Alchemist class (broken or not?) [Archive] - Wizards Community

Post/Author/DateTimePost
HeroOfthePeople

10-27-06, 04:41 PM
My alchemist class
-credit given to Nightscreamer 20 (thanks for alot:D )

Alchemist-

Masters of a spectacular mix of science and magics 'Alchemists', as they refer to themselves now, blend them seemlessy.

Hit Die: d6
Code:
Transmutations
BAB Fort Ref Will Special Known
1. +0 +2 +0 +2 Alchemical Circle, 1
Transmutation (Simple)
2. +1 +3 +0 +3 Reshape Item 2
3. +2 +3 +1 +3 3
4. +3 +4 +1 +4 Bonus Feat 3
5. +3 +4 +1 +4 Transmutation (Advanced) 4
6. +4 +5 +2 +5 4
7. +5 +5 +2 +5 5
8. +6 +6 +2 +6 Bonus Feat 5
9. +6 +6 +3 +6 Transmutation (Adept) 6
10.+7 +7 +3 +7 6
11.+8 +7 +3 +7 7
12.+9 +8 +4 +8 Bonus Feat 7
13.+9 +8 +4 +8 Transmutation (Complex) 8
14.+10 +9 +4 +9 8
15.+11 +9 +5 +9 9
16.+12 +10 +5 +10 Bonus Feat 9
17.+12 +10 +5 +10 Transmutation (Ingenious) 10
18.+13 +11 +6 +11 10
19.+14 +11 +6 +11 11
20.+15 +12 +6 +12 Bonus Feat 12

Class Skills
Appraise [Int], Concentration [Con], Craft [Int], Decipher Script [Int], Disable Device [Int], Knowledge (all, each taken individually) [Int], Profession [Wis], Search [Int], and Use Magic Device [Cha].
Skill Points: 4 + Int Mod

Class Features
Weapon and Armor Proficiency: All Simple Weapons and all Light Armor.

Alchemical Circle: An Alchemical Circle is a special mathmatical drawing that allows an Alchemist to invoke the magics needed to perform his 'Transmutations'. Treat this as a Material Component that the Alchemist is required to have to utilize any of his Transmutations (see below). An Alchemical Circle can be drawn as a Move-Equivalent action, once per round. Either with an item such as brush and ink, carved into an object, or even drawn into soft material. Drawing an Alchemical Circle provokes an Attack of Opportunity. Alchemical Circles last only 8 hours, or until they are used, in which case they lose their ability to conduct magical energies. If you create an Alchemical circle and utilize a Transmutation at the same time, you may do it as a Full-Round action that provokes only one AoO.

Transmutation (Sp): Alchemist's do not prepare nor cast 'spells', however the do harness the power of magic in their own unique way. These abilities known as 'Transmutations' are not spells of the School of the same name in any way. Instead they are a compilation of scientific equation and pure magical energies. An Alchemist can utilize any of his Transmutations at will, as long as he has access to his Alchemical Circle (see above).

The Alchemist's Transmutations are instead spell-like abilities, and require a Standard action to use. They also provoke an AoO as usual with spell-like abilities. As with spells a Transmutation can be disrupted or interupted, and an Alchemist is allowed a Concentration check in order to activate a Transmutation if hit by an attack whilst doing so. Also, as usual with spells, they can be activated Defensively, as not to provoke an AoO in the first place. An alchemist's Transmutations are subject to Spell Resistance, unless the description of the Transmutation says otherwise. His Caster level for his Transmuations is equal to his alchemist level. The save DC for any Transmutation is equal to 10 + 1/2 Alchemist Level + Int mod.

Side Note: Except for above Transmutations work as a Warlock's Invocations, as covered on page 7 of Complete Arcane. Second Column, Paragraphs 1 - 4.

Reshape Item (Su): At 2nd level the Alchemist begins to train in the true art of Alchemy. The ability to transform matter from one shape into another. However, all Alchemist follow a rule of 'Equivalent Exchange', meaning you cannot create without giving up something of equal or lesser value. When you first gain this ability, it works as a Wood Shape spells, except it confers its effects onto Wood, Metal, and Stone, utilizing 3/4 your Alchemist Class level as your Caster Level. At 9th level ability begins to work as the spell Fabricate instead, utilizing your Alchemist level as your Caster level. You may use this ability at will.

Bonus Feat: An Alchemist may select any Alchemic or Item Creation feat as a Bonus Feat.

Transmutation List
Simple = 1; Advanced = 2; Adept =3; Complex = 4; Ingenious = 5

Equivalent Exchange
There are three steps to any Transmutation determine the Make-up of an object, take it apart, and rearrange it into a new form. Transmutations do not create matter from nothing, they utilize already existing materials and twist and transform it in order to create it's effect. The material can be anything from a stone on the sidewalk, a bucket of water, the oxygen in the air, or even the flesh of a creature. Each Transmutation is grouped with others of the same type, depending on what material is used in the Transmutation. Any that require metal, stone, or earth are considered Mineral. Those that utilize air, water, and fire are considered Energy [i]Transmutations. Finally, any that require living flesh or matter are considered Organic. These materials used in each Transmutation are not optional, they are required. The list below lists what must be Exchanged in order for the Transmutation to take full-effect. The matter is not lost or used, simply replaced and reformed. Therefore the same metal you used in a Metalskin Transmutation you may utilize in an Ironskin Transmutation, however this would end the previous Transmutation.

Conditions: Some transmutations have Favored Conditions that can increase the effective Level, Save DC, or even the effect of the Transmutation. Others however are stunted by certain conditions. These, again, are detailed below the Transmutation Listings.
Code:
Mineral
1 Earthen Grasp
Fist of Stone
Hail of Stone
Cause Light Damage
Sandblast
Repair Light Damage
2 Bands of Steel
Cause Moderate Damage
Rain of Needles
Repair Moderate Damage
Shatter*
Soften Earth and Stone
Stony Grasp
3 Earthbolt
Inflict Serious Damage
Repair Serious Damage
Rusting Grasp*
Spike Stones
Transmute Rock to Mud
Transmute Mud to Rock
4 Crumble*
Flesh to Stone
Cause Critical Damage
Metal Skin
Repair Critical Damage
Stoneskin
Terra Cotta Lion
Wall of Stone
5 Earthquake
Iron Body
Transmute Rock to Lava
Wall of Iron
Conditions
Bands of Steel: Utilizing Adamantine in this Transmutation increases the DCs of required Strength checks by 5. Whilst using Mithril increases the DCs of all Escape Artist checks by 5.
Earthen Grasp: When utilizing mud in this Transmutation the arm gains DR 5/bludgeoning.
Iron Body: Adamantine as the material component of this Transmutation increases the Damage Reduction to 20/adamantine, whilst Mithril decreases the Dexterity penalty to -2.
Metal Skin: Mithril, when utilized in this Transmutation, negates the penalty to Dexterity. Adamantine however, increases the natural armor bonus by +2, but increases the Dex penalty by -2.
Rain of Needles: Bypasses Damage Reduction as if it were made of the material used in the Transmutation.
Code:
Energy
1 Animate Fire
Burning Hands
Chill Touch
Melt
Obscuring Mist
Produce Flame
Shocking Grasp
2 Arc of Lightning
Binding Winds
Flaming Sphere
Pyrotechnics
Wind Wall
3 Fireball
Ice Storm
Lightning Bolt
Shout
Wall of Fire
Wall of Ice
4 Acid Fog
Blast of Flame
Chain Lightning
Cone of Cold
Fireburst, Greater
Freezing Fog
5 Delayed Blast Fireball
Fire Storm
Incendiary Cloud
Polar Ray
Storm Tower
Whirlwind
Conditions
Acid Fog: A flask of Acid consumed in the invoking of this Transmutation increases the damage it deals each round to 3d6.
Arc of Lightning: A glass rod utilized in this transmutation increases the range of the arc of this spell by an extra 5 ft. per caster level.
Blast of Flame/Delayed Blast Fireball/Fireball: A flask of alchemist's Fire can be consumed by this Transmutation, by doing so any target that fails it's save is effected as if it caught on fire.
Code:
Organic
1 Animate Wood
Barkskin
Cure Minor Wounds
Endure Elements
Entangle
Inflict Minor Wounds*
2 Bear's Endurance**
Brambles
Bull's Strength**
Cat's Grace**
Cure Light Wounds
Delay Poison*
Inflict Light Wounds*
Plant Growth
Water Breathing**
3 Blight*
Burning Blood
Cure Moderate Wounds
Inflict Moderate Wounds*
Poison*
Remove Disease*
Remove Paralysis**
Wall of Thorns
4 Cure Serious Wounds
Fire Seeds
Inflict Serious Wounds*
Ironwood
Liveoak
Neutralize Poison*
Remove Blindness/Deafness
Wood Rot*
5 Animate Plants
Cure Critical Wounds
Inflict Critical Wounds*
Internal Fire
Regenerate
Conditions
Barkskin: You may supplement in the normal wood for Darkwood, increases the Natural Armor granted by this spell by +1.
Burning Blood: An Alchemist can use up either a Flask of Acid or Alchemist's Fire when invoking this Transmutation. Each increases it own type of damage dealt to 1d10 instead of 1d8. If both are used the [i]Transmutation does both 2d6 Fire and 2d6 Acid damage per round.
Cure Spells: With Cure spells you must supply an amount of organic components equal to 1 lb./Spell Level. However if you suppliment this for 1 point of Con damage to yourself per Spell Level, you cure an extra 1d8 damage per Spell Level.
Internal Fire: A flask of Alchemst Fire used up in conjunction of this Transmutation increases the DC of the Transmutation by +4.

* These Transmutations are not true Transmutations at all. They invoke up to the second step in the process of Alchemy, taking matter apart. They do not require material components to be utilized, unlike most of the other Transmutations on the list.
**These Transmutations morph the flesh of a living creature, they require no material components in themself.

Quick Circle [Alchemic]
You are able to prepare an Alchemical Circle must faster than most.
Prerequisites: Knowledge (Arcana) 10 Ranks, Profession (Scribe) 10 Ranks
Benefit: By making a DC 20 Profession (Scribe) check you are able to form an Alchemical Circle in merely a Free action once per round. You cannot take 10 on this check.


Extra Transmutation [Alchemic]
You learn and additional Transmutation.
Prerequisites: Ability to use Advanced Transmutations.
Benefit: You instantly learn any Transmutation of one grade lesser than the highest grade you know already.
Special: You can gain this feat multiple times, each time choosing a new Transmutation to learn.


Specialized Alchemist [Alchemic]
Your Transmutations are harder to resist.
Prerequisites: Ability to use Simple Transmutations.
Benefit: You choose one type of Transmutation (Mineral, Energy, or Organic), for the purposes of those Transmutations your caster level is 1 higher than normal and the DC is increased by 1.
Special: You may gain this feat 3 times, each time chosing a different form of Transmutation.


Studied Alchemist [Alchemic]
Your study of certain Alchemical formulas pays off in power.
Prerequisites: Ability to use Advanced Transmutations.
Benefit: You select a single Transmutation you know along with a single Metamagic Feat (Excluding Heighten). The Transmutation chosen may be utilized 3/day as though affected by said Metamagic Feat.
Special: This feat may be taken multiple times, each time you may choose a new Transmutation and a new Metamagic Feat. You may also choose to improve a single Transmutation that a previous taking of this Feat affects, allowing you utilize that Transmutation another 3 times/day affected by the new Metamagic Feat chosen. You may utilize two of these daily alotments at once, combining both uses.


Overchannel Transmutation [Alchemic]
By putting your own life into your Transmutation you grant them great power.
Prerequisites: Toughness, Ability to use Advanced Transmutations.
Benefit: You may increase the effective Caster Level and save DC of your Transmutations however at cost to you life. You may take an amount of Temporary Constitution Damage, in order to boost these Transmutations on a 1 for 1 basis. This ability is used in conjunction with a Transmutation and you retain your Con score if the Transmutation to be affected is interupted. You cannot increase the Effective Caster Level of your Transmutations by more than 1/3 your Alchemist level.


Craft Automail [Item Creation]
Allows you to craft the mechanically advanced automail.
Prerequisites: Knowledge (Architecture and Engineering) 3 Ranks
Benefit: You are able to craft the mechnical replacement limbs known as "Automail" see the section below on the costs of crafting and specifications of each part.


Craft Alchemic Array [Item Creation]
Allows you to craft special Alchemic Arrays.
Prerequisites: Ability to use Simple Transmutations.
Benefit: An Alchemic Array is a special type of Alchemical Circle, each crafted to support one type of Transmutation. From now one whenever the Alchemist goes to utilize that Transmutation he no longer is required to create an Alchemical Circle in order to utilize it to it's full effects. These Alchemic Arrays take up one space on the body as a Magic Item would (page 288 of the Dungeon Master's Guide). The costs for Crafting an Alchemic Array are listed on the table below.

Code:
Type Cost
Simple 250 gp + 25 XP
Advanced 550 gp + 50 XP
Adept 1200 gp + 125 XP
Complex 2500 gp + 200 XP
Ingenious 5200 gp + 450 XP

Create Soul Bind [Item Creation]
Allows you to craft special seals that bind the souls of the living to the material realm.
Prerequisites: Craft Alchemic Array
Benefit: With this feat you are able to bind a Soul to an object by creating a Blood Seal, a special alchemic array drawn out of your own blood. A Blood Seal must be created within 1 hour per Creature's Hit Die, otherwise the soul is lost and cannot be bound. An unwilling Soul can make a Will Save (DC 10 + 1/2 Class Level + Cha mod) in order to refuse the binding. A creature who is effectively bound gains the Bound Soul Construct template above. Binding a soul costs 20 XP per Hit Die of that Creature.


Alchemic Enhancement [Item Creation]
Your study of alchemy has allowed you to modify existing weapons and armor.
Prerequisites: Craft Alchemic Array
Benefit: You are able to place non-magical enhancements onto Weapons and Armors. These bonuses to attacks and damage are treated as 'Alchemy' bonuses instead of 'Enhancement' bonuses and therefore stack with such. An Item with an already Existing permanent Enhancement bonus cannot gain and Alchemic Enhancement bonus. A weapon that is Alchemically treated, can then be Magically Enhanhced, however once done so it loses all it's Alchemic bonuses. With the exceptions and rules above, you are able to create and treat weapons and armor as if you had the 'Craft Magic Arms and Armor' feat, and were a spellcaster of a level equal to your Alchemist Caster Level.

Improved Array [Item Creation]
Increases the number of Transmutations an Alchemic Array affects.
Prerequisites: Ability to use Adept Transmutations; Craft Alchemic Array
Benefit: Utilizing incredible knowledge in Alchemy the creator of an Alchemic Array may introduce extra Transmutation into a single Array. By increasing the costs of creating an Alchemic Array by adding in 1.5 times the original cost for the second Transmutation, the second Transmutation can be affected by a single Array.
Special: This feat can be taken multiple times, each time increasing the cost by + (1.5 x Cost of the extra Transmutation).


Supplemental Array [Item Creation]
The Alchemical Array now induces the required spell components ahead of time.
Prerequisites: Ability to use Adept Transmutations; Craft Alchemic Array
Benefit: By doubling the Cost of an Array, it can be infused with the ability to supply enough material in order to produce the effect of any Transmutation without supplying the material yourself.
Special: For every Transmutation on the Alchemic Array beyond the first, the cost of this Array is increased by x1.5.


Spotted the Gate [Alchemic]
You have seen the otherside and the power of Alchemy slips through your body like your own blood.
Prerequisites: Ability to use Complex Transmutations, must have attempted a Human Transmutation and survived.
Benefit: You are able to utilize your transmutations without a Transmutation Circle.

Automail
Automail are crafted replacements for lost or injured body parts (Arms and Legs). They require a high mastery of anatomy and mechanical knowledges. Automail replacements are usually priced quite highly because of this fact, plus it is a very dangerous procedure to boot. In all way shape and form, crafting Automail requires the Craft Automail feat. Automail can be improved by characters with the Automail Technician PrC.
Price: The price of Automail is dependant on the material in question and what body part is replaced. The list below shows this further.
Attachment: Attaching metal to flesh and having it work is one of the hardest procedures most have come to see. For the Technician it is incredily difficult and a procedure to come across without fear. For the patient it is almost unbearably painful and some cannot stand the pressure it applies to their nervous system. Attaching a piece of Automail takes only an hour for each piece (not section) however recovery for the patient takes at least 1 week. During the procedure the patient must make a Will save, the DC depends on the section, and the application of multiple sections require multiple Saves. On a failed save the application of the Automail fails and the procude must be attempted again after a week of recovery by the patient. However a character must roll all Saves regardless (therefore a patient getting an Automail Whole Leg must make 3 Will saving throws, and is able to fail all 3, recovery time and penalties stack from each failed save.
Recovery: During recovery of a successful procedure, it requires the patient to regularly exercise and utilize his Automail as much as possible. However, on a failed Attachment the patient takes a -2 penalty to Strength and Dexterity during recovery time for each Will save failed during the procedure. Also Recovery time is 1 week plus 1 more week per Will save Failed, however the penalties lessen by 2 after the first 2 weeks and vanish by the 5th week (the week the patient is completely out of Recovery in a maximum failed procedure). After the 1st week the patient is allowed out of traction and is able to proceed with their lives, but the patient of course still suffers from any penalties.
Penalties: All Automail attatchments impose 1d4 Strength and Dexterity damage when attached.
Code:
Part Base Mithril Adamantine Will DC
Hand 750 gp +300 gp +400 gp 12
Forearm 1,250 gp +650 gp +725 gp 15
Whole Arm 2,200 gp +975 gp +1,250 gp 18

Foot 600 gp +250 gp +350 gp 12
Below Knee 1,200 gp +525 gp +650 gp 15
Whole Leg 2,050 gp +850 gp +1,075 gp 18
Benefits
All: All Automail is subject to sundering as if it were a shield. Normally a piece of Automail has a Hardness of 10 and 15 hp per section (Ex. A Hand has 15 hp, a Forearm has 30 hp and a Whole Arm has 45 hp). Adamantine Automail Automail has a Hardness of 20 instead, but not increase in hp.
Hand: Automail hands increase the patient's grip and range of movement with this hand. The patient gains a +2 bonus on all Grapple checks and checks to avoid being disarmed, this bonus stacks with other Automail bonuses. Furthermore he is treated as being armed even when making unarmed attacks.
Forearm: The Forearm improved on what the hand could not. It can be used to block and deflect attacks granting the patient a +1 shield bonus to AC that stacks with that of other Automail but no other (to a maximum of +2 with 2 Forearms). When enhanced they are treated as a single Shield.
Whole Arm: By replacing the shoulder down to the fingers, this Automail piece intensifies a patients strength and power. The patient gains a Slam Attack for 1d4 + Str mod damage, along with granting a +2 bonus on all Strength-based skill checks. Whole arm benefits stack with each other.
Foot: A metallic foot allows you to procede where those could not on bare feet. You half the penalty to move through dangerous terrain (such as caltrops). Two feet enable the patient to move through these obstacles with no penalty.
Below Knee: Having this build below the knee allows the patient to significantly increases their ability to leap and jump. The patiant receives a +5 competence bonus per Below Knee Automail pieces applied to all Climb and Jump checks.
Whole Leg: A Whole Leg build greatly enhances the patients ability to run. The patient gains a +5 ft. land speed increase per Whole Leg.

Human Transmutation
Alchemists of an appropiate ability level can attempt a complex and dangerous task, Human Transmutation. Although it is possible for most Alchemists of high level to bind Souls to objects or even create Chimeras, bringing back the dead is nearly impossible and has never been completed successfully. Those who attempt it get a glimpse of something that can never be explained. Is it another plane or another world entirely? No alchemist knows for sure, and those who have seen it and survived rarely can bare to speak of it.

An Alchemist that can complete Complex Transmutations may come across text or some other Alchemist who chooses to share this knowledge of bringing back the dead with them. Bringing back the dead requires an immensely complex and well designed circle, along with the materials that the body of the dead creature is composed of. Any Alchemist foolish enough to attempt this has their body and soul drawn into a 'rift' in which there exists a 'gate'. Then their body is used as an Equivalent Exchange, dealing damage to the Alchemist (see table below).
Code:
d6 Outcome
1 Reroll twice; Reroll and 1s during this roll
2 Lose an arm; 1d4 Con/1d4 Str damage
3 Lose a vital organ; 2d4 Con damage
4 Lose a leg; 1d4 Con/1d4 Str damage
5 Lose a non-vital organ; 1d6 Con damage
6 Death; the Character is killed instantly, no remains

Tell me if it's broken or not?
Prime32

10-27-06, 04:48 PM
"Thanks for a lot?" Ummm... how is this class different in any way? :thinks:
HeroOfthePeople

10-27-06, 04:54 PM
I used grammar and such, but most of it is from him. I gave him my thanks. I loved the idea.
thasis

10-28-06, 02:59 PM
I wouldn't suggest reposting a class another poster has made.