Alchemical Sorcerer [Archive] - Wizards Community

Post/Author/DateTimePost
Tarrius

02-20-04, 07:07 PM
The Alchemist

Darius lay on the ground, an evil cleric standing over him, scythe raised in preparation of the final blow. The cleric cackled evilly.
“You fool! Nothing can save you now!”
Darius smiled through the bruises on his face.
“At least you’ll die happy!” The cleric swung his scythe, but where there should’ve been a black steel blade, there was a piece of cheese in the shape of the blade.
The cheese struck Darius harmlessly and fell to pieces. Tumbling up and away from the stunned cleric, Darius wiped the blood from his lips and grinned.
“It’s your turn to die, cleric,” Darius said, pulling a dagger from his belt, throwing it and embedding it in the cleric’s bared chest; his scale mail was on the ground, currently a puddle of water.
The cleric fell to the ground in death, and Darius headed on down the road, smiling at his victory.

Alignment: Any

Abilities: Charisma is the most important ability for Alchemists. They are essentially sorcerers who chose to take their spell casting in a different direction, as well as slightly more combat oriented.

Hit Die: d6

Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Forgery, Gather Information, Knowledge Arcana, Open Lock, Sense Motive, Sleight of Hand, Spell Craft, Use Magic Device.

Skill Points at 1st Level- (5 + Int mod) * 4.

Skill Points Additional Levels- 5 + Int mod.

Starting Gold: 3d4 * 10

Weapon and Armor Proficiency: Because Alchemists spend so much time working with Alchemy; they only have time to learn how to use one weapon, aside from simple weapons. They are proficient in light and medium armor and light shields.

BAB- As monk

Saves: Good Fort, Poor Ref, Good Will

Special:
1st Level: Alchemical Spellcasting
2nd Level: Alchemical Spellcasting +1
3rd Level:
4th Level: Alchemical Spellcasting +2, Change Magic
5th Level: Alchemical Blast
6th Level: Alchemical Spellcasting +3
7th Level: Water to Acid
8th Level: Alchemical Spellcasting +4, Change Magic +2
9th Level:
10th Level: Alchemical Spellcasting +5,
11th Level: Transmute Natural Armor
12th Level: Alchemical Spellcasting +6, Change Magic +3
13th Level: Transmute Air
14th Level: Alchemical Spellcasting +7
15th Level:
16th Level: Alchemical Spellcasting +8, Change Magic +4
17th Level:
18th Level: Alchemical Spellcasting +9
19th Level:
20th Level: Alchemical Spellcasting +10, Change Magic +5

Alchemical Spellcasting: Alchemists specialize in transforming one material to another. To transform a substance, an Alchemist must have an "Alchemical Power" equivalent to the hardness of an object. To determine "Alchemical Power," multiply the Alchemists level by two. Then, they have to make a spellcraft check, the DC being the hardness times two, to be able to transform it, and if they succeed, they can change it to any object which has an AH equal to or less than an Alchemists Power. For any object that has more hardness than an Alchemists power, add 2 to the Spellcraft DC for every point of hardness above the Alchemists power. In the case of an Alchemists Power being over the hardness of a substance, then add the value above the hardness as a bonus to the Spellcraft Check. In the case of changing liquids, Alchemists can change up to one cubic foot of liquid/four Alchemist levels. Liquids count as having a hardness and hp of 1/cubic foot. Alchemists can only do this a certain number of times per day. At first level, they can transform objects a number of times per day equal to their Charisma modifier. At 2nd level, and every even level thereafter, the Alchemist gains the ability to change substances one more time per day.

Special: SR applies, in the sense that it would enhance a substance's hardness for purposes of finding a Spellcraft DC. Also, currency cannot be transmuted. When an object is transmuted, its volume stays the same, ie, one cubic foot of rice transmuted to water would become one cubic foot of water. An Alchemist can only change a maximum amount of material equal to twice his volume (use common sense, ie an Alchemist can't transmute the city hall) per transmutation. When transmuting an object, the product can only be of equal or lesser value to the original substance. Gases cannot be transmuted. Transmuted substances can only be changed into substances that can be found by natural means, ie, you couldn't change an enemy's armor to alchemists fire.


Change Magic: At 4th level, and every four levels thereafter, an Alchemist is able to transmute magic arms and armor. At 4th level, when determining the hardness of a magic item, the Alchemist negates 10 points of hardness added by being a magical item. At 8th level, this increases to 20, at 12th 30, etc. This cannot reduce an item below its base hardness though, it only negates the item’s enhancements due to magic.

Alchemical Blast: An Alchemist can use Alchemical Blast 1/day. They select one item of a chosen substance and can transmute every object of that substance in a 15 foot radius. This takes one round of concentration, and the Spellcraft DC is increased by 10. This uses two of the Alchemists daily changes.

Water to Acid: At 7th level, Alchemists gain an affinity to water. They can change water to acid, something that they could not do before. This acid deals 1d8 acid damage per round.

Transmute Natural Armor: At 11th level, Alchemists gain a better understanding of Natural armor, and learn how to change it. To transmute Natural Armor, you consider its hardness as being the Natural armor multiplied by 2.5, rounded up. For every point over the hardness of natural armor, you decrease the natural armor by 1 point. For example, a Clay Golem has 11 natural armor(I don't know if this is right, just go with it.) The hardness would be counted as 27. The Alchemist performs a Spellcraft check and gets a 32. The clay golem's Natural Armor is then reduced to 6.

Air to Solid: At 13th level, the Alchemist learns how to change air to a solid. He can change 1 cubic yard of solid material (for greedy people, this metal is worth nothing). It has the same density as air, so it floats. It is immovable, and can hold up to four medium creatures on it, or it can be used as a weapon. At point of the creation of the block, the Alchemist chooses whether it has weight or not, if not, and it is dropped on an object, itdeals 2d6 crushing damage to the target underneath. Note, this block cannot be created if any object is occupying the one cubic yard of space, it fails instantly.

So, opinions? Anything else I should add maybe to add a little bit more diversity to this class?
Tarrius

02-20-04, 07:55 PM
*poke* *poke* Anyone? Some criticism would be greatly appreciated.

:bump:
Tarrius

02-20-04, 09:42 PM
I have a game session tommorow night and I would be really like to play this class. If someone could R&R it and tell me if it is balanced or not, I would really appreciate it.

:bump:
VirgilCaine

02-20-04, 09:57 PM
The big ability seems difficult enough that it would be balanced, but it may not be good enough to justify it's limited usage...

Also, you should mention whether SR applies, what you can change things into (if nay restirctions exist) and whether any magical spells or whatever affect the roll (Wieldskill, custom spells made to boost the skill check, etc.). I'd say no, only the Skill Focus feat, skill ranks and ability modifier apply to the skill check to properly transmute the substance.

As written, it just hit me, it would be useless at first level. You couldn't even transform one inch of wood, if I understand it correctly.
Tarrius

02-20-04, 10:10 PM
Ok, I changed Alchemical hardness to just normal hardness, and made it so that Alchemists can transmute substances harder than their alchemical level, but penalties are incurred.

I also plan on adding some original feats later on that could help improve the powers of the Alchemist.
Tarrius

02-21-04, 09:35 AM
Any last comments to improve this class before I go play it?

:bump:
UndeadPenguin

02-21-04, 10:54 AM
I would be worried about the usefullness of this class at later levels. The class never really progresses much beyond changing things back and forth. I personally believe this is underpowered. Which is nice that you didn't make it overpowered but you need to give them a little more of a boost. At later levels you should be able to trasform magic items. Or offer alternatives for offensive spells such as turning an oppenents armor into acid while they are wearing it. Overall i like the class alot its very unique.
Tarrius

02-21-04, 11:48 AM
Ok... that seems like it could work... I could fix it a little bit so that they get enhancements like every... 4 levels that allows them to change magical items with a max + bonus. Like at level 4 they can change +1 weaps, level 8 +2, level 12 +3, so on and so forth. This would work more like negating the bonus 10 hardness for having a +1 bonus that magical items have... Any other possible suggestions for improving the class? One of the major things about this class is like if you were fighting an enemy with full plate... then boom, its now cheese plate armor, making them lose 7 AC.

Edit: Added the Change Magic ability, and upped the number of additional Spells per day to every two levels, totalling to a +10 at level 20. Opinions?
Tarrius

02-21-04, 03:56 PM
I'm also thinking about maybe adding some rules for getting rid of natural armor on like constructs, or maybe adding that as a feat. Any ideas for how to make that a feat or other possible feat ideas?
Keebler

02-21-04, 04:33 PM
where does it say anything about spells per day?
Tarrius

02-21-04, 04:49 PM
Originally posted by Tarrius
Alchemists can only do this a certain number of times per day. At first level, they can transform objects a number of times per day equal to their Charisma modifier. At 2nd level, and every even level thereafter, the Alchemist gains the ability to change substances one more time per day.

That's where it says spells per day.
Keebler

02-21-04, 04:56 PM
oh ive been misunderstanding the class from your previous comment, i thought that they got spells, and apparently they dont. you must have meant changes per day or something similar, as you dont gt spells with this class if im seeing this right.
Tarrius

02-21-04, 04:58 PM
Right. They give up their spells to transmute substances.
Keebler

02-21-04, 05:00 PM
1 other thing, what is the range on the changes?
Tarrius

02-21-04, 05:06 PM
I'd say line of sight, and I might throw in some feats that allow you to increase the range on it.
Tarrius

02-21-04, 07:17 PM
Some New Feats:

Improved Alchemy
Alchemists gain a better understanding of how to transmute certain substances.
Prerequisites: Alchemical Spellcasting +1
Benefit: Alchemists choose one type of substance, such as wood or steel, and gain +3 to their "Alchemical Power" vs. this substance. This feat can be taken multiple times, but with different substances.

Alchemical Blast
Alchemists gain an affinity with a certain substance and can transmute any object of the given substance in an area.
Prerequisites: Alchemical Spellcasting +4, Improved Alchemy of the desired substance.
Benefit: An Alchemist can use Alchemical Blast 1/week. They select one item of their Improved Alchemy substance and can transmute every object of that substance in a 15 radius. This takes one round of concentration, and the Spellcraft DC is increased by 10. Alchemists can take this feat multiple times with different substances, as long as they meet the requirements.

Transmute Construct
Alchemists study the build of a construct and gain the ability to alchemically change them.
Prerequisites: Alchemical Spellcasting +5, Knowledge Arcana 10 ranks.
Benefit: An alchemist can transmute a construct. The spellcraft DC to transmute a construct is its Natural Armor multiplied by 3.
Normal: Alchemists cannot transmute constructs.

Opinions on current feats/suggestions for new ones?
Tarrius

02-21-04, 11:44 PM
I was thinking about doing a Transmute ooze feat as well... but I can't think of a good way to do it... and also maybe a feat to improve number of transmutes per day... any other ideas for feats?
Tarrius

02-22-04, 01:45 AM
:bump:

Ok, sleepy time now, any suggestions would be greatly appreciated...
Xyplex

02-22-04, 02:12 AM
I'm not sure exaclty how to evaluate this class ... but here goes.

They advance attack bonuses and HP like a thief ... but are restricted to one weapon. I think I'd expand that to all simple weapons, as I do not know of any other base classes that have restrictions to one weapon ... the Druid has her weapon and armor types, but is not restricted otherwise.

Other than that, the Alchemical ability has some more questions to it ... what about highly valuable items that have very low Hardness? I mean could you, say, turn water into silk? Or spices? How about turning air into iron? What are the rules for Alchemically changing an item in the possession of another person (it seems from your example that where the item is is irrelevant ... so could you transmute someone's blood to acid? Or instead of turning his armor into water, you turned it into acid?) Can you make things like black powder, turning something into the equivalent of a tanglebag's contents, universal solvent / soverign glue, components for spells, etc.

Are things limited to physical matter ... or could you turn paper into fire ... or worse, steel into plasma ... I would suggest a temperature limitation, so you don't have 'heat/chill metal' effects, although that means you couldn't transmute something into ice, unless the object was already below zero celcius, in which case you're merely changing it from straw into water.

What kind of effect would this ability have on creatures that are entirely made of a single material, like Elementals, Constructs (some of them at least), Animated Objects, Inevitables, etc.

(Also having charts of the hardness of Gems and Jewelry would be very usefull and would make for daily get rich quick routines as they turn their straw into gold, so to speak)

All in all, I'd say that further clarification as to what can be transmuted, how it can be transmuted, if control (wearing, holding, etc.) of the item in question has an effect, as well as a general increase in the variety of the class ... unlike almost any other base classes, whose abilities change, not simply getting better over time, this class simply improved on it's one thing that it can do ... spell casters learn new spells, Thieves pick up special abilities, Monks have tons of this, Rangers and Paladins expand their abilities, Fighters get plenty of new Feats to diversify themselves ...

I like the idea (they have a similar character in "CyberGen" by R. Talsorian), but I think it needs refinement and diversification.
PhaedrusXY

02-22-04, 02:58 AM
What exactly defines a chunk of material as a single object? Could you transmute a solid rock cliff face into jello? How about a hill? How about an entire mountain? How about a castle? A tower? A wall of a castle?

If the answer is yes to any of these, then by turning these things into useful materials, like Iron, you could have an even crazier get rich quick scheme than the fabled Wall of Iron + Fabricate combination. I see that you limited the amount of water you can transmute. You should probably do something similar for solids.

Also, what about gases? Can you turn the air in a room into something else? Like a solid block of stone?

An entire class based around this seems more than a bit strange to me, especially a core class. I could see this maybe being a Prestige Class, like the one that focuses on Telekinesis in the Complete Warrior book. But not a core class...

I think a PrC with some prereqs like so many ranks in Craft: Alchemy and knowledge of at least X level Transmutation spells would be more appropriate.
Sheer_FALACY

02-22-04, 03:47 AM
Its an entire class based around confusing people with Polymorph Any Object from 1st level on up :D! No need for clarification; just say "as PAO" and watch people's brains snap.
Tarrius

02-22-04, 11:33 AM
Thanks for the suggestions. I'll start from the beginning and go up. I meant to add simple weapon proficiency to the class, I had done it on my file but forgot to change it on here. As for changing materials, thanks for the suggestions. You can only change solids and liquids, no gases. I also think I have to limit it so that you can only change objects into substances that are worth the same or less. ie, you could only change a +2 holy greatsword to other steel or anything worth less than steel, because although its magic, its still only steel. Also, the Alchemist cannot transmute organic matter, with the exception of wood, unless he has Transmute Construct. As for transmuting materials, I'll limit it to only being able to transmute as much matter equal to twice his weight, unless he has Transmute Construct, where he just transmutes one construct. Also, you mention different special abilities. I'm open for em, just give me some ideas. I wanna try and keep this a base class also, so that will be like a last ditch effort to save the class.
Ricros

02-22-04, 12:58 PM
Reminds me of Full Metal Alchemist.

I was gonna make a full metal alchemist class like this. Damn. >_<
Tarrius

02-22-04, 01:16 PM
You just gave me a serious epiphany... I just had an idea for an interesting way to change this class. I could give the class progression trees... like you choose one type of substance at level one in which you have an affinity with, ie rock, wood, metal, water, and air. Then, you progress in that substance, being able to change more and more of that substance at one time, and being able to change it into different things. Like water... eventually you could transmute water to acid.... You pour some water over an enemy and then transmute it to acid... then they're screwed. Then I could throw in other special abilities like the Alchemical Blast and the such as abilities they gain as they go. Opinions?
Tarrius

02-22-04, 06:21 PM
Ok, I added several more abilities; Transmute Natural Armor, Water to Acid, and Air to Solid. I also added Alchemical Blast as a special ability. Any comments on the new additions?
Ricros

02-23-04, 04:10 AM
Well, I'm gonna make my Full Metal Alchemist PrC, anyway! mneh! ;p
Tarrius

02-23-04, 07:11 PM
Couple things:

1. I think I'm gonna drop their BAB down to a spellcaster BAB.

2. Make them get their special abilities earlier.

3. Add a special ability that allows them to make Alchemical potions that change things like the substance of an object for like... 10 min/Alchemist level. This could also do things like give a weapon or armor a certain enchantment for 1 min/level and the such.

Any suggestions for the potions and how to work out the mechanics for them?
Tarrius

02-27-04, 11:54 PM
:bump: up from the graves it comes in hopes for a review or two...
Ricros

02-28-04, 05:47 AM
noooo, let it die! I wanna make my full metal alchemist T-T
Xyplex

03-04-04, 12:12 AM
A few questions just popped into my head ...

As for transmuting materials, I'll limit it to only being able to transmute as much matter equal to twice his weight,

(I read through the class and didn't see this change anywhere) How much solid material can be affected? There are rules here for transmuting Gases and Liquids, but the only thing that applies to solids are the DCs based on the Hardness of the material. Perhaps a certain number of HP of material can be converted ... or weight ... or volume (like the others)

At what range can an Alchemist work? Do they have to be able to see the subject of the Alchemy, visualize it, or what? Could they work through a Clairvoyance spell, crystal ball, etc.

How long does it take to transform? Is it a move, standard, full round action? Can they speed it up (a free action) by taking a penalty to the construction?

And a few more questions that I had that I don't think were addressed ...

Other than that, the Alchemical ability has some more questions to it ... what about highly valuable items that have very low Hardness? I mean could you, say, turn water into silk? Or spices? How about turning air into iron? What are the rules for Alchemically changing an item in the possession of another person (it seems from your example that where the item is is irrelevant ... so could you transmute someone's blood to acid? Or instead of turning his armor into water, you turned it into acid?) Can you make things like black powder, turning something into the equivalent of a tanglebag's contents, universal solvent / soverign glue, components for spells, etc.

Are things limited to physical matter ... or could you turn paper into fire ... or worse, steel into plasma ... I would suggest a temperature limitation, so you don't have 'heat/chill metal' effects, although that means you couldn't transmute something into ice, unless the object was already below zero celcius, in which case you're merely changing it from straw into water.

What kind of effect would this ability have on creatures that are entirely made of a single material, like Elementals, Constructs (some of them at least), Animated Objects, Inevitables, etc.

(Also having charts of the hardness of Gems and Jewelry would be very usefull and would make for daily get rich quick routines as they turn their straw into gold, so to speak)

I would suggest that there be some kind of special abilities or foci ... that some Alechmists focus on creating physical matter, and others have the ability to manipulate matter into energy ... firestarters for example ...

The question of things in someone's else's possesion refers to saving throws ... does a sword held by a high level fighter have any better chance of saving against an Alchemists attempts than a low level fighter? Does using the Alchemical ability draw attacks of opportunity? If so, can one 'cast defensively' to avoid it ... and if they fail their concentration check, what happens?

Do anti-magic shells affect Alchemy? If someone prepared an action to "Dispel Magic" your ability, could they? Could another Alchemist delay an action to counter your transformation? Are there any spells that would directly counter Alchemy ... I'm thinking of Earth to Mud etc. in fact ... that might be an area to look at for transforming materials ... volumes, distances, etc.

The more I think of this, the more questions I have ... TTFN.