Alchemical Knight (P.E.A.C.H.) [Archive] - Wizards Community

Post/Author/DateTimePost
Samurai_Zero

04-11-08, 04:53 AM
Ok ive been working on the mechanics and the rest of this class for quite a while. When i first started i wanted to fill a new niche that no class really touched, and I thought of it, what about a medieval scientist? All I really did was take todays scientists, add a bit of cool stuff, with legends of alchemical items, and thus you have the:

Alchemical Adept
by Jonathan Kasten

FluffGAME RULE INFORMATION
Overview: The scientists of the old world, Alchemical Adepts are fighters devoted to their studies, so devoted in fact they prefer to test their ideas and theories in uncontrolled situations.

Adventures: Alchemical Adepts are willing to go on any type of adventure, as long as something new to learn about is involved. Alchemical Adepts usually don't go on adventures for gold, or items, though the extra bit of spending cash does help, they usually go for the experience.

Role: Because of the relatively low hp of the Alchemical Adept, they tend to use more ranged attacks by throwing their vials at the enemy, however many Alchemical Adepts have been known to be excellent close range warriors. Due to this Alchemical Adepts are considered support characters for dealing damage.

Races: Mostly Gnombes usually take a few ranks in this class because of the scientific knowledge they gain, but any race is accepted into the ranks of the Alchemical Adept, though orcs, and elves rarely take ranks in this class.

Other Classes: Alchemical Adepts get along best with no particular class, however they usually dont get along with mages or god worshipers because they often start stating their hypothesis' about their being no such thing as magic or dieties.

Religion: Most Alchemical Adepts dont worship dieties, however the occasional diety worshiper does exist.

Abilities: The Alchemical Adept relies mostly on intelligence for creating their vials, strength for melee weapon damage, and constitution for extra health.

Alignment: Alchemical Adept’s can be of any alignment, however the most common are lawful because of the lawful nature of science.

Hit Die: d8.

Class Skills
The Alchemical Adept’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft(Alchemy) (Int), Concentration (Con), Deplomacy (Cha), Intimidate (Cha), Knowledge Alchemy (Int), Search (Int), Spot (Wis).. See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Fort Ref Will
Level BAB Save Save Save Special
1st +0 +0 +2 +0 Alchemical Weapon, Alchemy
2nd +1 +0 +3 +0 Ranged Precision
3rd +2 +1 +3 +1 Swift Hands
4th +3 +1 +4 +1 Improved Alchemy (1d6 bonus)
5th +3 +1 +4 +1 Improved Alchemical Weapon
6th +4 +2 +5 +2 Idea / Life is Study
7th +5 +2 +5 +2 Bonus Feat
8th +6/+1 +2 +6 +2 Alchemical Grenade
9th +6/+1 +3 +6 +3 Greater Alchemy (3d6 bonus)
10th +7/+2 +3 +7 +3 Greater Alchemical Weapon
11th +8/+3 +3 +7 +3 Additional Idea
12th +9/+4 +4 +8 +4 Bonus feat
13th +9/+4 +4 +8 +4 Additional Idea
14th +10/+5 +4 +9 +4 Bonus Feat / Grand Alchemy
15th +11/+6/+1 +5 +9 +5 Grand Alchemical Weapon (5d6 bonus)
16th +12/+7/+2 +5 +10 +5 Scatter Bombs
17th +12/+7/+2 +5 +10 +5 Additional Idea
18th +13/+8/+3 +6 +11 +6 Theory
19th +14/+9/+4 +6 +11 +6 Perfect Alchemy (7d6 bonus)
20th +15/+10/+5 +6 +12 +6 True Alchemical Weapon

CLASS FEATURES
Weapon and Armor Proficiency: Alchemical Adept’s are proficient in all simple and martial weapons, light and medium armor, and all shields, but not tower shields.

Alchemical Weapon: At the 1st level the Alchemical Adept creates a weapon of his choosing, the Alchemical Adept must be proficient in it, this weapon is unique to the Alchemical Adept and any enhancements and changes made later on which would normally make the weapon exotic (if not already) the weapon would stay martial. (for example if a long sword became a bastard sword the Alchemical Adept despite not being proficient in the bastard sword would still be proficient in it as it is his own weapon.) This weapon is hollow and has a slot in the handle for any vials created by the Alchemical Adept. Because of the hollow form, the weapon is frail compaired to others and has half the hp, and hardness of a normal weapon of that type, also half the weight when not holding any vials.

*Alchemical Weapon note: Certain weapons such as any weapon using ammo would not be hollow, instead before battle the Alchemical Adept would prepare ammo from his ingrediants and use the orriginal intended weapon, the arrows would gain the property of the vials and not the ranged weapon its self. Also a vial lasts 5 rounds and takes a full round to reload another vial into the weapon.

*Also in the Improved Alchemical Weapon the Alchemical Adept gains an additional slot for a second vial for a weapon with 2 damage types, however certain weapons have a limit on how many vials they can hold. For example: A small weapon such as a dagger would only be capable of a max of 1 vial, where as a large weapon such as a great sword might be able to hold 3 or 4.


Small Weapons(dagger): 1 vial, 2 micro vials
Light 1 handed weapons(short sword) 1 vial, 3 micro vials
1 handed weapons(long sword) 2 vials, 4 micro vials
2 handed weapons(great sword) 3 vials, 6 micro vials
Polearm(Spear) 4 vials, 8 microvials

Alchemy: At the 1st level the Alchemical Adept gains access to Novice Alchemical items (listed at end of class description) These Items must be created from Alchemical Kits aquired at any local potion, or Alchemists shop. These vials can only be created by an alchemist of the appropriate level.

*Creating Vials: Creating a vial mid battle taks 2 full actions which provokes attacks of opportunity, successful attacks requres the Alchemical Adept to roll a concentration check (DC 10+ half damage) or lose the vial he was currently working on.

Precise Shot: at the 2nd level the Alchemical Adept gains Precise Shot even if he does not qualify for it.

Swift Hands: At the 3rd level the Alchemical Adept has become fast in drawing his vials, as well as reloading another vial in his weapon. The Alchemical Adept acts as having Quick Draw when drawing his vials, as well as having rapid reload when reloading his Alchemical Weapon.

Improved Alchemy: At the 4th level the Alchemical Adept advances in the knowledge of alchemy and gains access to Apprentice Alchemical items. He also deals an additional 1d6 damage with his vials, These Items must be created, however your skill has gotten better and faster, all vials may be created mid battle in 1 full round and a move action

Improved Alchemical Weapon: At the 5th level the Alchemical Adept chooses a type of metal from the list of unique metals and reforges his weapon with that material, the new weapon is hollow as before, but has 2 slots in it (if room is available) for multiple vials adding additional damage. The weapon acts as masterwork +1 but is not considered magical unless the metal chosen states so. This process takes 1 day.

Unique Metals include:
Adamentine: Your weapon is made out of Adamentine and gains a +1 to damage as well as a bonus to sunder attempts bypassing any hardness under 20. If your weapon is considered broad it gives an additional +1 bonus to AC (DMG 280 for further stats)

Alchemical Silver : Your weapon is made out of Alchemical Silver and can bypass the fast healing and damage reduction of

Aurorum : Your weapon gleams with hues of pink and indigo. If your weapon is sundered, you can repair it simply by holding the broken pieces together (a full round action). The repair is flawless and seamless.

Baatorian Green Steel : Your weapon is sharper than normal gainining a +1 to damage

Blue Ice: Your weapon gains a +1 bonus to damage if it is slashing or piercing, armor check penalties are reduced by 2 and dexterity bonus' increased by 1. Both weight half as much as normal.

Cold Iron : Your weapon is made out of Cold Iron and gains all of the benefits (DMG 284).

Frystalline: Acts as a good aligned weapon for bypassing damage reduction.

Gehennan Morghuth-Iron: Naturally poisonous for slashing and piercing which does 1 point of temporary dex damage and a secondary of 1d4 temporary dex damage (fort DC12)

Mythral: Your weapon is made out of mythral and is treated as if one size category smaller.

Solanian Truesteel: Gain +1 to confirm criticals with your weapon

Idea: Upon attaining the 6th level the Alchemical Adept shouts out “EUREKA!!!” as an idea pops into his head. He may choose from the list of ideas (or make up his own at the descression of the DM), at which it becomes a Theory at level 18. The Alchemical Adept gains additional ideas at levels 11, 13, and 17.

*Ideas: (suggestions welcomed)

Aerodynamics: Wind resistance, and timing is key to the flight of ranged weapons. Ranged weapons you wield, and that are used by allies with in 10ft of the Alchemical Adept gain a +2 bonus to ranged attacks.

Biology: You realize not all things are created the same, you commit your life to discecting speciments and learning about their anatomy. You gain a +4 bonus on Heal checks and a +3 bonus on all critical confirmation rolls made with your alchemical weapon.

Chemestry: Alchemy it's self intrigues you, you love it, it is your desire, and that is why you study it, even to your grave. You can use Craft (alchemy) in half the usual time, and can take 10 even when under stress.

Dieties: You firmly believe that dieties do not exist, you commit your life to prooving that those “miracles” were just coincidences. You gain a +2 to saves from divine spells

Electromagnetism: Lightning, static, and all forms of electricity intrigues your interest. You commit your life to studying magnetism and electricity. You gain electricity resistance 10.

Magic: You firmly believe that magic does not exist, you commit your life to finding out where “magic” comes from and how it really works. You gain a +2 to saves from arcane spells

Physics: You reallize about how the world works in term of movement, mass, and physical distribution. You commit your life to studying it. You gain a +3 bonus on Balance, Climb, Jump and Tumble checks.

Technology: You commit your life to the future of mankind, you look to the stars and set your hopes on one day exploring the stars. You gain a +3 bonus on all Craft checks except Craft (alchemy), as well as Knowledge (architecture and engineering). In addition, you gain a +4 dodge bonus to AC when attacked by constructs.

Thermaldynamics: Hot and cold though are supposed to be different are relative in the same matter, and this intrigues your interest. You commit your life to studying the properties of heat. You gain fire and cold resistance 5.

Life is Study: At all times the Alchemical Adept carries around a blank book which he fills with his thoughts, ideas, and information he collects on his travels. As long as he has his notebook he acts as having +1 on all Knowledge skills, and he chooses a single Knowledge skill, and gains a +2 bonus on checks with that skill. Every 3 levels thereafter (at 9th, 12th, 15th and 18th), the Alchemical Knight chooses another Knowledge skill to gain a +2 bonus, and increaes one of the Knowledge skill bonuses by +2 bonus. For example, a 12th-level Alchemical Knight could have +2 to one Knowledge skill and +4 each to two others, or +2 to two and +6 to the third.

Bonus Feat: At the 7th, 12th, and 14th level the Alchemical Adept gains a bonus feat from the list of feats which he qualifies.
*This seems almost Overpowering as I will be adding a few custom feats, so this is temporary until i can find good replacements for the current Hypothesis, and Theory.

Alchemical Grenade: At the 8th level the Alchemical Adept may create a vial of explosive power dealing an additional 1d6 concussion damage, and d6 piercing to what ever orriginal damage was intended. These vials expload in an 10ft radius and are highly fragile (warning may expload when dropped or hit). These must be created using special materials and require 2 rounds of concentration which provoke an attack of opportunity, this is reduced to 1 full round at level 20.

Greater Alchemy: At the 10th level the knowledge of alchemy increases, the Alchemical Adept is now capable of creating Intermediate Alchemical items. The Alchemist also has become knowledgable enough to be able to create his items with half the orriginal ingrediants. All of his items are thus considered masterwork. They also deal an extra 2d6 damage, These must be created, however you have gotten faster allowing you to create all vials in 1 full round

Greater Alchemical Weapon: At the 10th level the Alchemical Adept is capable of reforging his weapon with a secondary unique metal adding unique properties that were never explored in the wages of war because of the complicated forging techniques, and time consumption required for such unique creations. Unless other wise stated by the metal chosen, the Weapon acts as a masterwork +2 non magical item and if room is available gains a 3rd slot for another vial. The process takes 3 days, and metal abilities stack.

*New Unique Metals:

Abyssal Bloodiron : acts as cold iron except it gains a +4 to confirm criticals.

Astral Driftmetal : a weapon made out of this metal can hit incorporeal creatures as normal, and armor retains its full ac when being struck by incorporeal creatures.

Celestial Steel : This good aligned metal is very light and extreamly hard. Can bypass evil damage reduction (DR X/good), armor gains a +5 to dexterity bonus, treated as a size smaller, reduces spell failure 15%, and is 1/3 its orriginal weight.

Obdurium: Acts as Adamentine only with hardness 30 instead of 20, and 60 hp per 1inch of thickness instead of 40.

Grand Alchemy: At the 14th level the Alchemical Adept has gained enough knowledge to create Expert Alchemical items. All damage vials he creates deal an additional 2d6 of its orriginal damage, or heal an additional 2d6 if herbal, and are build well enough that they will no longer explode accidently. These vials must be created, however you no longer provoke attacks of opportunity when making vials mid combat.

Grand Alchemical Weapon: At the 15th level the Alchemical Adept reforges his weapon with his 4th metal adding an additional unique trait to his weapon. Unless otherwise noted by the metal chosen the weapon becomes a masterwork +3 nonmagical item. This process takes 5 days

*New Unique Metals:
Anti-Metal: see end of post for description

Eniglass: see end of post for description

Microsium: see end of post for description

Necrodermite: see end of post for description

Vibranium: see end of post for description

Scatter Bombs: At the 16th level the Alchemical Adept may choose scatter vials in all adjacent squares using 1 vial per square, the damage does not spread out past the square it hit. No attack is made, if the enemy is in the square it always hits. This does not provoke attacks of opportunity

[I]Theory: The lengthy process of studying, the long nights of thinking, and the many notes you've gathered have finally paid off. You have proven science maybe into a science fact.
*Theories: (suggestions welcomed)

Aerodynamics: Size, Shape, Wieght, they all matter when it comes to flight, you become capable of creating aerodynamic objects. An Alchemical Adept focused in Aerodynamics gains the ability when creating objects with ranged attacks to add one of the following abilities: Speedy: It flies through the wind faster than normal gaining a +2 to attack, Stopping Power: Deals an extra 1d8 and throws creatures off balance (DC 5+damage done), Gliding: It glides in the air adding 10% further range, Sleek: Very thin and long which does more damage from distant shots. Deals an extra 1d4 for every 100ft it flies

Chemestry: The Alchemical Adept gains an extra 1d6 to all vial damage types, but 2d6 to acid, he gains access to the unique, and extraordinary list of Biology

Biology: You realize no matter how tough an opponant is, they always have a weak point. If you succeed in a knowledge check against a creature (DC 10+ CR), you gain a +2 bonus to confirming critical hits . If the creature is normally immune to critical strikes, your critical strikes now apply but you do not gain the bonus. Also you heal an additional 2d6 damage with herb vials, you gain access to the Unique list Biology.

Dieties: (same as magic, just divine magic instead of arcane)

Electromagnetism: All vials that deal shock damage deal an extra 2d6, and the Alchemical Adept gains access to the magnetic vial which provides a +3 to disarm attempts. Also gain recepies from the Unique and Extraordinary list of Electricity and Magnetism.

Magic: You determine that if certain chemicals are combined they can prevent another certain combination of chemicals from activating. When ever you are the target of a spell you always get reflex save where as the DC is 15 + the spell level plus the spellcaster level. If this save is made the Alchemical Adept negates the spell completely. If he fails then the spell and any save requred to avoid happens as normal.

Physics: Wieght distribution, Kinetic Energy, Potential Energy, they all come to mind when enhancing weapons. Your Alchemical Weapon, and any weapon you enhance may gain 1 of the following properties: Potentially Kinetic: Your weapon is becomes easier to wield, and you can make faster strikes gaining a +1 to attacks, Kinetically Potential: Your weapon may stop kinetic energy and turn it into potential energy gaining a +2 to AC as long as you wield your weapon, Wieght Distributed: Your weapon deals an extra damage die according to its size [small 1d4 (daggers), medium 1d6 (1h swords), large 1d8 (2h swords & spears)]

Technology: The future of mankind is here, you may create a mechanical pet as an animal companion. The Alchemical Adept may create an animal companion from the list below. This mechanical counterpart however gains the property of the metal used in its making, and has slots for 1 vial per attacking part, for example a mechanical hawk would have slots for 2 vials, where as a rat would have slots for 1 vial. The companion would be exactly the same as the couterpart except a few differences:


They have no con value and therefore are immune to disease and poison, but still provoke critical hits
They gain natural armor + 5
Any special ability the metal may give
They gain Fire and Cold resistance 5, but gain Electric Sensitivity 10 their hard metal shell protects them from hot and cold, but the gears, and moving parts are easily shorted out by electric shock. (when they take electrical damage they take 10 points more than normal.)
because they are metal constructs, they do not gain any special templates such as Dire.
Due to the metalic, and clockwork nature of the companion, they are incapable of water travel, thus no aquatic companions may be created this way.


This creature advances at half the rate as a druids companion, however the Alchemical Adept does not gain access to additional companion types

List of Companions:
Badger (S), Rat(S this varient uses 1d8 instead of orriginal ½ d8 because of increased size ), Cat(S this varient uses full 1d8 instead of orriginal ½ d8 because of increased size), Eagle(S this varient uses 2d8 instead of orriginal 1d8 because of increased size), Hawk(S this varient uses 2d8 instead of orriginal 1d8 because of increased size), Viper(S or M), or Wolf (M)

Thermaldynamics: All vials that deal any sort of cold or fire damage deal an additional 2d6 of that damage type. Also gain recepies from the Unique list of Fire and Cold

Perfect Alchemy: At the 19th level the Alchemical Kight gains access to the Master Alchemical Items and only uses a quarter of the ingrediants needed as such. He also gains an additional 2d6 do any damage done or healed from his vials. These vials must be created, however you finally got good enough to create vials in move actions.

True Alchemical Weapon: At the 20th level the Alchemical Adept forges the final piece of metal into his weapon. The weapon gains an outstanding aura which is always aligned with the Alchemist and adds additional 2d8 damage to enemies of opposing alignment. Also when empty the alchemical weapon if used with Magical Theory may isntead store the spell inside the weapon instead of negating it allowing the Alchemical Adept to use that spell himself on his next strike in which case if it is an area effect spell he becomes unaffected. He also gains if room is available for a 4th vial in his weapon. His weapon acts as a masterwork +4 non magical weapon, and the process takes a full week

New Metals:

Aurite: see end of post for description

Metatron: see end of post for description

Resistium: see end of post for description


Alchemy List:

*Note: Players are encouraged to get with their DM and make new Vials if they wish, All of the Vials i have listed here unless stated otherwise may be used with the Alchemical Weapon or Alchemical Companion. The Alchemical scientist im sure might be able to come up with ways of mimicing spells the sorcerer or wizard can cast, for example: 5 bullets from a sling, a tube, a little bit of pressure and boom the alchemic magic missile (or in todays terms a Roman Candle). Except of course the missiles arnt homing and each require their own attack roll. I've given a basis so far, so im sure players and DM's alike can come up with neat stuff.

Novice(1): Minor Flask of Fire, Minor Flask of Acid, Minor Flask of Cold, Minor Flask of Lightning, Flask of Light, Flask of Mercury, Flask of Silver, Minor Flask of Healing.

Apprentice(2): Improved Flask of Fire, Improved Flask of Acid, Improved Flask of Cold, Improved Flask of Lightning, Improved Flask of Healing, Flask of Holy Water, Flask of Cursed Water, Flask of Poison.

Intermediate(3): Greater Flask of Fire, Greater Flask of Acid, Greater Flask of Cold, Greater Flask of Lightning, Greater Flask of Healing, Flask of Black Fire, Flask of Black Ice, Flask of Black Lightning, MicroVial.

Expert(4): Grand Flask of Fire, Grand Flask of Acid, Grand Flask of Cold, Grand Flask of Lightning, Greater Flask of Healing, Flask of Thunder.

Master(5): True Flask of Fire, True Flask of Acid, True Flask of Cold, True Flask of Lightning, True Flask of Healing, Flask of Deaths Embrace..

Unique Alchemy(6):
Biology: Elixer
Chemestry: Alchemical Biotoxin
Electromagnetism: Electrostatic Explostion.
Thermaldynamics: Napalm, Liquid Nitrogen

Extraordinary Alchemy(7):
Biology: Pheonix's Grace, Viral Bioweapon, True Anti-Toxin
Chemestry: Disintegration Vial, Plastic Explosive
Electromagnetism: Energy Channeler, Electroconductivity, Reverse Polarity
Thermodynamics: Heat Discipation, Thermal Output, Vial of Spontaneous Combustion


Descriptions:

Disintegration: A very potent acid that deteriates body and material at a fierce rate. (10d6 primary 3d6 each round for 1d6 rounds all non magical equipment is destroyed) Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Electrostatic Explostion: A flask of condensed electicity exploads in a massive radius with high damage. (10d6 in 20ft radius) creatures wearing metal armor take 1 and a half times the damage Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Elixer: The ultimate cure created by alchemists as a cure all. When drunk all status effects are cured, hp is fully restored, and gain a +1 bonus to fort which lasts for 1day/level of alchemical Adept. Vials that cure can only be drunk to gain the effect, therefore would be useless in the Alchemical Weapon.
Flask of Acid: A liquid created through alchemy that will discintigrate flesh and metal over time. Minor (1d4-1 for 1d4 rounds) Improved (1d6 for 1d4 rounds) Greater (1d6 for 1d6 rounds), Grand (2d4 for 1d6 rounds), True (2d4 for 2d4 rounds).
Flask of Black Fire: A liquid created through alchemy that when exposed to air will combust into flames of pure blackness and catch on fire anything it touches in an area and removes all light from inside the flames. (3d6 in 10ft radius which persists for 1d4 rounds) Creatures in a flame created by a flask of black fire are automatically caught on fire. Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Flask of Black Ice: An extraordinarily cold liquid created through alchemy that explodes into a massive black cloud which deals cold damage.(3d6 in 10ft radius which persists for 1d4 rounds) and removes all light from inside the cloud. Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Flask of Black Lightning: Chemicals when combined through alchemy create a blast of lightning as black as night.. (3d8 in 20ft chain which has a secondary damage of 3d8) any creature within 20ft of the struck creature is hit by the secondary burst effect only. Creatures wearing metal armor take double damage. Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Flask of Cold: An extreamly cold liquid created through alchemy that freezes all it touches when opened. Minor (1d6) Improved (2d6) Greater (3d6), Grand (4d6), True (5d6).
Flask of Cursed Water: Water cursed by clerics which can by pass most creatures damage reduction.
Flask of Deaths Embrace: A potent poisonous liquid, when the vial is broken the liquid turns into a potent nerve gas slowly killing any in a 5ft radius. (Fort DC 15 or Die, if save is successful take 1d3 con damage. Cloud lasts for 1d4 rounds in a calm or slight wind, and for 1 round in a gust.) Because of this vial disperses into the air it would be useless in the Alchemic Weapon.
Flask of Fire: A liquid created through alchemy that when exposed to air will combust into flames and catch on fire anything it touches. Minor (1d6) Improved (3d6) Greater (5d6), Grand (7d6), True (10d6). Creatures hit by a flask of fire must make a reflex save or be caught on fire (DC 15+ half damage done rounded down)
Flask of Healing: A combination of herbs, and alchemical items that when drunk heals most wounds.. Minor (1d6) Improved (2d6) Greater (3d6), Grand (4d6), True (5d6).
Flask of Holy Water: Water blessed by clerics which can by pass most creatures damage reduction.
Flask of Light: A combination of alchemical ingrediants that when opened produces massive light that can blind most enemies. Using this liquid with the Alchemic Weapon will make it shine at the tip as if affected by the Light spell.
Flask of Lightning: A combination of materials, and alchemical ingrediants that when opened produces electricity and electrify all it touches. Minor (1d4) Improved (1d6) Greater (2d6), Grand (3d6), True (4d6). Creatures must make a fort save (DC 18) or go numb taking a temporary -1 to reflex saves, also creatures wearing metal armor take 1 and a half times the damage from this flask
Flask of Mercury: This item can only be applied to a weapon, if the weapon is a hollow weapon, that weapon has a +2 to damage because of its fluid nature, however it is thus considered exotic because of the complicated form of wielding. When applied on the surface, Mercury acts as a poison which only does 1d4 dex damage (Fort DC 10)
Flask of Poison: You become capable of harvesting any poisonous creatures poison safely. Effecs are as creatures poison would be.
Flask of Silver: This item is filled with liquid silver which is kept in a liquid state through the other alchemical ingrediants. This item may only be applied to ones blade as a sort of poison which allows the blade to by pass damage reduction of some creatures.
Flask of Thunder: This item is a combination of a few alchemical ingrediants which when shattered creates a loud bang dealing sonic damage, and deafening all in a 10ft radius. (7d6 sonic in 10ft radius) Because of the sonic nature of this vial, it would be useless in an Alchemical Blade.
Liquid Nitrogen: A type of gas so cold it became a liquid, because of the liquids temperature it needs to stay in a special vial and must never be used inside an alchemical blade. When released the vial immediately freezes the target solid. (Fort DC 25 or freeze to death, a successful save results in 20d6 cold damage) Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
MicroVial: This vial is half the size but deals half the damage, and lasts half as long. This vial is normally used with weapons so they might carry more damage types. A weapon that uses microvials can carry twice the amound of vials.
Napalm: A flame that when let loose is never ending, the flame will persist until completely dowsed in water, or blown away by fierce winds. (10d6 initial, 1d8/round until flame stops or creature moves, creatures moving in napalm move at half speed and catch on fire which can only be put out by dowsing the flame with water.)Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Pheonix's Grace: A combination of herbs and the feather of a pheonix allows the return of life. (raise dead (pg. 269 players handbook) Vials meant for healing must be drunk, however in this vials case the liquid be simply pored over the body. This Vial only affects creatures and people who meet the requirements.
Plastic Explosive: A unique explosive material made from alchemical ingrediants to be extreamly mallable, and destructive. Its also very stable, and will only expload after an electric charge is sent through the plastic detonating the explosive. (10d6 fire and 10d6 concussion in 20ft radius) This is not a Vial and may not be used with the Alchemic Weapon.
Vial of Spontaneous Combustion: This vial when broken automatically bursts the target completely in flames dealing 10d6 damage, because the target is completely covered in flames, the fire rids the target of all air. The creature must make a fort save (DC 15 +5 for each round past first) or die of suffocation, every round the creature doesnt put out the flame he takes another 5d6 fire, and must make another fort save until the flame is put out. Because of the potentness of this vial, it may not be used with the Alchemic Weapon.
Viral Bioweapon: Utilizing the worlds most potant diseases as a weapon, you become capable of creating the deadliest poison. This may only be applied to a slashing or piercing weapon in which when it penetrates the victim must make a fortitude save (DC 20 + half the alchemists level rounded down) a successful save does nothing, however a failed save slowly shows different symptoms. On the next turn after being exposed the creature takes 1 point of dex damage, and takes a -5 to balance (if balance skill should go below 0 creature must make a balance check every round or fall prone), as well as a -2 to attacks, after 2 rounds the vision narrows taking a -2 to all spot and search checks, on the third round and every round after that (until a cure is given, or creature loses sanity) the creature must make a will save (DC 15+ ½ alchemists level rounded down) or go into a uncontrollable rage where the infected cant tell friend from foe and often attack the nearest thing to them. After 4 rounds the infected slow down and weaken further taking 1d4 con, 1d4 str, and 1d4 dex damage (fort dc 18) and each round after that until dead.
Because of the potentness of this vial, it may not be used with the Alchemic Weapon.

Non Vial Descriptions: These are abilities that the Alchemical Adept gains through advanced study and evolution.

Electroconductivity: Because of your experiments with electicity and being shocked one to many times, your skin has become hardened to its effects, you can ignore the first 5 points of electrical damage, as well as your electric vials dealing an extra 1d6 damage.
Energy Channeler: Your knowledge of electricity and electric shock has fine tuned your abilities in electromagnetism, any time you are hit by a lightning attack you may channel it to another person within a 5ft incrimint, or into the ground. If channeled into another person you both take half damage, if channeled into the ground you take no damage.
Reverse Polarity: As you became aware of comductivity you came to notice somethings are more commonly struck by lightning than others. 1/day you may concentrate to reverse the polarity of your body to either avoid or attract lightning attacks. (Standard action that provokes attacks of opportunity, if successful all lightning attacks gain a 75% chance of missing, or if willing a 100% chance of hitting)
Heat Discipation: Through your experiments and getting burned and frozen quite a few times your body has hardended against fire and cold damage. You are able to ignore the first 5 points of cold and fire damage of an attack.
Thermal Output: Youve come quite accustomed to your Fire and Cold vials that theyve become more potent, your fire and cold vials deal and extra 1d6 damage.

Items:Alchemical Ingredients Kit: These kits come in different forms and contain the necessary ingredients for certain alchemical vials.
Novice: Enough for 5 vials from the novice list (1gp)
Apprentice: Enough for 5 vials from the apprentice list, and 10 from novice (12gp)
Intermediate: Enough for 5 vials from the intermediate list, and 10 from apprentice (70gp)
Expert: Enough for 5 vials from the expert list, and 10 from intermediate (150gp)
True: Enough for 5 vials from the True list, and 10 from the intermediate list (500gp)
Unique:Enough for 3 from unique list (1000gp)
Extraordinary:Enough for 2 from the extraordinary list (2000gp)
havent figured out prices, though i need extraordinary and unique to be fairly expensive so an alchemist doesnt run around having 30 elixers and never dying (oh no im at 1 hp!? ELIXER!)

Metals:

Anti-Metal: Vibrates with sound that liquifies other metals. This metal can only be forged with other metals when first forged with Vibranium. However if used by its self all metal in a 5ft radius of the anti-metal liquifies and becomes useless until rehardened and reforged. (this includes coins) Anti-Metal has 20 hit points per inch of thickness and has hardness 10

Common Locations: Anti-Metal is usually found in mineral deposits where there is no other metal around, often they turn out to be graveyards where many creatures die, and others protect for some reason.

Price: Not to many merchants have this type of metal, as it would destroy all of their other merchandise, so selling it would come at a caution, not to mention the burden it takes in finding it safely. 5,000 gp/lb

*note when Vibranium, and Anti-Metal are combined the two metals obsolete eachother out, because the Vibranium can only absorb so much vibration at a time, and Anti-Metal puts out constant high frequency vibrations, they act almost like to magnets put together. When a weapon is used in combat created from this new alloy, it melts through any metal it touches therefore negating all metal in its path. However the user no longer negates sound attacks or buffs. This alloy is never created as armor because of its rarity and time consumption used in the process of combining the two.

Aurite: A pure white metal found mostly in vallies with lots of storms because it conducts electricity very well. All electrical attacks made with, or channeled through a weapon made of Aurite deals 2d6 more than normal, armor is normally not made out of Aurite because of how it attracts lightning and has had many incidents of men dying from being struck. Armor made out of Aurite is considered a cursed item, it gives the wearer a +2 to ac of the armor, however the user takes twice the amount of damage from electric damage, and when in the middle of any type of storm, has a 75% chance of being struck by lightning. Aurite has 30 hit points per inch of thickness and hardness 10

Common Locations: Usually when people ask where to find this metal the common answer is "Follow the storms", because the most common places for this metal is lightning fields where it is always a giant lightning storm.

Price: Because of the danger in gathering the metal the price is fairly high, but because its very plentiful its not as high as it could be. 5,000 gp/lb

Eniglass: This element isn't really a metal, but more of glass capable of being forged alongside metal with the right conditions. It is refined from hot tempered pure white sand, and minute amounts of iron ore. Though its extreamly brittle its also very strong and produces odd reactions to magic. When forged with another metal Laen gives you dr 5/ Magic. As a Alchemist Adept with a hypothesis or theory in magic it gives you a +1 bonus to negating spells. Laen has 5 hitpoints per inch of thickness and has hardness 5, when forged with metal the hardness becomes 8 and gains 8hp per inch of thickness.

Common Locations: The sand needed to create Eniglass can be filtered from just about any beach, and thus it is easy to make and not very rare at all.

Price: Pure Eniglass isnt expensive at all because its so easy to make, and is plentiful. 300gp/lb When combined with iron for weapon purposes the price goes up to 600 because of the complicated procedure.

Metatron: A mysterious metal said to be what the lost technology of atlantis was made out of. Though no one has ever seen it, legends say is is light bluish in color and is nearly transparent in its raw state. When purified it becomes a miraculous color not even words can describe. The legends also say that the metal was part living, and that even the Atlantians could not figure out if the metal had a mind of its own or not. Old records salvaged from seagoers after being translated show that there were experiments showing the metal bonding to its user. No one knows the true propertys of this metal, or even if it really exists. Metatron has hardness of 12 and has 15 hit points per inch of thickness.

Common Locations: Unknown - This metal only exists in legends, and thus has never been found. Some say its in the deepest part of the ocean, some say it doesnt exist, and some say it rests with the lost city of atlantis.

Price: Unknown - Due to no one ever finding the metal, no price has been made, though a reward had been set out by most kings who were willing to pay 15,000gp/lb

*Note: Only classes with access to Master Alchemy can forge this metal, after which they may study its properties, after a day of uninterupted studying he may use it in battle as an experimental weapon. After a while the metal will start to bond with him allowing him to access some of the properties of the metals characteristics. The Characteristics and the time it takes to gain them are as follows:

1 week as Weapon: 1/day for 60 minutes his weapon acts as having the vorpal ability.
1 week as Armor: He acts as having slowfall 20ft
2 weeks as Weapon: He may choose to make a ranged energy attack against a creature at the weapons base damage. The damage type is treated as magical ray
2 weeks as Armor: May fly at half land speed with a light load, and hover with a medium load, can not lift off with heavy load
3 weeks as Weapon: 1/day for each week the user has had the weapon, the user may make a energy attack in a 60ft line dealing 6d6 damage pure magical damage
3 weeks as Armor: The user may fly at his base land speed with a light load, half speed with medium load, and hover with heavy load.
1 month as Weapon: The user may use 1/day a magic missle with a caster level of 10, and at 2 months with a caster level of 20.
1 month as Armor: The user gains a shield attached to the armor and gains a permanent +2 to his ac, however the shield prevents the user from using two handed weapons,
or a weapon in two hands.
2 months as Weapon: The metal has finished bonding with the user, it allows the user to utilize its full potential. 1/day for every month bonded with the metal the user may choose to charge a ball of energy in his hand. The amound of damage the ball of energy does depends on how long it is charged, and each charge takes a full round. So if decided he may charge for 5 seconds and release at the end of the 6th, or he can further charge and risk attacks of opportunity but deal more damage in a wider area. The ball of energy's base charge (being at the end of the first round) is 5d6 in a 5ft radius, this increases by 5d6 and 5 ft for every round charged to a maximum of 4 rounds. Charging provokes attacks of oppertunity.
2 months as Armor: The metal has finished bonding with the user, it allows the user to utilize its full potential. 1/day for every month bonded with the metal the user may choose to activate the shields true potential creating a sphere of pure energy around the user protecting him from all spells, missles and attacks for a period of time. Gain a +10 resistance to all magic, and a +10 ac for 2d4 rounds.

Microsium: A type of alien metal named after its cutting edge. The metal is super light and if forged properly can be forged to an edge on the molecular scale making it the sharpest metal in existance. Weapons made from this metal are considered 1 size category smaller, and if they are masterwork they automatically gain the Keen and Vorpal abilities. Though not many know how to forge it. Because of the properties and rarity of Micronasium, most people who know how to forge it, refuse to forge armor from it, as it would be a waste of the precious metal. Those who would – would double the normal price. Microsium has 20 hitpoints per inch of thickness, and hardness 10

Common Locations: There is no raw form of this metal that exists on the planet, the only form is its forged form said to be forged by aliens from another world. All that was left of the metal has been salvaged and roams the planet being sold in many places for high prices.

Price: because of the limited quantity, and the complexity of reshaping the alien metal a high price is given. 10,000gp/lb

Necrodermite: This strange metal created by Necromancers is pure black, and carries the properties of their trade. This Metal isn't very strong alone, which is why it is often combined with steel or iron before being used for combat purposes. The entire purpose of the metal is to allow the Necromancers to heal themselves during combat. The metal doesnt really cut, it absorbs, hence why its not so strong. When ever the metal comes in contact with someones body who isnt the intended owner, their life is slowly sucked into the metal. At will the owner may tap into that life healing himself. The amount of life stolen is always equal to the orrignal damage of the weapon its self (meaning withought magical enhancements.) and healing can be no more than how much damage is stored in the weapon. Necrodermite has 20 hp per inch of thickness and has hardness 8

Common Locations: This metal is created by necromancers through a certain ritual they perform.

Price: Not to many Necromancers are willing to sell their precious metal, nor does the metal want to leave its orriginal master. Mostly this metal has to be "aquired".

*note: this metal must still touch some sort of skin or body part, meaning normal ac(unless flat footed) applies to the absorb attack at all times. Also only the intended owner of Necrodermite may tap into the healing power. Only when the owner is killed does the metal change owners. (usually the first person that picks it up)

Resistium: Found only in mineral deposites deep in the ocean, Resistium is a very keen metal with odd properties that confuses most scientist. It has a dark blue tint at first, but can quickly become a bright yellow. The metal its self puts out energy and light without heat, which to scientists isn't possible. Further investigation shows a nucleus of negatrons and orbital protons which is unseen in common metals. Weapons made out of Resistium are capable of unleashing an energy beam in a 15ft line dealing 3d6 damage of heat, and blinds all enemies a 20ft cone. Armor created from this metal is immune to heat and cold effects because of its resistance and absorbic rate of heat and cold. The metal its self glows in dark places and produces enough light to light a 15ft radius, and dim out to 30ft. Resistium has 40 hit points per inch of thickness and has hardness 18

Common Locations: Mineral Deposits deep in the ocean where the fissures lie, and many dangerous creatures who seem to be attracted to it.

Price: This metal, though plentiful, is extreamly hard to come by because of the extream danger involved in retrieving it. 5,000gp/lb


Vibranium: The brother to the Anti-Metal, this metal instead of producing vibrations, absorbs them. All sound in a 5ft radius of this metal is absorbed and is left utterly silent. When forged into either a weapon or an armor, characters using the item are unaffected by sound based attacks, or buffs. Also, as long as they are within 5ft of the item they negate all listen check, and reflex saves related to listen checks. They cannot speak, and can hear nothing, spells requiring spoken encantation immediately fail. Vibranium has 10 hit points per inch of thickness, and a hardness of 15

Common Locations: Most Wild Elves built villages near these mineral deposits because they think of the silence as a sort of sacred ground, after a while they figured out it was a unique metal and began harvesting it.

Price: The wild elves are stubborn when it comes to this metal, but a fair price is usually around 1,000gp/lb

Edit: Added Sblock because someone finally told me how to do it, hope its cleaner, added new items. Redid abilities, added skills, changed name to Alchemical Adept, put theory and hypothesis in italics because as of right now they are replaced with bonus feats, but that many bonus feats seem class breaking so im looking at ways to revamp the theory and hypothesis, so i just put them in italics so people can still see the jist and give ideas.

Also: Im thinking of keeping Theory but getting rid of hypothesis, and adding some unique stuff to Theory, such as for example an idea i had for Technology was allowing the Alchemical Adept to create his own mechanical animal companion which advanced at half the rate of the druid, but on the down side he wouldnt have access to any other animal companions past the first list.

4/17/08: Removed Hypothesis completely, Kept theory, Removed Idea and theory Mathmatics, Added Idea and Theory Aerodynamics, fixed minor typos. Removed the level 18 bonus feat and rereplaced it with theory.
4/18/08: Added some stuff for the Alchemical Vials and Descriptions.

everything else as far as that goes is still under construction. also, big thanks to Talisman, the only real post worth reading
Samurai_Zero

04-12-08, 02:50 AM
bump :bump: please
IdleAltruism

04-12-08, 03:01 AM
Tbh this is just massive and a little confusing. Could you Sblock it? Clean it up a bit to make it easier to read. Section everything.

What exactly are vials and micro vials and what do they do? How do you make one of these special weapons?

Its getting very late here I'll try and read through this monster tomorrow ;) .

The concept looks like a PrC.
TevolRia

04-12-08, 08:39 AM
I like this idea a lot, though the whole idea/theory thing confused me. I think that this does need to be set up a little better though. you got me sold though! I've been in an alchemy mood the last month!
Samurai_Zero

04-12-08, 12:24 PM
thats what ive been asking people, how do i sblock? if thats what its called. Anyway the basic thing on idea is:

You get an idea and you work with it for a while, after about a week of testing the idea if youve gained hypothesis it becomes a hypothesis and you gain the hypothesis of that idea, after about 2 weeks of testing if you have theory the hypothesis becomes a theory gaining those special abilities. So by level 20 you should have 4 theory's.

does this help your confusion?

I do admit i forgot to put in the Alchemist's Ingredients Kit which provides you with a certain number of ingredients for all of your alchemist needs.

The difference between Vials and Micro Vials and what they are: A vial is like a glass tube in which you store alchemic material (say alchemists fire) when thrown it shatters letting out all the alchemists fire, now these vials are specifically shaped to fit inside the weapon the Alchemical Knight creates at first level. Micro Vials are just vials but half the size, hence half the damage and half the lasting time.
Samurai_Zero

04-13-08, 02:06 AM
:bump: because i need more comments, if you dont like it the only way it will get better is if youll tell me the faults or what you dont like. Please be specific
M-bark

04-13-08, 10:19 AM
You need to fix the Will save progression. The first two and last are messed up.
Samurai_Zero

04-14-08, 11:48 PM
:bump: because i know this class isnt complete. I need critiques and im not getting them, this is going to be the class of a BBEG and i need it balanced for the purpose of that so that even though he is apart of it if any of the pc's become traitorous they may take levels too
Talisman

04-15-08, 01:34 AM
You might consider changing the name from "Alchemical Knight," singe "Knight" usually implies an honorable, heavily-armored warrior, often on horseback - not a crazed, vial-throwing quasi-scientist. Maybe Alchemical Adept/Alchemical Savant/Alchemical Warrior.

Religion:[/B] Most Alchemical Knights dont belive in dieties and therefor dont worship any of them, however the occasional diety beliver does exist.

*cough* In most D&D settings, only a fool doesn't believe in the deities. If you meant the AK doesn't worship and given deities, or believes the deities are merely supremely-powerful mortals, that's another matter.

Class Skills
The Alchemical Knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft(Alchemy) (Int), Concentration (Con), Deplomacy (Cha), Intimidate (Cha), Knowledge Alchemy (Int), Search (Int), Spot (Wis).. See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

You might consider adding Profession to the list, as well as Craft (all) (someone's gotta make those beakers and retorts) and some more Knowledge skills.

Disable Device and Open Lock might also be appropriate, given the whole "science" angle, but perhaps you don't want to infringe on the rogue's territory too much.

I'd bump skill points to at least 4. Given the nature of the class, you pretty much have to max out your Craft (alchemy) and Knowledge (alchemy) skills, leaving only your Int bonus for anything else.



Small Weapons(dagger): 1 vial, 2 micro vials
Light 1 handed weapons(short sword) 1 vial, 3 micro vials
1 handed weapons(long sword) 2 vials, 4 micro vials
2 handed weapons(great sword) 3 vials, 6 micro vials
Polearm(Spear) 4 vials, 8 microvials

Of course, then you get into dealing with pixie alchemists, cloud giant alchemists...arrrgh.

Alchemy: At the 1st level the Alchemical Knight gains access to Novice Alchemical items (listed at end of class description)

What does this mean? He gains the ability to make them? He gains a magically unlimited supply of them? Normally, you can make anything you have the appropriate Craft skill for; it just takes a lot longer if you're not very skilled. If the crafting of these items is unique to the AK (as opposed to anyone with ranks in Craft [alchemy]), this should be noted.

Normally, one Crafts items based on their price. Your alchemical items have no price. Even if this is some unique, AK-only ability, it needs clarification.

Finally, that feels pretty weak for a 1st-level ability. I'm not sure what else he needs, but...something.

Ranged Percision: At the 2nd level the Alchemical Knight is used to throwing his vials whether it be to allies or at enemies, he gains a permanent bonus to his attack bonus equal to half of his Alchemical Knight level rounded down when throwing his vials.

That's...quite impressive. It's far better than Point Blank Shot, Weapon Focus, or Precise Shot. Frankly, it looks too good to me...I'd rather see Precise Shot as a bonus feat. And, let's face it: the AK's friends are going to make him take Precise Shot if he's going to be hurling vials of acid in their general direction.

Swift Hands: At the 3rd level the Alchemical Knight has become fast in drawing his vials, as well as reloading another vial in his weapon. The Alchemical Knight acts as having Quick Draw when drawing his vials, as well as having rapid reload when reloading his Alchemical Weapon.

Okay.

Improved Alchemy: At the 4th level the Alchemical Knight advances in the knowledge of alchemy and gains access to Apprentice Alchemical items. He also deals an additional 1d6 damage with his vials

See notes on "Alchemy," above.

Improved Alchemical Weapon: At the 5th level the Alchemical Knight chooses a type of metal from the list of unique metals and reforges his weapon with that material, the new weapon is hollow as before, but has 2 slots in it (if room is available) for multiple vials adding additional damage. The weapon acts as masterwork +1 but is not considered magical unless the metal chosen states so.

Does this happen instantly, as soon as you attain 5th level, or does it take time to reforge your weapon? If it takes time, how long?

Idea: Upon attaining the 6th level the Alchemical Knight shouts out “EUREKA!!!” as an idea pops into his head. He may choose from the list of ideas (or make up his own at the descression of the DM), at which it becomes a Hypothesis at level 12, and a Theory at level 18 if certain requirements are made. The idea must be tested, and by doing so experiments must be made using the idea. For example: An Alchemical Knight with an idea in magic would do experiments on the ingredients needed to cast spells and test their relevance to other alchemical items to try to proove that alchemy is the true heart of magic. The Alchemist Knight must succeed in 5 experiments in order to advance his idea to a hypothesis, and he must succeed in 20 experiments to advance his Hypothesis to a Theory. The Alchemical Knight gains additional ideas at levels 11, 13, and 17.

Interesting...I'm not quite sure what to make of this, but it looks like good roleplaying fodder. Since it doesn't grant any sort of benefit, it doesn't count for balance purposes.

Life is Study: At all times the Alchemical Knight carries around a blank book which he fills with his thoughts, ideas, and information he collects on his travels. As long as he has his notebook he acts as having a +1 in all knowledge skills. Also enemies he faces in battle multiple times will become easier to fight with each encounter as each time he faces them, more valuable information is collected. The Alchemical Knight gains a +1 to fighting any magical creature’s for each encounter he has had with the specific type up to a maximum of +5.

While I like the concept, the bolded part looks clunky to me. Instead, I recommend a variant on the ranger's favored enemy ability:

The Alchemical Knight chooses a single Knowledge skill, and gains a +2 bonus on checks with that skill. Every 3 levels thereafter (at 9th, 12th, 15th and 18th), the Alchemical Knight chooses another Knowledge skill to gain a +2 bonus, and increaes one of the Knowledge skill bonuses by +2 bonus. For example, a 12th-level Alchemical Knight could have +2 to one Knowledge skill and +4 each to two others, or +2 to two and +6 to the third.

Bonus Feat: At the 7th level and again at the 14th, the Alchemical Knight gains a bonus feat from the list of fighter bonus feats, or any item creation feat.

First, the Item Creation feats are utterly useless to this class, as it is not a spellcaster.

Second, the fighter feats don't make a tremendous amount of sense to me. Why would an AK learn Improved Bull Rush? The ranged attack feats perhaps...but this class feels like it should be eclectic and odd. I recommend throwing this open to any feat whose prereq's the AK meets.

You might also consider adding more bonus feats, up to maybe 4 or 5.

Alchemical Grenade: At the 8th level the Alchemical Knight may create a vial of explosive power dealing an additional 1d6 concussion damage, and d6 piercing to what ever orriginal damage was intended. These vials expload in an 10ft radius and are highly fragile (warning may expload when dropped or hit).

Greater Alchemy: At the 10th level the knowledge of alchemy increases, the Alchemical Knight is now capable of creating Intermediate Alchemical items. The Alchemist also has become knowledgable enough to be able to create his items with half the orriginal ingrediants. All of his items are thus considered masterwork. They also deal an extra 2d6 damage

See notes regarding "Alchemy," above.

Greater Alchemical Weapon: At the 10th level the Alchemical Knight is capable of reforging his weapon with a secondary unique metal adding unique properties that were never explored in the wages of war because of the complicated forging techniques, and time consumption required for such unique creations. Unless other wise stated by the metal chosen, the Weapon acts as a masterwork +2 non magical item and if room is available gains a 3rd slot for another vial.

See notes on "Improved Alchemical Weapon," above.
Also, does the weapon combine the properties of the two metals, or does the second replace the first? What if the metals appear to be oppositional, such as frystalline + Abyssal bloodiron? (I realize there's no mechanical conflict, but fusing a celestial metal with an abyssal one seems like trouble to me).

Hypothesis: At the 12th level the Alchemical Knight has gone through so much thought on his ideas that he has confirmed it as a hypothesis. Or a fact yet to be confirmed.

*Hypothesis: (suggestions welcomed)

Magic: You determine that if certain chemicals are combined they can prevent another certain combination of chemicals from activating. When ever you are the target of a spell you always get reflex save where as the DC is 15 + the spell level plus the spellcaster level + the intelligence modifier. If this save is made the Alchemical Knight negates the spell completely. If he fails then the spell and any save requred to avoid happens as normal.

Dieties: (same as magic, just divine magic instead of arcane)


So, a fireball cast by a 10th-level wizard with an Int of 22 (normal DC 19) would have a DC of:
15 + 3 (spell level) + 10 (spellcaster level) + 6 (Int mod) = 34, yes? Sheesh.

Why Int? What if you're facing a sorcerer?

Physics: You reallize about how the world works in term of movement, mass, and physical distribution. You commit your life to studying it.

Umm...okay...?

Biology: You realize no matter how tough an opponant is, they always have a weak point. When ever you fight a creature that you have faced before, you may increase the threat range of your weapon. If the creature is normally immune to critical strikes, your critical strikes now apply but you do not gain the bonus threat. Also you heal an additional 2d6 damage with herb vials, you gain access to the Unique list of Herbs and Poisons

Thermaldynamics: All vials that deal any sort of cold or fire damage deal an additional 2d6 of that damage type. Also gain recepies from the Unique list of Fire and Cold

Electromagnetism: All vials that deal shock damage deal an extra 2d6, and the Alchemical Warrior gains access to the magnetic vial which provides a +3 to disarm attempts. Also gain recepies from the Unique list of Electricity and Magnetism.

Okay.

Mathmatics: You realize that 1+1 =2 and that pie is actually a never ending number. You commit your life to finding the end of said number...not really just math in general.

:confused:

Chemestry: The Alchemical Knight gains an extra 1d6 to all vial damage types, but 2d6 to acid, he gains access to the unique list of Acid

Okay.

Technology: You commit your life to the future of mankind, you look to the stars and set your hopes on one day exploring the stars.

:P


Grand Alchemy: At the 14th level the Alchemical Knight has gained enough knowledge to create Expert Alchemical items. All damage vials he creates deal an additional 2d6 of its orriginal damage, or heal an additional 2d6 if herbal, and are build well enough that they will no longer explode accidently.

Grand Alchemical Weapon: At the 15th level the Alchemical Knight reforges his weapon with his 4th metal adding an additional unique trait to his weapon. Unless otherwise noted by the metal chosen the weapon becomes a masterwork +3 nonmagical item.

See notes on "Alchemy" and "Improved Alchemical Weapon," respectively.

Scatter Bombs: At the 16th level the Alchemical Knight may choose scatter vials all around him so that anyone in an adjacent square would take damage from the vial according to which is thrown. 8 vials are used this way and the damage does not spread out past the square it hit. No attack is made, if the enemy is in the square it always hits.

What kind of action is this? Standard? Full-round?
Does this provoke AoO's, as tossing vials (a ranged attack) normally does?
Given that the AK might be larger or smaller than Medium, I recommend altering the wording to "this uses one vial per square adjacent to the Alchemical Knight."

Theory: The lengthy process of studying, the long nights of thinking, and the many notes you've gathered have finally paid off. You have proven science maybe into a science fact.

*Theories: (suggestions welcomed)

Magic: As a Theory you now gain a bonus equal to half of you Alchemical Knight level rounded down to negating Arcane magical effects. If you fail this save then the spell plays out as normal, however if the spell requires a reflex save then the Alchemical Knight acts as having dodge and only takes half damage from a failed save, and none from a successful save.

Dieties: (same as magic, just divine magic instead of arcane)

A "bonus...to negating arcane magical effects." Is this a saving throw bonus? This is not clear.
You mean "evasion," not "dodge." Dodge is a feat that grants +1 to AC.

Physics: You reallize about how the world works in term of movement, mass, and physical distribution. You commit your life to studying it.

Good for you.

Biology: You have ascended to the point that you know the enemies elemental, and material weaknesses. Any creature you have faced before you know the true weaknesses to, and gain an additional increase to critical threat against them. Also your herb vials heal 2d8 more damage, you gain access to the Extraordinary list of Biology.

"An additional increase"...how much? +1? +10?

Thermaldynamics: All vials that deal any sort of cold or fire damage deal an additional 2d8 of that damage type, also gain recepies from the Extraordinary list of Thermodynamics.

Electromagnetism: All vials that deal shock damage deal an extra 2d8, and the Alchemical Warrior gains access to the magnetic vial which provides a +6 to disarm attempts. Also gain recepies from the Extraordinary list of Electromagnetism.

Okay.

Mathmatics: You realize that 1+1 =2 and that pie is actually a never ending number. You commit your life to finding the end of said number...not really just math in general.

:P

Chemestry: The Alchemical Knight gains an extra 1d8 to all vial damage types, but 2d8 for Acid. Also gain recepies from the Unique list of all damage types, and the extraordinary list of Chemestry.

Okay.

Technology: You commit your life to the future of mankind, you look to the stars and set your hopes on one day exploring the stars.

:P

Perfect Alchemy: At the 19th level the Alchemical Kight gains access to the Master Alchemical Items and only uses a quarter of the ingrediants needed as such. He also gains an additional 2d6 do any damage done or healed from his vials.

Okay.

True Alchemical Weapon: At the 20th level the Alchemical Knight forges the final piece of metal into his weapon. The weapon gains an outstanding aura which is always aligned with the Alchemist

You mean, like, an aura of good/aura of evil? This makes absolutely no sense for such a morally neutral class as the AK.

and adds additional 2d8 damage to enemies of opposing alignment.

No sense a'tall.

Also when empty the alchemical weapon if used with Magical Theory may isntead store the spell inside the weapon instead of negating it allowing the Alchemical Knight to use that spell himself on his next strike in which case if it is an area effect spell he becomes unaffected. He also gains if room is available for a 4th vial in his weapon. His weapon acts as a masterwork +4 non magical weapon

Kind of a significant bennie for those magickologists, eh? Why do they get all the love?

--------------------------------------------------------------------------
Overall, I like the flavor of this class. I rather like the idea of a mad scientist adventurer who hurls various "potions" at his foes. I do, however, think it needs a little more. A few suggestions:

Craft Points: The AK needs to make a lot of alchemical items to be useful. Assuming you figure up prices, he's going to be spending a lot of time crafting...and that equates to a lot of cash. Give him a craft reserve, a la the artificer, that he can draw on instead of actual gp. This keeps the AK from needing 2-3x the cash of any other class just to stay competitive, without giving him a free pass.

Bonus Feats: He needs more! Nothing says "eclectic" like bonus feats. I'd go for one every 5 levels, like the wizard.

Ideas: I quite like the Ideas/Hypotheses/Theories concept, with two caveats, First, the Hypotheses and Theories benefits' shoud be automatic; they're decent high-level abilities, and an Ak shouldn't have to fulfill some arbitrary requirements to get them. Second, ideas should grant some benefit, rather than being mere (albeit interesting) fluff. Some suggestions:

Magic: You gain a +2 bonus on saves vs. arcane spells.

Dieties: You gain a +2 bonus on saves vs. divine spells.

Physics: You gain a +3 bonus on Balance, Climb, Jump and Tumble checks.

Biology: You gain a +4 bonus on Heal checks and a +2 bonus on all critical confirmation rolls made with your alchemical weapon.

Thermaldynamics: You gain fire and cold resistance 5.

Electromagnetism: You gain electricity resistance 10.

Mathmatics: Your sense of timing grants you a +2 bonus on initiative checks and Reflex saves.

Chemestry: You can use Craft (alchemy) in half the usual time, and can take 10 even when under stress.

Technology: You gain a +3 bonus on all Craft checks except Craft (alchemy), as well as Knowledge (architecture and engineering). In addition, you gain a +4 dodge bonus to AC when attacked by constructs.

Spells: Many of the PHB's spells could theoretically be duplicated by an alchemist. I could see a short list of "spells" which are actually extraordinary abilities. Examples include: endure elements, grease, obscuring mist, burning hands, fog cloud, glitterdust, web, shatter, false life, darkvision, pyrotechnics.

I admit, I haven't read through the various vials, metals and alchemical gizmos. I skimmed them, and they look good, but I havent taken the time to scrutinize them.
Samurai_Zero

04-15-08, 08:22 PM
I dont have the book with the artificer, so as much as i wanted to base it off of him i couldnt. So what are craft points?

I like alot of your suggestions and added most of them, ill edit the class after this post, and add the edits to a sblock, but im thinking of keeping the hypothesis and theory but adding different stuff. As far as the Unique and Extraordinary Vial list i dont know what to do with because alot of the vials if any alchemical adept could use would make him a bit overpowered in my eyes. ( i mean think of the power of a warrior with a badass weapon in one hand and a sack of elixers which is accessable by quickdraw with his other hand)

To answer your question about the metals yes the effects do stack, and if i recall i remember seeing a post saying the dmg does allow opposing alignment magical enhancements, so why not opposing alignment metals? Yes i am also adding this info to the class.

For the Idea Hypothesis, and theory I honestly couldnt really come up with much for them, so if you look youll see at the 3 it says Suggestions Wanted.
I think for technology im going to add being able to have a construct as a animal companion, obviously wouldnt be as powerful as the current level druid or ranger, but it'd be kind of cool. The whole description of mathematics was a type of joke, but i still cant come up with something for it. So i added your idea as the ref save
Talisman

04-15-08, 09:42 PM
I dont have the book with the artificer, so as much as i wanted to base it off of him i couldnt. So what are craft points?

The Artificer is in the Eberron Campaign Setting book. Asyou might suspect, it's a quasi-spellcasting class whose main focus is making magical items.

Put simply, craft points are free XP that apply only to making magic items. Ateach artificer level, you get a pool of craft points that can be spent instead of XP when making magic items. The points don't carry over from level to level-when you level up, you get a new pool.

Since the AK relies on gear that seems like it would be rather expensive, I was thinking of a similar system for gp. The AK would get X number of craft points per level, and could spend them instead of gp to make alchemical items. This would basically give the AK a handful of "free" alchemical items at each level.

As far as the Unique and Extraordinary Vial list i dont know what to do with because alot of the vials if any alchemical adept could use would make him a bit overpowered in my eyes. ( i mean think of the power of a warrior with a badass weapon in one hand and a sack of elixers which is accessable by quickdraw with his other hand)

I'm not sure I understand your concern. Are you worried about a non-AK getting access to these alchemical vials? Or about making the AK too powerful? If it's the first, consider giving the AK an ability - "Alchemical Blood" - that allows him to be affected by the most potent alchemical vials. Then make those vials potent self-buffs - the AK can drink a couple and wade into combat, but no one else can get their full effect.

To answer your question about the metals yes the effects do stack, and if i recall i remember seeing a post saying the dmg does allow opposing alignment magical enhancements, so why not opposing alignment metals? Yes i am also adding this info to the class.

Understood...it just seems weird to me.

For the Idea Hypothesis, and theory I honestly couldnt really come up with much for them, so if you look youll see at the 3 it says Suggestions Wanted.
I think for technology im going to add being able to have a construct as a animal companion, obviously wouldnt be as powerful as the current level druid or ranger, but it'd be kind of cool. The whole description of mathematics was a type of joke, but i still cant come up with something for it. So i added your idea as the ref save

I kind of like the "construct companion" idea...it's amusing.

I'll think up some options for the other Hypotheses and Theories.
Samurai_Zero

04-17-08, 08:34 AM
ok did some thinking at work and added some new stuff for the Idea and Theory part, decided to keep theory but remove hypothesis. check it out
TevolRia

04-17-08, 12:32 PM
Ok, so, I mentioned earlier that I've been in an alchemy mood lately. so here is something you may find interesting (or not). look here (http://forums.gleemax.com/showthread.php?t=1008252)
Samurai_Zero

04-17-08, 06:05 PM
I took a look at it, its kind of neat, and i added my response there.
Samurai_Zero

04-19-08, 01:03 AM
ok first id like to thank everyones help in this, its come a long way for a Mad Scientist and some how i feel its near completion. Unless one of you still has something to say. I added some things over in the Alchemical Vials, no new vials just some more information regarding each one (which can be used with the Alchemical Weapon, and which couldnt) I also added a Cash Reserve which was based off of the Craft Reserve of the Artificer. So take a look and tell me what you think and if you feel the same way about it