0 0
8 8 7 4 4 3 3 2 1 0 0
9 8 7 5 4 4 4 3 2 1 0
10 8 7 5 5 4 4 4 3 2 1
11 8 8 6 5 5 4 4 5 3 2
12 8 8 6 6 5 5 4 4 5 3
13 8 8 7 7 6 5 5 4 4 4
14 8 8 7 7 7 6 5 5 4 4
15 8 8 8 7 7 7 6 5 5 5
16 8 8 8 8 7 7 6 6 5 5
17 8 8 8 8 8 7 7 7 6 6
18 8 8 8 8 8 8 7 7 7 6
19 8 8 8 8 8 8 7 7 7 7
20 8 8 8 8 8 8 8 7 7 7



Sigles Known
Level 0 1 2 3 4 5 6 7 8 9

1 5 2 0 0 0 0 0 0 0 0
2 5 3 0 0 0 0 0 0 0 0
3 5 3 1 0 0 0 0 0 0 0
4 6 3 2 1 0 0 0 0 0 0
5 6 4 2 1 1 0 0 0 0 0
6 7 4 3 2 1 1 0 0 0 0
7 7 4 3 2 2 1 1 0 0 0
8 8 5 3 3 2 2 1 1 0 0
9 8 5 4 3 3 2 2 1 1 0
10 9 5 4 4 3 3 2 2 1 1
11 9 6 5 4 3 3 3 2 2 1
12 9 6 5 5 4 3 3 3 2 2
13 9 6 5 5 4 4 3 3 3 2
14 9 7 6 6 5 5 4 3 3 3
15 9 7 6 6 5 5 4 4 3 3
16 9 7 7 6 6 5 4 4 4 3
17 9 8 7 7 6 6 5 4 4 4
18 9 8 7 7 7 6 5 4 4 4
19 9 8 8 7 7 6 6 5 4 4
20 NA 9 9 8 7 6 6 5 5 5


Epowered Alchemist Sigil (Spell) List(*) (**)
0 level: Acid Splash, Flare, Ray of Frost, Disrupt Undead, Dancing Lights, Color Spray, Entangle, Faerie Fire, Flame Blade, Touch of Fatigue
1st level: Grease, Obscuring Mist, Burning Hands, Shocking Grasp, Chill Touch, Enlarge Person, Reduce Person, Acid Orb (Lesser), Cold Orb (Lesser), Electric Orb (Lesser), Fire Orb (Lesser),
2nd level: Fog Cloud, Glitterdust, Acid Arrow, Flaming Sphere, Scorching Ray, Dark Vision, Pyrotechnics., Fireburst, Bark Skin, Chill Metal, Wind Wall
3rd level: Sleet Storm, Stinking Cloud, Fireball, Lightning Bolt, Flame Arrow, Shirnk Item, Contagion, Heat Metal, Resist Energy, Soften Earth and Stone
4th level: Stoneskin, Solid Fog, Fire Shield, Ice Storm, Wall of Fire, Wall of Ice, Enervation, Enlarge person (Mass), Blast of Flame, Air Walk, Water Walk
5th level: Cloud Kill, Wall of Stone, Cone of Cold, Animal Growth, Transmute Mud to Rock, Transmute Rock to Mud, Arc of Lightning, Fire Shield (Legion’s), Firebrust (Greater)
6th level: Acid Fog, Wall of Iron, Chain Lightning, Freezing Sphere, Flesh to Stone, Stone to Flesh, Fire Seeds, Vamperic Touch
7th level: Prismatic Spray, Fire Storm, Meld into Stone, Minor Creation, Neutralize Poison, Poison, Transmute Metal to Wood,
8th level: Incediary Cloud, Polar Ray, Sunburst, Iron Body, Polymorph any Object, Temporal Stasis, Wind Walk.
9th level: Metor Swarm, Energy Drain, Shapechange, Quench, Rusting Grasp, Whirlwind, Create Elemental(^).

*: The Epowered Alchemist’s Sigil (Spell) List was generated using the players handbook 3.5 and the Miniatures Handbook.
Okay, nice spell list

Rules for adding new sigles to the list:
If the effect can not feasabley be recreated by mudane means the sigle can not be created.
General guild lines for sigle creation:
Positive and Negative energy can not be mudanly recreated.
Force effects can not be recreated mudanly.
Spells which can manipulate the molecular, alchemical, or elemental makeup of an object or being can be mudanly recreated by alchemical means.
Summoning spells can not be recreated mudanely, however Elemental summoning can be mimiced by elemental creation.
Okay, there are parts of this that don't make sense. Why can't this class create force effects?

**: A sigil’s effect, range, area of affect, and saves are affected according to their level and how intelligent the alchemist is. Alchemists can create sigils from most of the conjuration sub-school of creation as well as evocation spells based elemental sub-class of the spell. Some spells from the schools of transmutation and necromancy are also available. [Evocation sigils which cause damage: sigils dealing damage which are directly related to the alchemist’s sub-class deal damage as described in the sigils spell text. Sigils dealing damage which are not related to the alchemist’s sub-class deal (1d4+ the sigil level+ intelligence modifier) damage.]
(All sigils have a casting time of standard action and duration instant.)
^: Create Elemental- As Summon Natures Ally except that the “created” elemental is treated as a construct. When the alchemist first takes this Sigil it is treated as Summon Natures Ally II. The sigil progresses through the Summon Natures Ally levels as the Alchemist progresses in class levels as follows,
Level 10: Summon Natures Ally II
Level 12: Summon Natures Ally III
Level 14: Summon Natures Ally IV
Level 16: Summon Natures Ally V
Level 17: Summon Natures Ally VI
Level 18: Summon Natures Ally VII
Level 19: Summon Natures Ally VIII
Level 20: Summon Natures Ally IX
Note: Even though the Sigil is based off the Summon Natures Ally spell, only elemental creatures of the Alchemist’s chosen sub-type may be created.
Why can't this class create constructs of other creatures?


Empowed Alchemists Healing Sigils by Level.
0 Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Personal
Effect: Heals 1 point of damage
Duration: Instant
Save: NA

1st Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

2nd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

3rd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

4th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

5th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

6th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + (int mod x 2)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

7th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

8th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + (int mod x 3)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

9th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d4 + (int mod x 3)
Duration: Instant
Save: Fort. Of 12 + caster level +Int



The alchemist healing ability is not an effect of channeling positive energy; therefore her healing sigils can not cause damage to undead or negative energy creatures.
The healing spells are not that good.

Overall this class isn't really all that mundane it is like a warmage + monk. Many of the abilities conflict with each other and it really weakens the class. Evil Alchemist get things that good Alchemist don't but not the other way around. There is a lot of work that needs to be done with this class.
Mesinock

05-09-08, 02:40 PM
Thanks of the input. I made a quite a few changes and I will disscuss them here.

Quote:
Sigils: The Empowered Alchemist’s power lies in her ability to bind the effects of alchemy into sigils. However sigil creation is time consuming and must be performed within a semi-controlled environment. Alchemy is accomplished by the theory of equivalent exchange, i.e. to create something; something of equal value must be consumed. During the preparation process the Empowered Alchemist draws the sigil she wishes to use on a table or on the ground, she then combines the required reagents within the sigil. As the reagents react and their power manifests the sigil holds that power in a kind of stasis and the alchemist can then infuse that sigil onto an object or herself to use at a later time.
The raw power of these sigles holds no comparison to that which is wielded by a wizard or sorcerer. The Empowered Alchemist, however, can prepare more sigils per day and has more known sigils than the traditional spell casters have spells available. The weakness of the Empowered Alchemist is her inability to recharge her sigils by study or meditation, her advantage is having no required casting time. Also due to the mundane nature of alchemy there is only a 25% chance of a sigils power being negated by spell interfering affects. On the other side of that, a sigils power cannot be affected by metamagic feats.

Why are these even effect by spell negating abilities at all? It makes no real sense.

They are effected by spell negating abilities for game balance. Some the effects of the alchemist are just as powerful as a regular spell caster, to allow that kind of power to be weilded unchecked would unbalance the game.

Quote:
Partial Transmutations: This form of transmutation is not an actual sigil; it is an unstable combination of sigils and is only used when the alchemist feels he has no choice but to use this method. This last ditch effort is extremely costly to the Empowered Alchemist. This technique consumes four sigils of equal level to produce a devastating blast effect. To perform this technique the alchemist must first declare his intentions before the start of the next round, when the next or first round starts his initiative is considered to be doubled to what he has normally (for this round only).He now declares a target and takes a partial move action to activate the chosen sigils, then on his normal initiative turn he can make one attack at his full base attack bonus, and release this charged power on his selected target. When this ball of unstable energy strikes its target it does "destruction damage". This type of damage negates all forms of damage reduction, except energy, and deals 4d4 x sigil level + intelligence modifier damage. The energy explodes in a radius of 10 feet + 5 feet per Empowered Alchemist level, causing “destruction damage” to any creature within the blast radius and splash damage (at one half the initial damage) to all creatures within 10 feet of the blasts maximum effect radius. Example: Jaquoline, A level 5 Empowered Alchemists declares her intent to use a partial transmutation. At this time she decides to use 4 of her 0 level sigils, leaving her 3 0 level sigils unused. At the start of the next round, before any other actions take place, Jaquoline decides to target a square to get maximum effect; she then activates 4 sigils of her choosing. Then on her normal turn, Jaquoline unleashes her charged energy on the target. She rolls 4d4 and gets a result of 8, since she chose 0 level sigils she gets no multiplier, her intelligence modifier is +3, so she does 11 points of damage to all creature within 35 ft. of the energy balls impact and 5 points of damage to all creature within 10 ft. of the blasts maximum effect radius

Okay this isn't very good; one making new damage types is bad, why have so many dice rolled? Adding you int modifier doesn't really matter at all when it comes to damage. The jump in initiative doesn't even do anything. (For 3.5 purposes I would assume it would be a standard action to do this)
Text modified to make more sence in game terms. Initiative jumps can be very helpfull and can make a huge difference in the outcome of a fight.


Quote:
Alchemists Sub-Type: Alchemists each have one form of specialized alchemy; fire, water, earth or air. This sub-class makes and defines each alchemist’s special abilities. Example: The flame alchemist gains fire resistance 5. A flame alchemist can speak with all fire based creatures. At 15th level he gains a fire elemental as a guardian and his fire resistance increases to 10. The flame alchemist also draws his offensive sigils from the fire subtype spells.

This okay but doesn't really do all that much except just limits the class
This defines the alchemist's power base and adds flavor to the class.

Quote:
GAME RULE INFORMATION
Alchemists have the following game statistics.
Abilities: Intelligence powers the alchemist’s special offensive and defensive capabilities. Dexterity provides an alchemist with more AC bonus and improves his ranged touch attack. A high charisma score helps the alchemist with his leadership and information gathering.
Alignment: Any chaotic
Hit dice: d6.

Okay, why chaotic?
The elements are chaotic in nature, dealing so closely with the elements gives the alchemist a chaotic nature herself.

Quote:
Class skills
Bluff, Craft Alchemy, Craft Alchemical Sigil, Decipher Script, Diplomacy, Gather Information, Heal, Hide, Intimidate, Knowledge (Alchemy, Geography, History, Nature, Nobility/Royalty, Religion, and Tactics/Combat), Listen, Move Silently, Profession, Search, Sense motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, and Use Rope.

Why move silently, hide, intimidate, and survival?
Removed, as well as others wich didn't make sence.

Quote:
Thicken Air (Ex): At 4th level or higher, an alchemist can alter the density of the air underneath him to slow his descent. When first using this ability, he takes damage as if the fall were 10 feet shorter than it actually is. And this ability increases by 10 every two levels and at level 20 he can descend any distance with out sustaining falling damage.

Okay, even though feather fall is better and is obtained sooner
How do you replicate "feather fall" mudanely? This address the alchemists nature in manipulating the elements, and keep in mind this class address low or no magic campains or just an alternative to arcane magics with in a campain.

Quote:
Metabolize Poison (Ex): At 6th level, an alchemist has studied poisons so extensively that he can detect their presence as soon as they enter his body. If conscious the alchemist can attempt to metabolize the poison by transmuting it into a harmless substance. The alchemist adds ½ his alchemist level+ his intelligence modifier in place of his fortitude check.

Okay, but it may end being lower than your fort save, or so close to it wouldn't really matter
Quote:
Metabolize Disease (Ex): At 10th level, an alchemist has studied disease so extensively that she can detect its presence as soon as it enters her body. If conscious, she can attempt to metabolize the disease by transmuting it into a harmless substance. The Alchemist adds ½ her alchemist level+ intelligence modifier in place of her fortitude save check.

Okay, but it may end being lower than your fort save, or so close to it wouldn't really matter.
Base saves modified to better reflect the class, and to make these abbilities more viable. Also abbility gain level modified to make better sence of progression of power.

Quote:
AC Bonus (Ex): An alchemist is highly trained in the knowledge of combat and tactics. When unarmored and unencumbered, the alchemist adds his intelligence bonus (if any) to his AC. In addition, an alchemist gains a +1 bonus to AC at 5th level. This bonus increases by 1 every 5 levels there after(+2 at 10th, +3 at 15th and +4 at 20th).

These bonuses to AC apply even against touch attacks or when the alchemist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This AC bonus is point less, your light armor will always be better, even when it doesn't give the bonus to touch AC.
Revised to grant abbility even in light armor.

Quote:
Augment Illusion (Ex): An alchemist at 7th level or higher can add smell, taste and temperature of -40 to 200 degrees to an existing illusion. This ability

This one seems to be cut off, but as it is it is not very good.
Finished out,, this abbility is useless alone, how ever it is intened to be used in conjuction with and Illusion cast by a standard spell caster to help make it more beliveable.

Quote:
Death Right (Ex): An alchemist of 12th level and of evil alignment can gain this ability in the place of one of his evocation sigles. This sigle is a death sigil which takes 2d4 hit points from the target and adds them to the alchemist’s hit points on a successful ranged touch attack. If the total hit points gained is more than the alchemist’s missing hit points they are added as temporary hit points. The damage increases by 1 die for every two levels of Empowered Alchemist.

okay so what do good alchemist get? Also the amount damage this does is way too low to even care about (20 hp on average).
Modified to exclude healing sigils if abbility is taken.
Low damage, this is not a power house class as the wizard or sorccer are.

Quote:
Battle Awareness (Ex): At 14th level an alchemist can spend 2 rounds studying the flow of battle. During this time she gains initiative over all other combatants at the start of the next of the next round. On her next turn she must immediately use the knowledge gained to issue strategic commands to her companions. The alchemist makes a leadership check of 1d20+ charisma modifier+ ½ her ECL, to command her companions with her enlighten tactical view. This is rolled against her companions will saves. If successful, each companion influenced gains a +2 circumstance bonus to their attack and armor class for the next 4 rounds of combat. Party members may willfully for go their will save check. The alchemist gains a +2 circumstance bonus to her battle awareness check for every 5 ranks she has in Knowledge combat/ tactics.

This isn't very good at all, bards will give better bonuses and can do it on the first round of combat. By the time 2 rounds are over the battle is usually half way done and you were better off using you abilities that round.
This abbility is now gained much sooner, and have cut down to 1 round of study.

Quote:
Elemental Toughness (Ex): At 19th level an alchemist permanently gains a +2 to his constitution. The change is retro active, so he gains hit points for his previous levels.

At this level, the is pretty pointless to give.
Now granted at level 17, also the retroactive HP gains makes it viable at this level.

Quote:
Full Alchemist (Ex): At 20th level an alchemist reaches a power that most alchemists could never dream of. He can now activate sigles without the need to actually touch the design or have one altogether. He also has unlimited access to all 0 level sigles.

This isn't good since now you can cast unlimited amounts of level-inappropriate spells. The sigil casting is still a little funky
Modified to inclued 1st and 2nd level sigils, to grant unlimited casting/ use of higher level would unbalance the class.

Quote:
Gnome Alchemist Starting Packing
Armor: Bracers +1 (speed 30 ft.).
Weapons: 2 Short swords (1d6, crit 19-20/x2, 2lb., one-handed Piercing).
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint & steel, Three torches, and Pouch with needles & ink.
Gold: 4d6 gp.

This a very poor character, even with equipment it can't have for it's level.
Starting gear changed.

Quote:
Rules for adding new sigles to the list:
If the effect can not feasabley be recreated by mudane means the sigle can not be created.
General guild lines for sigle creation:
Positive and Negative energy can not be mudanly recreated.
Force effects can not be recreated mudanly.
Spells which can manipulate the molecular, alchemical, or elemental makeup of an object or being can be mudanly recreated by alchemical means.
Summoning spells can not be recreated mudanely, however Elemental summoning can be mimiced by elemental creation.

Okay, there are parts of this that don't make sense. Why can't this class create force effects?
How do you mudanely recreate "Magic Missle" or "Force Cage"?

Quote:
**: A sigil’s effect, range, area of affect, and saves are affected according to their level and how intelligent the alchemist is. Alchemists can create sigils from most of the conjuration sub-school of creation as well as evocation spells based elemental sub-class of the spell. Some spells from the schools of transmutation and necromancy are also available. [Evocation sigils which cause damage: sigils dealing damage which are directly related to the alchemist’s sub-class deal damage as described in the sigils spell text. Sigils dealing damage which are not related to the alchemist’s sub-class deal (1d4+ the sigil level+ intelligence modifier) damage.]
(All sigils have a casting time of standard action and duration instant.)
^: Create Elemental- As Summon Natures Ally except that the “created” elemental is treated as a construct. When the alchemist first takes this Sigil it is treated as Summon Natures Ally II. The sigil progresses through the Summon Natures Ally levels as the Alchemist progresses in class levels as follows,
Level 10: Summon Natures Ally II
Level 12: Summon Natures Ally III
Level 14: Summon Natures Ally IV
Level 16: Summon Natures Ally V
Level 17: Summon Natures Ally VI
Level 18: Summon Natures Ally VII
Level 19: Summon Natures Ally VIII
Level 20: Summon Natures Ally IX
Note: Even though the Sigil is based off the Summon Natures Ally spell, only elemental creatures of the Alchemist’s chosen sub-type may be created.

Why can't this class create constructs of other creatures?
It is a class limit dealing the alchemists mastery of elements.

Quote:
Code:
Empowed Alchemists Healing Sigils by Level.
0 Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Personal
Effect: Heals 1 point of damage
Duration: Instant
Save: NA

1st Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

2nd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

3rd Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 1d4 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

4th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

5th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + int mod
Duration: Instant
Save: Fort. Of 12 + caster level +Int

6th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + (int mod x 2)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

7th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d4
Duration: Instant
Save: Fort. Of 12 + caster level +Int

8th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Heals 2d4 + (int mod x 3)
Duration: Instant
Save: Fort. Of 12 + caster level +Int

9th Level:
Healing:
Components: S
Casting Time: Standard Action
Range: Close (25 ft. + 5 ft. / lvl.)
Effect: Burst 10ft. + 5ft. / lvl. Heals 2d4 + (int mod x 3)
Duration: Instant
Save: Fort. Of 12 + caster level +IntThe alchemist healing ability is not an effect of channeling positive energy; therefore her healing sigils can not cause damage to undead or negative energy creatures.

The healing spells are not that good.
The healing sigils have been improved, however keep in mind that the alchemist is not intened to replace the cleric or paladin.