| Post/Author/DateTime | Post |
|---|---|
| Need_A_Life03-17-07, 09:29 AM | Alchemist “Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth. But the world isn't perfect, and the law is incomplete. Equivalent Exchange doesn't encompass everything that goes on here, but I still choose to believe in its principle, that all things do come at a price, that there's an ebb and a flow, a cycle, that the pain we went through, did have a reward, and that anyone who's determined and perseveres, will get something of value in return, even if it's not what they expected. I don't think of Equivalent Exchange as a law of the world anymore. I think of it as a promise, between my brother and me. A promise that someday, we'll see each other again.” – Alphonse Elric, Alchemist Hit Die: d6 Alignment: Any Level BAB Fort Ref Will Special Arrays 1 +0 +0 +2 +2 Alchemy (Fundamental) 1 2 +1 +0 +3 +3 1 3 +2 +1 +3 +3 Alchemy (Simple) 2 4 +3 +1 +4 +4 2 5 +3 +1 +4 +4 Alchemy (Practiced) 3 6 +4 +2 +5 +5 3 7 +5 +2 +5 +5 Alchemy (Difficult) 4 8 +6 +2 +6 +6 4 9 +6 +3 +6 +6 Alchemy (Experienced) 5 10 +7 +3 +7 +7 5 11 +8 +3 +7 +7 Alchemy (Complex) 6 12 +9 +4 +8 +8 6 13 +9 +4 +8 +8 Alchemy (Ingenious) 7 14 +10 +4 +9 +9 7 15 +11 +5 +9 +9 Alchemy (Intricate) 8 16 +12 +5 +10 +10 8 17 +12 +5 +10 +10 Alchemy (Inspired) 9 18 +13 +6 +11 +11 9 19 +14 +6 +11 +11 Alchemy (Incarnate) 10 20 +15 +6 +12 +12 Alchemy (Unsurpassed) 10 Class Skills: Alchemy (Int)*, Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all; each taken individually) (Int), and Spellcraft (Int). Skill Points: 4 + Int Mod Skill Points at first Level: (4+Int mod)*4 * New skill, posted below. Class Features: Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons, but do not receive proficiency with armour or shields of any kind. Armour or shields do not interfere with invoking alchemy and may prove to be useful, however it is few alchemists who would sacrifice mobility for the minor defence a suit of armour provides them. Alchemy (Sp): At first level and every other level after that, an alchemist masters yet another complex calculation and learns to combine it with his inner powers in order to analyse, deconstruct and reconstruct an object in the blink of an eye. For most alchemists, this requires an alchemical circle to be drawn (the only exception are those with the Gatewalker feat), which requires a special diagram to be drawn or carved into a somewhat flat surface. The size may vary, anywhere from a few inches in diameter to several miles, which may drastically change the time it takes to make it. A typical alchemical circle is 5ft. in diameter and takes a full-round action that provokes attack of opportunity to create. An alchemist may have a number of these circles prepared equal to half his class level rounded down (as shown under the header ‘Arrays’ above); when he exceeds this limit the oldest circle loses its power. Unlike most spell-like abilities, nearly every transmutation requires a material component related to the effect at hand, the exceptions being analysing a foe or deconstructing something. If there is supplied too little material or no material the transmutation not only fails but may have dire consequences, as described in the entry of each particular power. Furthermore, attempting to use alchemy directly on a human may prove deadly even to the most skilled alchemists. Once an alchemical circle has been prepared, an alchemist may activate it as a standard action to release the magic stored within it. This works as a normal spell-like ability and as so provokes attack of opportunity (unless the alchemist is casting on the defensive) and is subject to a concentration check if the alchemist is damaged during the invocation. At each manifestation he must roll an alchemy check against the DC of 15+(2*transmutation level); he may not take 10 on this check, the transmutation may be more or less effective compared to how close to the DC he came. An alchemist’s transmutations are drawn from the list below and he has access to all transmutations of each level he has mastered (from Fundamental to Unsurpassed). The save DC for an alchemist’s transmutation is equal to 10+level+int modifier. |
| Need_A_Life03-17-07, 09:30 AM | Analyse Materials Level: 0 (Fundamental) Duration: Instantaneous. Range: Close (25ft+5/level). Saving Throw: Will negates (harmless) or none (object) Component: None While all alchemists do this on a subconscious level, few of them actively try to study their targets in depth, though this is usually because the target is unwilling; in either case, this power is meant for those who know that knowledge is power. You instantly become aware of the composition of the target, knowing every material of which it is composed and in what quantities. DC failed: You gain no knowledge of the subject. DC exceeded by 5: You gain an incredible insight into the target’s composition and gain a +1 insight bonus on save DCs against him when using your alchemical powers against it. DC exceeded by 10 or more: Your insight into the targets composition is nothing short of extraordinary; you gain a +2 insight bonus on save DCs against it when using alchemical powers. Deconstruct Level: 0 (Fundamental) Duration: Instantaneous Range: Close (25ft+5/level). Saving Throw: Fortitude halves. Component: None While a crude form of attack, this ability is invaluable to all alchemists and just as any fundamental it remains one of the building blocks that all their other abilities. It deals 1d3+1 points of damage to a target. Upon casting, an alchemist must specify if he is targeting living flesh or an non-living objects, and if he mistakenly uses the power against an invalid target (such as choosing living flesh and targeting a golem) he deals only half damage (quarter damage on a successful save). DC failed by 5 or more: The fundamental strikes the alchemist dealing 1d3+1 points of damage from its destructive power. The alchemist receives no save against this effect. DC failed by 4 or less: The fundamental fails to harm the target. DC exceeded by 5: The damage is changed to 1d2+2 instead. DC exceeded by 10 or more: The ability allows no save for less damage and it deals 1d3+2 damage. Reconstruct Level: 0 (Fundamental) Duration: Instantaneous Range: Close (25+5/level). Saving Throw: None (object) Component: Varies (see text). The most complex fundamental, the alchemist makes a shallow analysis of the item, deconstructs it and reforms it in a more desirable shape. This ability can affect a single 5ft. cube per level and shape it into any item that could be formed from those dimensions, though not all items are equally useful (a full-plate of parchment would be useless, as would a canoe out of granite). The most important thing to remember is that the building material must be present during manifestation, as well as this item is completely non-magical once created and do not bestow proficiency in their use upon the alchemist. Using this on a living creature (or the corpse of such) is Human Transmutation and automatically fails and the alchemist rolls on the Human Transmutation table. DC failed by 5 or more: The item is crude and useless. Tools, weapons and armour all shatter if they are used and other items look painfully artificial and prove just as useless in any task. DC failed by 4 or less: The item is simplistic, yet not entirely worthless. Tools only confer a –1 penalty to checks (as opposed to –2 for having no tools at all), whereas weapons suffer –1 to attack and damage rolls, armour provides half armour bonus and has double armour check penalty. DC exceeded by 10 or more: the item you created rivals that of master craftsmen. Items created in this fashion (including weapons and armour) are treated as masterwork. Elemental Bolt Level: 1 (Simple) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: Reflex halves. Component: Air By drawing the heat into or out of an area you manage to speed up or slow down the molecules in the air up enough to create a fire or sphere of icy cold in mid-air and launch it at a foe. This deals 1d8 points of fire or cold damage +1 per caster level (max. 5); the type of element is chosen at each manifestation. DC failed by 5 or more:[/I] The fire is uncontrolled and hits a random target within range (roll randomly to determine; you, allies, familiars as well as enemies are all viable targets). DC failed by 4 or less: The flame is so weak that it is quenched the moment you try to launch it at your enemy. DC exceeded by 5: The bolt is unusually powerful, and deals 1d10 points of damage +1 per caster level (max. 5). DC exceeded by 10 or more: Whether by luck or incredible skill you manage to push yourself beyond what theories say you should be able to. You deal 1d12 points of damage +1 per caster level (max. 10). Mending Level: 1 (Simple) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: None (harmless, object) Component: Varies (see text). By gathering the broken fragments of any non-magical item, you may try to recreate it. The component needed for this transmutation is every single piece of the item to be repaired (and any additional pieces you want to attach to it). By imagining it whole you rearrange each individual piece’s location until the item is restored. An item you do not know well enough cannot be recreated (DMs discretion), so a tome burned before you could read it would be impossible, whereas a complex machine you've seen once would merely be incredibly hard (DM is free to ask for wisdom checks to represent memory). DC failed: The item remains fractured. DC exceeded by 5: The item is restored not only into working order but it is exactly as it was before it broke (unless the alchemist desires otherwise). DC exceeded by 10 or more: The item is restored, even if small pieces are missing as you instinctively use your surrounding to substitute for the missing components. You may decide the items exact appearance, but its function and game mechanics remain the same. Restrict Level: 1 (Simple) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex negates. Component: Varies (see text). A more refined version of the fundamental reconstruction power, this power works on the same basic principle except with much greater speed and for a much more offensive purpose. When you activate this power, choose a target within range to target with this power; around the target tentacles of whatever material around them shoot out and try to entangle him (whether these are plants, rock or even water is irrelevant). If he fails his saving throw, he cannot move from his current location, but may attack normally; each round he may attempt a strength check against the spell’s DC to break free of his restraints. Alternatively, this power may also be used to release a person captured by a previous casting of this ability (even if the caster was someone else than you). Otherwise the restraints remain until the target breaks free. Instant Reconfiguration Level: 2 (Practiced) Duration: 1hour/level (D) Range: Touch Saving Throw: None (object). Component: Any metal object. Whether it is an automail, a spear or a shield, sometimes you need things to work differently in the heat of combat and you simply don’t have time to use traditional means or maybe drawing an alchemical circle would draw attention to you. With this power you may reform any metal object into another metal object (even if it is of a different type of metal) of the same mass once per round as a free action for the duration of the transmutation. At the end of the transmutation, the object remains in whatever form it was in at the time, this also applies if the transmutation was dispelled. DC failed by 10 or more: Transforming the item is a full-round action. DC failed by 5: Transforming the item is a standard action DC failed by 4 or less: Transforming the item is a move action. DC exceeded by 5 or more: Transforming the item is an immediate action. Razor Edge Level: 2 (Practiced) Duration: Until discharged Range: Touch Saving Throw: Will negates (harmless) Component: Any melee, slashing weapon You sharpen the edge beyond what can ordinarily be achieved, causing the next attack made by the blade to deal 5 points extra damage. Unfortunately, this hyper-sharpened blade is easily dulled and after the first attack it is no more efficient than it used to. The bearer of the weapon is entitled to a save against the effect if he so desires. DC failed by 10 or more: The weapon becomes unusable. DC failed by 5: The weapon is off-balance and has –4 on all attack rolls (as if it was an improvised weapon). DC exceeded by 5: The weapon deals an extra 10 points of damage. DC exceeded by 10 or more: The weapon deals an extra amount of damage equal to your level or 10 (whichever is higher). Skywards Level: 2 (Practiced) Duration: Concentration + 4 rounds (D) Range: Touch Saving Throw: None (object) Component: Any solid material By infusing the base materials of an item with lighter-than-air gasses and making minute changes to the wind, you create a flying platform. You give the item in question the ability to carry 50 pounds per level, but you must remain in contact with it constantly because the moment you stop touching it and concentrating on keeping it aloft it begins to descend slowly. The item may fly at a speed of 90ft. with good manoeuvrability for as long as you concentrate. When you cease you concentrate on the power, the item descends at a rate of 30ft. per round and if it hasn’t reached the ground in the fourth round then it goes into free fall. DC failed by 10 or more: The transformation instead transforms the base molecules of the item into gas, effectively causing it to disappear. DC failed by 5: The duration is Concentration, after which it goes straight into free fall. DC exceeded by 5: Duration is concentration+1minute, giving it a minute to descend at a rate of 60ft. per round. DC exceeded by 10 or more: Duration is concentration+1minute and the fly speed is 60ft. (good) instead. |
| Need_A_Life03-17-07, 09:39 AM | Far Circle Level: 3 (Difficult) Duration: Instantaneous Range: Touch Saving Throw: None (object) Component: Varies (see text) You use your transmutation circle for a seemingly useless thing: the creation of another transmutation circle. The circle can be 40ft. diameter per level you possess (so, at 20th level an 800 diameter circle could be created). While this has no effect in everyday transmutation the moment one has to reconstruct major objects or (at higher levels) use living beings for components, having a large area covered is essential. The transmutation actually affects the ground on which the circle is made and makes the circle exactly one inch deep and each line is likewise 1 inch wide (meaning that it cannot easily be erased). DC failed by 5 or more: Circle is ruined and the ground is temporarily tainted; you cannot reuse this specific transmutation on this particular area for 1d4 rounds as the alchemical energies dissipate. DC exceeded by 5: You are treated as two levels higher for purposes of how large the circle is. DC exceeded by 10: You are treated as two levels higher for all intents and purposes when using this circle for reconstructing objects or creatures. Obscuring Mist Level: 3 (Difficult) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: None Component: Water (whether liquid, solid or gaseous) You use your knowledge of humidity and evaporation to create fog. You create fog in a 20ft. radius, granting everyone within it concealment from anyone more than 10ft. away. This fog is entirely magical and you have no special control over it once created and as such it dissipates slowly if left alone, with increasing speed in high temperatures or in places with strong wind. DC failed by 5 or more: Radius is 10ft. DC exceeded by 5: Radius becomes 40ft. DC exceeded by 10 or more: Radius becomes 80ft. Shards Level: 3 (Difficult) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex halves Component: Stone, rock or metal By putting creating minor explosions within the material while altering the composition of the material, you send shards of rock and metal flying at your opponent from every possible direction dealing 1d6 points of slashing and piercing damage per 2 levels. DC failed by 5 or more: Target takes half damage, quarter damage on a successful save. DC exceeded by 5: Save DC is increased by +2. DC exceeded by 10 or more: Save DC is increased by +4. Greater Deconstruction Level: 4 (Experienced) Duration: Instantaneous Range: Touch Saving Throw: Fortitude partial. Component: None By using this extremely potent version of the basic deconstruction formula, you may cause great damages to a target; most alchemists consider learning this power a pure professional achievement rather than an offensive power however, as the proximity to the target leaves them vulnerable. This power deals 6d6 points of damage to the target and 4d6 on a successful save. DC is failed by 5 or more: Transmutation targets alchemist instead. DC is failed by 4 or less: You deal only 4d6 damage; 2d6 on a successful save. DC is exceeded by 10 or more: You deal 8d6 damage; 6d6 on a successful save. Instant Column Level: 4 (Experienced) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving throw: Reflex negates Component: Solid surface You cause a column to shoot out of a nearby wall or floor to strike your opponent. Your opponent must roll a strength check versus [your class level+int modifier+8] or be pushed back 5ft. per class level you possess. Note, that this does not only work horizontally, but it can also be used to shunt a person into the air at which point they’re trapped at the top of the column. If a wall stops their travel before their entire movement has finished (or ceiling, for that matter) they take 1d6 points of bludgeoning damage per 5ft. remaining. The column is 5ft. wide and 5ft. broad and depending on its location is may impede movement. DC failed by 5 or more: You hit random target within range other than the intended target (you are also a valid target; roll a dice of the appropiate type to determine who is hit). DC exceeded by 5 or more: The target takes 1d8 damage instead of 1d6 if stopped short. Know Magic Level: 4 (Experienced) Duration: Instantaneous Range: Touch Saving Throw: None (object) Component: None This is a highly developed and specialised version of the fundamental power analyse materials, and is only used on rare occasions. Because alchemists have realized that sorcerers, wizards, clerics and druids all operate on different rules than them, they have created this power in order to better know their rivals. This functions as detect magic. It also emulates the analyse materials fundamental and therefore reveals what base components the items are created out of. DC failed: No magic is detected in item. DC exceeded by 5 or more: The transmutation works as identify instead. Delayed Death Level: 5 (Complex) Duration: Varies. Range: Touch Saving Throw: Fortitude negates; then no and reflex half. Component: Stone or humans You cause an inner reaction within your opponent in a fairly ingenious way, as you are actually able to do this to even living humans without doing any human transmutation. After a maximum 1 round per class level (min. 1 round), the target suffers 1d6 fire per class level (no save) and everyone within 5ft. must make a reflex save or take the damage as well. DC is failed: Target is unharmed. DC is exceeded by 5: Maximum delay is 1minute/level.. DC is exceeded by 10: Maximum delay is 1hour/level. DC is exceeded by 15 or more: Maximum delay is 1day/level. Densen Structure Level: 5 (Complex) Duration: Special Range: - Saving Throw: - Component: - When manifesting another transmutation you may spend another action to also invoke this power along with the other, allowing the power to affect incorporeal or ethereal foes normally. DC is failed by 10 or more: Both transmutations fail. DC is failed by 5: Densen Structure fails, but the other transmutation functions. DC is exceeded by 5: Transmutation only uses an extra move action. DC is exceeded by 10: Transmutation only uses up an extra swift action. Travelling Soul Level: 5 (Complex) Duration: 1minute/level Range: Touch, then unlimited Saving Throw: Will negates (harmless) Component: Solid item You infuse your consciousness and part of your soul in an item, causing your normal body to fall unconscious and be helpless for the duration. During this time the item you possessed is animated and under your control, and you have normal senses while possessing the item in this fashion. Once the connection is established the item may travel as far away as desired without breaking the connection and it may even cross planar borders. If the item is destroyed, you suffer 1d6 wisdom drain as you return to your body from the stress of being without a body for a short moment. If your normal body is destroyed while you are in the item, you die when the duration ends. DC is failed: You take 1d2 wisdom damage. DC is exceeded by 5: Transmutation may be dismissed as a standard action. DC is exceeded by 10: Transmutation may be dismissed as a free action. DC is exceeded by 15 or more: Transmutation may be dismissed as an immediate action. |
| Need_A_Life03-17-07, 09:39 AM | Create Chimera Level: 6 (Ingenious) Duration: Instantaneous Range: Touch Saving Throw: Will partial (see text). Component: Two or more living creatures With this power you force every living creature within the transmutation circle (including you, if you choose to stand within it) to become one being. All creatures make opposed will checks to see who gains dominance over the mental faculties thereafter (this never changes, those who fail do not have their memories destroyed but they have no autonomy). DC failed by 10 or more: Targets die. DC failed by 5: Creatures use worst ability scores for each physical score and mental scores become: Int 1, Wis 3, Cha 2. Gains an extraordinary ability of the dominant creature. The creature is an abomination. DC matched: Creatures use average number for each physical ability score. Mental ability scores are: Int 2, Wis 4, Cha 3. Gains all extraordinary abilities of the dominant creature. The creature is an aberration. DC exceeded by 5: Creatures use best number for each physical ability score. Mental ability scores are: Int 5, Wis 7, Cha 6. Gains all extraordinary abilities of the dominant creature and one from each non-dominant creature. The creature is a magical beast. DC exceeded by 10 or more: Creatures use best number for each ability score, but takes -2 to mental scores. Gains all extraordinary abilities of all creatures involved. If a humanoid is involved, the chimera is a monstrous humanoid; otherwise, it’s a magical beast. Soulbind Level: 6 (Ingenious) Duration: Instantaneous Range: Close (25ft.+5/level) Saving Throw: Will negates (harmless) Component: Inanimate object and soul plus a variable component You bind the soul of a recently departed soul into an object (typically an armour) through the use of a special seal. If the seal is ever broken, the soul is returned to the world beyond but may be brought back in this manner again, if desired. The form and shape may vary, but if the target is bound to an armour he gains the stats of a warforged, if bound to another item he uses the Animated Object entry in the Monster Manual. Roll on the table below to determine the toll it takes on the alchemist: 1d4 Effect 1-2 You die; cannot be resurrected. 3 You lose 1d4 limbs (determined randomly) 4 You lose something intangible (such as your memory or your voice) Suppress Elemental Energy Level: 6 (Ingenious) Duration: Concentration+1round/level Range: Personal Saving Throw: None Component: Fire, water, dirt or air. You attune yourself to the elements and reactions of the classical four elements to gain immunity to one of those for the duration. Item Refinement Level: 7 (Intricate) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Metal and powdered gems. By using this power you may finally do as the accursed wizard do and create magical items. By expending an amount of metal and powdered gems equal to the market value of a magical item, the alchemist may create that item. DC failed: Metal and gems are expended, but no item is created. DC exceeded by 5: 1% of the metal and gems aren’t consumed. DC exceeded by 10 or more: The item gains a free +1 caster level and 1% of the metal and gems aren’t consumed. Open Gate Level: 7 (Intricate) Duration: Instantaneous Range: 0ft. Saving Throw: None Component: Human transmutation You may prepare a portal to another plane in this fashion, though the portal is not viable for planar travel until the ritual is performed on both sides of the planar barrier. Creatures who enter the gate before the ritual is performed on the other side are held in suspended animation until the ritual is performed at which point they emerge on the other side. If the original gates transmutation circle is physically destroyed before targets reach the other side, they are dumped back out on the side they came from. DC failed: Portal leads to random plane instead. DC exceeded by 5: The physical transmutation circle cannot be broken. DC exceeded by 10 or more: The physical transmutation circle cannot be broken and if the alchemist makes a level check against DC 30 he may establish a gate even if the ritual isn’t performed on the other side. Perfect Containment Level: 7 (Intricate) Duration: Concentration Range: Medium (100ft.+10/level) Saving Throw: None Component: Diamond worth 100gp By channelling the innate alchemical power of the diamond you may contain an enemy in an inescapable cage. This functions identically to wall of force combined with dimensional anchor, except both are in a 20ft. sphere around the targeted area. Elemental Maelstrom Level: 8 (Inspired) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex halves. Component: Element of choice. Choose one element (acid, cold, electricity, fire, or sonic) to create a maelstrom of. You create a tornado, 10ft. in radius at a location within range and your chosen element shoots out there and damages anyone within the radius for 10d6 points of damage. DC failed: Transmutation failed. DC exceeded by 10 or more: On a successful save the target takes 3/4th damage rather than 1/2. If the target has evasion he takes 1/2 damage on a successful save and full damage on a failed. If the target has improved evasion, he takes 1/2 damage on a successful saving throw and 3/4 damage on a failed saving throw. Human Transmutation, Lesser Level: 8 (Inspired) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Human. The greatest taboo of alchemy is human transmutation. You may think it to be righteous to bring back all the innocents who died, but a person who knows as much as you should know better. You believe to have finally understood the workings behind human transmutation. The price, however, is high. You may try to bring back any dead person known to you (as by resurrection) but you must give up your life in exchange and can never be brought back by any force (mortal or immortal). As if this wasn’t enough, there is (unbeknownst to the alchemist) a 90% chance that you create a homunculus of the target rather than bringing the target back to life. The DM should make this roll in secret. Instant Cannon Level: 8 (Inspired) Duration: Instantaneous Range: Close (25+5/level) Saving Throw: None Component: Rock or metal. By quickly reshaping stone and extracting the correct elements you may create a mechanical device known as a cannon. The cannon is Huge sized, has 200hp and hardness appropriate to the material from which it is crafted; it may deliver one attack before losing its efficiency, after which it becomes inanimate (though it may be reused, if desired by invoking this power again). When a cannon attacks, it makes a ranged touch attack (its bonus is equal to your class level plus your intelligence bonus (if any) against a target you designate and (if it hits) it deals 1d8 points of damage for every class level you possess. Create Red Water Level: 9 (Incarnate) Duration: Instantaneous Range: Touch Saving Throw: Will negates. Component: Human You sacrifice living humans in order to form a substance known as ‘red water’, which is the base element of a Philosopher’s Stone. Unlike most transmutations, it is rarely enough with a single transmutation to achieve the desired result. DC failed: targets die, no red water is formed. DC is matched: 1 decilitre of red water is formed per individual. DC is exceeded by 5: 2 decilitres of red water are formed per individual. DC is exceeded by 10 or more: 2,5 decilitres of red water is formed per individual. Defy Magic Level: 9 (Incarnate) Duration: until discharged Range: Personal Saving Throw: None Component: Human By sacrificing a small amount of blood, you do what seems to defy all the rules of the arcane, that ignorant sorcerers and wizards have tried to impose on your art for centuries. By taking 1 point of ability burn (as ability damage, can only heal naturally) you gain the ability to invoke a single transmutation after this one even in an antimagic field. Special: This transmutation can always be used in an antimagic field. Human Transmutation Level: 9 (Incarnate) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Human You have already studied human transmutation, but recently you learned to understand it even deeper. Equivalent exchange does not have to be a life for a life; it just has to be something worth the same, as ones own life. This has led you to revise your personal theories on human transmutation and you may now attempt to do so without giving up your own life. Instead you roll on the table below to determine the price you pay. While the Con damage and Con drain may be healed normally, and loss of limbs may be repaired with magical effects, loss of sanity, senses or entering a coma is irreversable. 1d6 Effect 1 1d10 Con damage 2 1d6 Con drain 3 Loss of 1d4 limbs 4 You go comatose 5 You lose your sanity 6 Loss of 1d4 senses Unlike “Human Transmutation, Lesser” there’s only a 50% chance of creating a homunculus in this way, rather than bringing back the desired target. Human Transmutation, Greater Level: 10 (Unsurpassed) Duration: Instantaneous Range: 0ft. Saving Throw: None Component: Human You have to admit once again that you’ve been using inefficient and out-dated theories to base your rituals on. You have not only mastered alchemy beyond that of anyone else, but you have also finally cast away the oldest rule of alchemy; it only applies to those of lesser strength anyway. Human transmutation is finally a reality. Roll on the same table as Human Transmutation to determine cost. You never risk creating a homunculus in this manner, unless so desired. |
| Need_A_Life03-17-07, 09:40 AM | Alchemy (Int; trained only) You have learned the ancient ways of alchemy. With this skill you may use alchemical techniques or at least identify them if you have failed to learn its gifts. Check: You must make a check (DC 15+(2*level of transmutation) when invoking a transmutation. The DC for recognizing an alchemical effect is 10+level of transmutation, though most alchemical effects are plainly visible once they’ve taken effect, so this is usually used to identify alchemical arrays carried by fallen enemies. Action: Normally, drawing an alchemical circle is a full-round action that provokes attack of opportunity. Invoking a transmutation through an alchemical circle is a standard action. Recognizing a transmutation or alchemical array is an immediate action. Drawing an alchemical circle as a free action is only possible with the Practiced Alchemist at which point it is a DC 20 check. Try Again: Yes. Synergy: If you have 5 or more ranks in Knowledge (Architecture) you gain +2 on alchemy checks to build objects. Practiced Alchemist (Alchemy) You are able to prepare an Alchemical Circle must faster than most. Prerequisites: Alchemy 8 ranks Benefit: By making an Alchemy check (DC 20) you are able to form an Alchemical Circle as a standard action once per round instead of a full-round action. You cannot take 10 on this check. Special: You may take this feat multiple times, each time you reduce the amount of time by one action (full-round=>standard=>move=>swift=>immediate). Gatewalker (Alchemy) Whether deliberately or by accident, you have visited the Gate and learned the Truth about alchemy, giving you powers in return far beyond expectations. Prerequisites: Must have attempted a Human Transmutation and survived. Benefit: You are able to utilize your transmutations without a Transmutation Circle. Special: This feat is subject to DMs approval and should not be granted lightly. This feat should never be granted at character creation, only through in-game action, and may prove unbalancing if granted at level 1. (While it could be reasonable to assume that the requirement requires the Alchemist to use the "Human Transmutation, Lesser" power or the greater versions of same, human transmutation can be achieved with something as simple as the Reconfiguration power, so don't dismiss this out of hand!) |
| Need_A_Life03-17-07, 10:02 AM | Phew! So... what do ya think? P.E.A.C.H. |
| BrokenAbility03-17-07, 11:58 AM | So, it's a Warlock that knows all its powers, but can only use at most 10 at a single time (but can change one, two with Practiced Alchemist, powers every round if they want); has to write a 5-ft. circle on the target (I think that was how they did it in the manga) for a full round before using a power, and has to activate the powers with a relatively easy skill roll. At a first glance, I like it; though it needs some clarification in some places. Also, has it been playtested? A more detailed review will follow. |
| BrokenAbility03-17-07, 12:25 PM | Hit Die: d6 Alignment: Any Looks good. Level BAB Fort Ref Will Special Arrays 1 +0 +0 +2 +2 Alchemy (Fundamental) 1 2 +1 +0 +3 +3 1 3 +2 +1 +3 +3 Alchemy (Simple) 2 4 +3 +1 +4 +4 2 5 +3 +1 +4 +4 Alchemy (Practiced) 3 6 +4 +2 +5 +5 3 7 +5 +2 +5 +5 Alchemy (Difficult) 4 8 +6 +2 +6 +6 4 9 +6 +3 +6 +6 Alchemy (Experienced) 5 10 +7 +3 +7 +7 5 11 +8 +3 +7 +7 Alchemy (Complex) 6 12 +9 +4 +8 +8 6 13 +9 +4 +8 +8 Alchemy (Ingenious) 7 14 +10 +4 +9 +9 7 15 +11 +5 +9 +9 Alchemy (Intricate) 8 16 +12 +5 +10 +10 8 17 +12 +5 +10 +10 Alchemy (Inspired) 9 18 +13 +6 +11 +11 9 19 +14 +6 +11 +11 Alchemy (Incarnate) 10 20 +15 +6 +12 +12 Alchemy (Unsurpassed) 10 Why the good Reflex save? Most mage-types don't have that, after all. Don't quite agree with the names of the later levels of Alchemy, you might want to rethink at least Incarnate. Otherwise, it's good. Class Skills: Alchemy (Int)*, Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all; each taken individually) (Int), and Spellcraft (Int). Skill Points: 4 + Int Mod Skill Points at first Level: (4+Int mod)*4 * New skill, posted below. Why is it lacking Profession? As I remember it, most alchemists in the series used alchemy to make a living, making Profession suitable (and every class should have it.) Might also consider adding Forgery, Disable Device and Lockpicking, skills that fit in with the more unscrupulous Alchemists. Class Features: Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons, but do not receive proficiency with armour or shields of any kind. Armour or shields do not interfere with invoking alchemy and may even prove themselves useful, however it is few alchemists who would sacrifice mobility for the minor defence a suit of armour provides them. Should read "prove to be useful". Quite fine, otherwise. Alchemy (Sp): At first level and every other level after that, an alchemist masters yet another complex calculation and learns to combine it with his inner powers in order to analyse, deconstruct and reconstruct and object in the blink of an eye. Now you're confusing me. The last paragraph in this states that he has access to all his transmutations, but this sentence seems to indicate that he only gains one transmutation every odd level. Also, the last sentence should read "reconstruct an object", not "and". For most alchemists, this requires an alchemical circle to be drawn (the only exception are those with the Gatewalker feat), which requires a special diagram to be drawn or carved into a somewhat flat surface. The size may vary, anywhere from a few inches in diameter to several miles, which may drastically change the time it takes to make it. A typical alchemical circle is 5ft. in diameter and takes a full-round action that provokes attack of opportunity to create. An alchemist may have a number of these circles prepared equal to half his class level rounded down (as shown under the header ‘Arrays’ above); when he exceeds this limit the oldest circle loses its power. So, he obviously has more transmutations than available Arrays, making the above paragraph incorrect and confusing, right? You might want to provide some more rules for altering the size of the diagram, such as raising the DC by 5 for reducing it to half its size, and a reduction of the DC by 2 for every doubling of the size, or something like that. You mentioned a change in creation time, provide some solid rules for that and you're good to go. Unlike most spell-like abilities, nearly every transmutation requires a material component related to the effect at hand, the exceptions being analysing a foe or deconstructing something. If there is supplied too little material or no material the transmutation not only fails but may have dire consequences, as described in the entry of each particular power. Furthermore, attempting to use alchemy directly on a human may prove deadly even to the most skilled alchemists. Good, provide rules for Human Transmutation as well. Also, in the FMAworld, there are no other humanoids, outsiders, etc. Might want to change human to "sentient creature" or the like. Once an alchemical circle has been prepared, an alchemist may activate it as a standard action to release the magic stored within it. This works as a normal spell-like ability and as so provokes attack of opportunity (unless the alchemist is casting on the defensive) and is subject to a concentration check if the alchemist is damaged during the invocation. At each manifestation he must roll an alchemy check against the DC of 15+(2*transmutation level); he may not take 10 on this check, the transmutation may be more or less effective compared to how close to the DC he came. Good, makes the activation a little bit of a gamble, but will likely be merely another roll every round that has no chance of failing after 5 levels or so. Also, can you use the same array more than once? You make no mention of this, but it is neccessary information. I'm guessing that it is. An alchemist’s transmutations are drawn from the list below and he has access to all transmutations of each level he has mastered (from Fundamental to Unsurpassed). The save DC for an alchemist’s transmutation is equal to 10+level+int modifier. See the above criticisms of this paragraph in conjunction to the others. Save DC is good. |
| Need_A_Life03-17-07, 12:30 PM | As I wrote it last night/early this morning, no it has not been playtested. Most of it is based off the truenamer, with certain parts being powered up and others being powered down. Also, no healing for alchemists and, yes, I know Marcov did it before he had the stone, but even so I believe it constitutes Human Transmutation and therefore deserves nothing more than a roll on the "Human Transmutation table" By level 20 you'll have 31 powers, that can be used at will. The limit on arrays is basically to avoid them being "like warlocks, only better", seeing as how they can only prepare a few transmutations in advance. but can change one, two with Practiced Alchemist, powers every round if they wantWell, they could... 1) Create a circle as a free action (and take an AoO), activate the circle (standard action) and move 30ft. (move action). 2) Activate a circle made last round, move 30ft. and create a new circle so to stay on the defensive. And many other things that keeps it at the fast pace FMA (among others) is known for. Most alchemists will definitively use that "extra" move action to get out of the reach of enemies, especially as they won't have any armour. has to write a 5-ft. circle on the target (I think that was how they did it in the manga) for a full round before using a powerYes, thankfully they don't have something like magic missile for that. "Stand still while I draw on you, godd**n it!" Like the series, I wanted them to make the environment their weapon rather than just blasting. ~2/3rds of the powers are meant for non-combat situations, but most can still be used in combat. and has to activate the powers with a relatively easy skill roll.Yea, I have that from Truenamer (just without the "CR" thrown into the equation, that just messes things up). It also gave me an opportunity to add greater effects for a good skill check and worse for a bad one. In many cases I actually expect the alchemist to beat the DC by 5 and in a particular power I actually thought it proper to add a "exceeds DC by 15 or more" to the effects. Really, it can be cut out easily, but I like a bit of randomess. It also creates some danger at low levels, when an (un)lucky "deconstruct" may end your career. At a first glance, I like it; though it needs some clarification in some places. Such as where :confused: I wrote it between 22pm and 4am, so I don't doubt it. Just can't seem to find them (except in the "Instant Column" power, but I can't find a way to fix the wording). |
| Need_A_Life03-17-07, 12:46 PM | Why the good Reflex save? Most mage-types don't have that, after all. Don't quite agree with the names of the later levels of Alchemy, you might want to rethink at least Incarnate. Otherwise, it's good.Good reflex save... I mostly thought it was because they're jumping around like crazy in that series and moving with near-superhuman speed at times. If you've got suggestions for other names for the levels, let's hear them... I made this in the early morning, y' see. Why is it lacking Profession? As I remember it, most alchemists in the series used alchemy to make a living, making Profession suitable (and every class should have it.) Might also consider adding Forgery, Disable Device and Lockpicking, skills that fit in with the more unscrupulous Alchemists.I purposefully left out profession, as I never really saw the alchemists be super at what they did (Mustang aside, but that's charisma, not profession) apart from when they were using their alchemy. Should read "prove to be useful". Quite fine, otherwise.Gah! Hate when that happens. Now you're confusing me. The last paragraph in this states that he has access to all his transmutations, but this sentence seems to indicate that he only gains one transmutation every odd level.He has access to all transmutations of the level he can invoke (Fundamental, Simple etc.), and gains access to a new category of those every odd level. Just didn't know how to formulate that. Also, the last sentence should read "reconstruct an object", not "and".D'oh! So, he obviously has more transmutations than available Arrays, making the above paragraph incorrect and confusing, right? The arrays are much like "readied spells" for a wizard. These are the powers he has written while the wizards are reading their spellbooks, scribing them on his clothes, body, armour or pieces of paper so he doesn't have to do so if he gets ambushed (just like a wizard doesn't start reading his spellbook during an ambush). You might want to provide some more rules for altering the size of the diagram, such as raising the DC by 5 for reducing it to half its size, and a reduction of the DC by 2 for every doubling of the size, or something like that. You mentioned a change in creation time, provide some solid rules for that and you're good to go. Well... I want to leave this a bit to logic (I'm a Savage Worlds fan)... when Scar made the circle around Lior, he obviously spent days, if not weeks so I'm inclined to make it take more time proportionate to how much you increase its size, but on the other hand the Array on Roy Mustang's glove is so detailed that it'd have to take more time. Really, most of the time a character will either be using the standard 5ft. circle or the Far Circle transmutation, unless the story dictates otherwise, so I don't see it being a problem and I'm stumped on how to dictate what "common sense" is in game rules. Good, provide rules for Human Transmutation as well. Also, in the FMAworld, there are no other humanoids, outsiders, etc. Might want to change human to "sentient creature" or the like. I kept the name human transmutation, because its part of the series (and besides, that's probably just the name in the common tongue anyway), but I believe I changed all the references to be "living creature" instead. If not, please show me where. Good, makes the activation a little bit of a gamble, but will likely be merely another roll every round that has no chance of failing after 5 levels or so.Not really, no. Originally the DC would scale with your level, but I thought this too sadistic and dropped it. Besides, we've never seen Ed blow himself to pieces because he failed a transmutation, so it fits with it being the upstarts failing occasionally. Also, if you use the house rule that skill checks fail on a nat 1, then it remains "interesting." Also, can you use the same array more than once? You make no mention of this, but it is neccessary information. I'm guessing that it is. While I can't recall for sure seeing the same circle being used multiple times, I'm inclined to say that they can. Or maybe they should be like scrolls and be "burnt out" after use? |
| BrokenAbility03-17-07, 01:18 PM | Analyse Materials Level: 0 (Fundamental) Duration: Instantaneous. Range: Close (25ft+5/level). Saving Throw: Will negates (harmless) or none (object) Component: None While all alchemists do this on a subconscious level, few of them actively try to study their targets in depth, though this is usually because the target is unwilling; in either case, this power is meant for those who know that knowledge is power. You instantly become aware of the composition of the target, knowing every material of which it is composed and in what quantities. DC failed: You gain no knowledge of the subject. DC exceeded by 5: You gain an incredible insight into the target’s composition and gain a +1 insight bonus on save DCs against him when using your alchemical powers against it. DC exceeded by 10 or more: Your insight into the targets composition is nothing short of extraordinary; you gain a +2 insight bonus on save DCs against it when using alchemical powers as well as a +1 insight bonus to AC and saves against the target, due to your extensive knowledge of it. This should not have a (harmless) tag on the save. Otherwise good, an extra standard action to get a +1 to save DCs is a useful ability, but not overpowered, though the AC bonus makes little sense. You might want to add a duration to this. After all, could you remember the composition of even a simple object for more than a few rounds, especially with the changes that a living organism can go through untill the next time you encounter it. Looks quite good otherwise. Deconstruct Level: 0 (Fundamental) Duration: Instantaneous Range: Close (25ft+5/level). Saving Throw: Fortitude halves. Component: None While a crude form of attack, this ability is invaluable to all alchemists and just as any fundamental it remains one of the building blocks that all their other abilities. It deals 1d3+1 points of damage to a target. Upon casting, an alchemist must specify if he is targeting living flesh or an non-living objects, and if he mistakenly uses the power against an invalid target (such as choosing living flesh and targeting a golem) he deals only half damage (quarter damage on a successful save). DC failed by 5 or more: The fundamental strikes the alchemist dealing 1d3+1 points of damage from its destructive power. The alchemist receives no save against this effect. DC failed by 4 or less: The fundamental fails to harm the target. DC exceeded by 5: The damage is changed to 1d2+2 instead. DC exceeded by 10 or more: The ability allows no save for less damage and it deals 1d3+2 damage. This is good, too, though a little bit powerful. It only matches the average strength of a first-level Warlock's Eldritch Blast when the DC is exceeded by 5, and only surpasses that when it exceeds it by 10, but I'd rather have a higher minimum damage than a higher maximum damage. I'm still on the fence about this one, it's quite good. Reconstruct Level: 0 (Fundamental) Duration: Instantaneous Range: Close (25+5/level). Saving Throw: None (object) Component: Varies (see text). The most complex fundamental, the alchemist makes a shallow analysis of the item, deconstructs it and reforms it in a more desirable shape. This ability can affect a single 5ft. cube per level and shape it into any item that could be formed from those dimensions, though not all items are equally useful (a full-plate of parchment would be useless, as would a canoe out of granite). The most important thing to remember is that the building material must be present during manifestation, as well as this item is completely non-magical once created and do not bestow proficiency in their use upon the alchemist. Using this on a living creature (or the corpse of such) is Human Transmutation and automatically fails and the alchemist suffers the consequences. DC failed by 5 or more: The item is crude and useless. Tools, weapons and armour all shatter if they are used and other items look painfully artificial and prove just as useless in any task. DC failed by 4 or less: The item is simplistic, yet not entirely worthless. Tools only confer a –1 penalty to checks (as opposed to –2 for having no tools at all), whereas weapons suffer –1 to attack and damage rolls, armour provides half armour bonus and has double armour check penalty. DC exceeded by 5: The item you created is sturdy and well made. Tools are treated as masterwork if crafted in this fashion, whereas weapons and armour are merely created with plenty of minor details that bespeak its great craftsmanship; these confer no mechanical bonus (the alchemist may choose not to create these embellishments, if so desired). DC exceeded by 10 or more: the item you created rivals that of master craftsmen. Tools created in this manner confer a +3 bonus on appropriate skill checks (rather than the normal +2 for being masterwork). Weapons and armour are treated as masterwork. I would make the objects only receive bonuses if the check exceeds the DC by 10 and 15. Also, add a Craft check to this. "Simple" Elemental Bolt Level: 1 (Simple) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: Reflex halves. Component: Air By drawing from your surroundings you speed up or slow down the molecules in the air up enough to create a fire or sphere of icy cold in mid-air and launch it at a foe. This deals 1d8 points of fire or cold damage +1 per caster level (max. 5); the type of element is chosen at each manifestation. DC failed by 5 or more:[/I] The fire is uncontrolled and hits a random target within range (roll randomly to determine; you, allies, familiars as well as enemies are all viable targets). DC failed by 4 or less: The flame is so weak that it is quenched the moment you try to launch it at your enemy. DC exceeded by 5: The bolt is unusually powerful, and deals 1d10 points of damage +1 per caster level (max. 5). DC exceeded by 10 or more: Whether by luck or incredible skill you manage to push yourself beyond what theories say you should be able to. You deal 1d12 points of damage +1 per caster level (max. 10). First sentence should read "draws energy from the surroundings" or "draws heat". Provide the method used to determine who gets hit when the check fumbles and whether or not those targets receive a save (they should). Shift the damages down one die. Mending Level: 1 (Simple) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: None (harmless, object) Component: Varies (see text). By gathering the broken fragments of any non-magical item, you may try to recreate it. The component needed for this transmutation is every single piece of the item to be repaired (and any additional pieces you want to attach to it). By imagining it whole you rearrange each individual piece’s location until the item is restored. DC failed: The item remains fractured. DC exceeded by 5: The item is restored not only into working order but it is exactly as it was before it broke (unless the alchemist desires otherwise). DC exceeded by 10 or more: The item is restored, even if small pieces are missing as you instinctively use your surrounding to substitute for the missing components. You may decide the items exact appearance, but its function and game mechanics remain the same. Looks good. Might want to add some indication of how much damage it can repair. Restrict Level: 1 (Simple) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex negates. Component: Varies (see text). A more refined version of the fundamental reconstruction power, this power works on the same basic principle except with much greater speed and for a much more offensive purpose. When you activate this power, choose a target within range to target with this power; around the target tentacles of whatever material around them shoot out and try to entangle him (whether these are plants, rock or even water is irrelevant). If he fails his saving throw, he cannot move from his current location, but may attack normally; each round he may attempt a strength check against the spell’s DC to break free of his restraints. Alternatively, this power may also be used to release a person captured by a previous casting of this ability (even if the caster was someone else than you). Might want to base this on Entangle instead, completely hindering movement can be somewhat overpowering. Also, give it a duration. "Practiced" Instant Reconfiguration Level: 2 (Practiced) Duration: 1hour/level (D) Range: Touch Saving Throw: None (object). Component: Any metal object. Whether it is an automail, a spear or a shield, sometimes you need things to work differently in the heat of combat and you simply don’t have time to use traditional means or maybe drawing an alchemical circle would draw attention to you. With this power you may reform any metal object into another metal object (even if it is of a different type of metal) of the same weight once per round as a free action for the duration of the transmutation. At the end of the transmutation, the object remains in whatever form it was in at the time, this also applies if the transmutation was dispelled. DC failed by 10 or more: Transforming the item is a full-round action. DC failed by 5: Transforming the item is a standard action DC failed by 4 or less: Transforming the item is a move action. DC exceeded by 5 or more: Transforming the item is an immediate action. Change "of the same weight" to "of the same mass". Otherwise, I like it. Cut down the duration to rounds/level. Razor Edge Level: 2 (Practiced) Duration: Until discharged Range: Touch Saving Throw: Will negates (harmless) Component: Any melee, slashing weapon You sharpen the edge beyond what can ordinarily be achieved, causing the next attack made by the blade to deal 5 points extra damage. Unfortunately, this hyper-sharpened blade is easily dulled and after the first attack it is no more efficient than it used to. DC failed by 10 or more: The weapon becomes unusable. DC failed by 5: The weapon is off-balance and has –4 on all attack rolls (as if it was an improvised weapon). DC exceeded by 5: The weapon deals an extra 10 points of damage. DC exceeded by 10 or more: The weapon deals an extra amount of damage equal to your level or 10 (whichever is higher). What happens when a magic item becomes unusable? Skywards Level: 2 (Practiced) Duration: Concentration + 4 rounds (D) Range: Touch Saving Throw: None (object) Component: Any solid material By infusing the base materials of an item with lighter-than-air gasses, you give them the ability to remain airborne even when they shouldn’t be. You give the item in question the ability to carry 50 pounds per level, but you must remain in contact with it constantly because the moment you stop touching it and concentrating on keeping it aloft it begins to descend slowly. The item may fly at a speed of 90ft. with good manoeuvrability for as long as you concentrate. When you cease you concentrate on the power, the item descends at a rate of 60ft. per round and if it hasn’t reached the ground in the fourth round then it goes into free fall. DC failed by 10 or more: The transformation instead transforms the base molecules of the item into gas, effectively causing it to disappear. DC failed by 5: The duration is Concentration, after which it goes straight into free fall. DC exceeded by 5: Duration is concentration+1minute, giving it a minute to descend at a rate of 60ft. per round. DC exceeded by 10 or more: Duration is concentration+1minute and the fly speed is 90ft. (perfect) instead.[/sblock][/QUOTE] Hmm, I like it, but it has too high movement speed. Make it more like Levitate instead of Fly (after all, how is it being propulsed horizontally if the only difference is that it has become lighter than air?) Make the item more brittle (and use the better versions to lessen this) and cap the weight capacity based on the size of the object. |
| BrokenAbility03-17-07, 01:47 PM | Difficult" Far Circle Level: 3 (Difficult) Duration: Instantaneous Range: Touch Saving Throw: None (object) Component: Varies (see text) You use your transmutation circle for a seemingly useless thing: the creation of another transmutation circle. The circle can be 40ft. diameter per level you possess (so, at 20th level an 800 diameter circle could be created). While this has no effect in everyday transmutation the moment one has to reconstruct major objects or (at higher levels) use living beings for components, having a large area covered is essential. The transmutation actually affects the ground on which the circle is made and makes the circle exactly one inch deep and each line is likewise 1 inch wide (meaning that it cannot easily be erased). DC failed by 5 or more: Circle is ruined and the ground is temporarily tainted; you cannot reuse this specific transmutation on this particular area for 1d4 rounds as the alchemical energies dissipate. DC exceeded by 5: You are treated as two levels higher for purposes of how large the circle is. DC exceeded by 10: You are treated as two levels higher for all intents and purposes when using this circle for reconstructing objects or creatures. So, besides being able to create a huge circle, it can also give you +2 caster levels. That might be a bit much, change it to +1 instead. Obscuring Mist Level: 3 (Difficult) Duration: Instantaneous Range: Close (25ft+5/level) Saving Throw: None Component: Water (whether liquid, solid or gaseous) You use your knowledge of humidity and evaporation to create fog. You create fog in a 20ft. radius, granting everyone within it concealment from anyone more than 10ft. away. This fog is entirely magical and you have no special control over it once created and as such it dissipates slowly if left alone, with increasing speed in high temperatures or in places with strong wind. DC failed by 5 or more: Radius is 10ft. DC exceeded by 5: Radius becomes 40ft. DC exceeded by 10 or more: Radius becomes 80ft. Decent. Shards Level: 3 (Difficult) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex halves Component: Stone, rock or metal By putting inertia behind the transmutation you make shards of rock or metal fly at your opponent from every possible direction dealing 1d6 points of slashing and piercing damage per 2 levels. DC failed by 5 or more: Target takes half damage, quarter damage on a successful save. DC exceeded by 5: Save DC is increased by +2. DC exceeded by 10 or more: Save DC is increased by +4. As inertia is not something an Alchemist should be able to control, you might want that to be caused by carefully triggered explosions or the like. "Experienced" Greater Deconstruction Level: 4 (Experienced) Duration: Instantaneous Range: Touch Saving Throw: Fortitude partial. Component: None By using this extremely potent version of the basic deconstruction formula, you may cause great damages to a target; most alchemists consider learning this power a pure professional achievement rather than an offensive power however, as the proximity to the target leaves them vulnerable. This power deals 6d6 points of damage to the target and 4d6 on a successful save. DC is failed by 5 or more: Transmutation targets alchemist instead. DC is failed by 4 or less: You deal only 4d6 damage; 2d6 on a successful save. DC is exceeded by 10 or more: You deal 8d6 damage; 6d6 on a successful save. Are you sure you don't want it to simply be Fortitude (half)? It would make bookkeeping easier. Instant Column Level: 4 (Experienced) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving throw: Reflex negates Component: Solid surface You cause a column to shoot out of a nearby wall or floor to strike your opponent. Your opponent must roll a strength check versus [your class level+int modifier+8] or be pushed back 5ft. per class level you possess. Note, that this does not only work horizontally, but it can also be used to shunt a person into the air at which point they’re trapped at the top of the column. If a wall stops their travel before their entire movement has finished (or ceiling, for that matter) they take 1d6 points of damage per 5ft. remaining. The column is 5ft. wide and 5ft. broad and depending on its location is may impede movement. DC failed by 5 or more: You hit random target within range other than the intended target (you are also a valid target). DC exceeded by 5 or more: The target takes 1d8 damage instead of 1d6 if stopped short. I like it. Might want to give the damage a type, bludgeoning would be perfect. Know Magic Level: 4 (Experienced) Duration: Instantaneous Range: Touch Saving Throw: None (object) Component: None This is a highly developed and specialised version of the fundamental power analyse materials, and is only used on rare occasions. Because alchemists have realized that sorcerers, wizards, clerics and druids all operate on different rules than them, they have created this power in order to better know their rivals. This functions as analyse dweomer, and therefore reveals all magical powers of any item or artefact to the alchemist. It also emulates the analyse materials fundamental and therefore reveals what base components the items are created out of. DC failed by 10 or more: No magic is detected in item. DC failed by 5: Functions as identify. DC exceeded by 5: The alchemist gains use of detect magic for 1 round per class level. DC exceeded by 10 or more: The alchemist gains use of detect magic for 1 minute per class level. Giving Alchemists access to a 6th-level spell, with additional powers, as a 4th-level Transmutation? You might want to tone this one down a lot, especially as an Alchemist shouldn't understand magic better than a mage at an earlier level. Make the base Detect Magic instead and the improved version Identify. That would be relatively enough. "Complex" Delayed Death Level: 5 (Complex) Duration: Varies. Range: Touch Saving Throw: Fortitude negates; then no and reflex half. Component: Stone or humans You cause an inner reaction within your opponent in a fairly ingenious way, as you are actually able to do this to even living humans without doing any human transmutation. After a maximum 1 round per class level (min. 1 round), the target suffers 1d6 fire per class level (no save) and everyone within 5ft. must make a reflex save or take the damage as well. DC is failed: Target is unharmed. DC is exceeded by 5: Maximum delay is 1minute/level.. DC is exceeded by 10: Maximum delay is 1hour/level. DC is exceeded by 15 or more: Maximum delay is 1day/level. The perfect assassin tool. I like it. Densen Structure Level: 5 (Complex) Duration: Special Range: - Saving Throw: - Component: - When manifesting another transmutation you may spend another action to also invoke this power along with the other, allowing the power to affect incorporeal or ethereal foes normally. DC is failed by 10 or more: Both transmutations fail. DC is failed by 5: Densen Structure fails, but the other transmutation functions. DC is exceeded by 5: Transmutation only uses an extra move action. DC is exceeded by 10: Transmutation only uses up an extra swift action. Wouldn't this be nearly impossible to use except when the DC is exceeded by 5 or more? Also, as a spell-like ability, a Transmutation can already affect an incorporeal creature normally. Change it so that it affects an object instead. Travelling Soul Level: 5 (Complex) Duration: 1minute/level Range: Touch, then unlimited Saving Throw: Will negates (harmless) Component: Solid item You infuse your consciousness and part of your soul in an item, causing your normal body to fall unconscious and be helpless for the duration. During this time the item you possessed is animated and under your control, and you have normal senses while possessing the item in this fashion. Once the connection is established the item may travel as far away as desired without breaking the connection and it may even cross planar borders. If the item is destroyed, you suffer 1d6 wisdom drain as you return to your body from the stress of being without a body for a short moment. If your normal body is destroyed while you are in the item, you die when the duration ends. DC is failed: You take 1d2 wisdom damage. DC is exceeded by 5: Transmutation may be dismissed as a standard action. DC is exceeded by 10: Transmutation may be dismissed as a free action. DC is exceeded by 15 or more: Transmutation may be dismissed as an immediate action. Okay, this is going way out of the line for what an Alchemist should be able to do - though it might have been done in the series (never saw the anime, just read the manga, and I have definitely no recollection of this ever being used), it's not fitting for the archetype. |
| Gwenfloor03-17-07, 01:50 PM | I think I'm in love... |
| BrokenAbility03-17-07, 02:12 PM | "Ingenious" Create Chimera Level: 6 (Ingenious) Duration: Instantaneous Range: Touch Saving Throw: Will partial (see text). Component: Two or more living creatures With this power you force every living creature within the transmutation circle (including you, if you choose to stand within it) to become one being. All creatures make opposed will checks to see who gains dominance over the mental faculties thereafter (this never changes, those who fail do not have their memories destroyed but they have no autonomy). DC failed by 10 or more: Targets die. DC failed by 5: Creatures use worst ability scores for each physical score and mental scores become: Int 2, Wis 6, Cha 2. Gains an extraordinary ability of the dominant creature. The creature is an abomination. DC matched: Creatures use average number for each physical ability score. Mental ability scores are: Int 3, Wis 8, Cha 6. Gains all extraordinary abilities of the dominant creature. The creature is an aberration. DC exceeded by 5: Creatures use best number for each physical ability score. Mental ability scores are: Int 5, Wis 10, Cha 8. Gains all extraordinary abilities of the dominant creature and one from each non-dominant creature. The creature is a magical beast. DC exceeded by 10 or more: Creatures use best number for each ability score and add +2 to three scores of the alchemist’s choice. Gains all extraordinary abilities of all creatures involved. If a humanoid is involved, the chimera is a monstrous humanoid; otherwise, it’s a magical beast. This is really overpowered. Fusion, the current benchmark, is an 8th-level Egoist power, has an XP-cost, a duration and doesn't change the creature type. It also has to be between willing creatures. Soulbind Level: 6 (Ingenious) Duration: Instantaneous Range: Close (25ft.+5/level) Saving Throw: Will negates (harmless) Component: Inanimate object and soul plus a variable component You bind the soul of a recently departed soul into an object (typically an armour) through the use of a special seal. If the seal is ever broken, the soul is returned to the world beyond but may be brought back in this manner again, if desired. The form and shape may vary, but if the target is bound to an armour he gains the stats of a warforged, if bound to another item he uses the Animated Object entry in the Monster Manual. Roll on the table below to determine the toll it takes on the alchemist: 1d4 Effect 1-2 You die; cannot be resurrected. 3 You lose 1d4 limbs (determined randomly) 4 You lose something intangible (such as your memory or your voice) It's okay in power, but gambling with a possibilty of irreversible character death is just bad design. Suppress Elemental Energy Level: 6 (Ingenious) Duration: Concentration+1round/level Range: Personal Saving Throw: None Component: Fire, water, dirt or air. You attune yourself to the elements and reactions of the classical four elements to gain immunity to one of those for the duration. The four classical elements, beyond fire, has no direct correlation to the energy types used in DnD. I suggest changing this to Energy Immunity instead. Also, why no energy resistance before? "Intricate" Item Refinement Level: 7 (Intricate) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Metal and powdered gems. By using this power you may finally do as the accursed wizard do and create magical items. By expending an amount of metal and powdered gems equal to the market value of a magical item, the alchemist may create that item. DC failed: Metal and gems are expended, but no item is created. DC exceeded by 5: 1% of the metal and gems aren’t consumed. DC exceeded by 10 or more: The item gains a free +1 caster level and 1% of the metal and gems aren’t consumed. Instantaneous item creation is an ability any other spellcasting class would kill for. I suggest making this a class ability instead, similar to the Warlock's. Also, he should need all spells and expend the XP required. Open Gate Level: 7 (Intricate) Duration: Instantaneous Range: 0ft. Saving Throw: None Component: Human transmutation You may prepare a portal to another plane in this fashion, though the portal is not viable for planar travel until the ritual is performed on both sides of the planar barrier. Creatures who enter the gate before the ritual is performed on the other side are held in suspended animation until the ritual is performed at which point they emerge on the other side. If the original gates transmutation circle is physically destroyed before targets reach the other side, they are dumped back out on the side they came from. DC failed: Portal leads to random plane instead. DC exceeded by 5: The physical transmutation circle cannot be broken. DC exceeded by 10 or more: The physical transmutation circle cannot be broken and if the alchemist makes a level check against DC 30 he may establish a gate even if the ritual isn’t performed on the other side. Decent, but doesn't fit with the theme of the archetype. Perfect Containment Level: 7 (Intricate) Duration: Concentration Range: Medium (100ft.+10/level) Saving Throw: None Component: Diamond worth 100gp By channelling the innate alchemical power of the diamond you may contain an enemy in an inescapable cage. This functions identically to wall of force combined with dimensional anchor, except both are in a 20ft. sphere around the targeted area. Hmm, doesn't really fit with the archetype. Otherwise good. "Inspired" Elemental Maelstrom Level: 8 (Inspired) Duration: Instantaneous Range: Medium (100ft.+10/level) Saving Throw: Reflex halves. Component: Element of choice. Choose one element (acid, cold, electricity, fire, or sonic) to create a maelstrom of. You create a tornado, 10ft. in radius at a location within range and your chosen element shoots out there and damages anyone within the radius for 10d6 points of damage. DC failed: Transmutation failed. DC exceeded by 10 or more: On a successful save the target takes 3/4th damage rather than 1/2. If the target has evasion he takes 1/2 damage on a successful save and full damage on a failed. If the target has improved evasion, he takes 1/2 damage on a successful saving throw and 3/4 damage on a failed saving throw. Increase the damage as normal instead of decreasing the benefits of Evasion. Human Transmutation, Lesser Level: 8 (Inspired) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Human. The greatest taboo of alchemy is human transmutation. You may think it to be righteous to bring back all the innocents who died, but a person who knows as much as you should know better. You believe to have finally understood the workings behind human transmutation. The price, however, is high. You may try to bring back any dead person known to you (as by resurrection) but you must give up your life in exchange and can never be brought back by any force (mortal or immortal). As if this wasn’t enough, there is (unbeknownst to the alchemist) a 90% chance that you create a homunculus of the target rather than bringing the target back to life. The DM should make this roll in secret. As I said in regard to Soulbind, irreversible character death is bad design! Instant Cannon Level: 8 (Inspired) Duration: Instantaneous Range: Close (25+5/level) Saving Throw: None Component: Rock or metal. By quickly reshaping stone and extracting the correct elements you may create a mechanical device known as a cannon. The cannon is Huge sized, has 200hp and hardness appropriate to the material from which it is crafted; it may deliver one attack before losing its efficiency, after which it becomes inanimate (though it may be reused, if desired by invoking this power again). When a cannon attacks, it makes a ranged touch attack (its bonus is equal to your class level plus your intelligence bonus (if any) against a target you designate and (if it hits) it deals 1d8 points of damage for every other class level you possess. This is rather underpowered compared to the Transmutation that gave you 1d6/level. At 20th level, there is a 25 damage difference, with the lower-level Transmutation coming out on top! "Incarnate" Create Red Water Level: 9 (Incarnate) Duration: Instantaneous Range: Touch Saving Throw: Will negates. Component: Human You sacrifice living humans in order to form a substance known as ‘red water’, which is the base element of a Philosopher’s Stone. Unlike most transmutations, it is rarely enough with a single transmutation to achieve the desired result. DC failed: targets die, no red water is formed. DC is matched: 1 decilitre of red water is formed per individual. DC is exceeded by 5: 2 decilitres of red water are formed per individual. DC is exceeded by 10 or more: 2,5 decilitres of red water is formed per individual. Should have the [evil] descriptor. Defy Magic Level: 9 (Incarnate) Duration: until discharged Range: Personal Saving Throw: None Component: Human By sacrificing a small amount of blood, you do what seems to defy all the rules of the arcane, that ignorant sorcerers and wizards have tried to impose on your art for centuries. By taking 1 point of ability burn (as ability damage, can only heal naturally) you gain the ability to invoke a single transmutation after this one even in an antimagic field. Special: This transmutation can always be used in an antimagic field. I like it, makes them strange and dangerous to casters. Human Transmutation Level: 9 (Incarnate) Duration: Instantaneous Range: 0ft. Saving Throw: None. Component: Human You have already studied human transmutation, but recently you learned to understand it even deeper. Equivalent exchange does not have to be a life for a life; it just has to be something worth the same, as ones own life. This has led you to revise your personal theories on human transmutation and you may now attempt to do so without giving up your own life. Instead you roll on the table below to determine the price you pay. 1d6 Effect 1 1d10 Con damage 2 1d6 Con drain 3 Loss of 1d4 limbs 4 You go comatose 5 You lose your sanity 6 Loss of 1d4 senses Unlike “Human Transmutation, Lesser” there’s only a 50% chance of creating a homunculus in this way, rather than bringing back the desired target. Well, at least it's better than the other two. Add some comment on how to regain one's sanity or come back from a coma. Change 3 and 6 to "lose 1 sense/limb". "Unsurpassed" Human Transmutation, Greater Level: 10 (Unsurpassed) Duration: Instantaneous Range: 0ft. Saving Throw: None Component: Human You have to admit once again that you’ve been using inefficient and out-dated theories to base your rituals on. You have not only mastered alchemy beyond that of anyone else, but you have also finally cast away the oldest rule of alchemy; it only applies to those of lesser strength anyway. Human transmutation is finally a reality. Roll on the same table as Human Transmutation to determine cost. You never risk creating a homunculus in this manner, unless so desired.[/sblock] See above. |
| BrokenAbility03-17-07, 02:19 PM | Yes, thankfully they don't have something like magic missile for that. "Stand still while I draw on you, godd**n it!" Like the series, I wanted them to make the environment their weapon rather than just blasting. ~2/3rds of the powers are meant for non-combat situations, but most can still be used in combat. However, there are still a lot of Transmutations with a Range greater than Touch. If you wanted to keep in line with the show, wouldn't all Transmutations need to have Range: Touch? Yea, I have that from Truenamer (just without the "CR" thrown into the equation, that just messes things up). It also gave me an opportunity to add greater effects for a good skill check and worse for a bad one. In many cases I actually expect the alchemist to beat the DC by 5 and in a particular power I actually thought it proper to add a "exceeds DC by 15 or more" to the effects. Really, it can be cut out easily, but I like a bit of randomess. It also creates some danger at low levels, when an (un)lucky "deconstruct" may end your career. Well, ending a career due to a bad roll is never a good design choice, but it's decent anyway. I understand that you intended for the DCs to be easily met, because as a skill, it's incredibly easy to raise the check to high levels. |
| BrokenAbility03-17-07, 02:26 PM | Practiced Alchemist (Alchemy) You are able to prepare an Alchemical Circle must faster than most. Prerequisites: Alchemy 8 ranks Benefit: By making an Alchemy check (DC 20) you are able to form an Alchemical Circle as a free action once per round. You cannot take 10 on this check. Feats Should Be Nice, Not Required. This is a significant boost to an Alchemist, and should almost be a class ability instead. Gatewalker (Alchemy) Whether deliberately or by accident, you have visited the Gate and learned the Truth about alchemy, giving you powers in return far beyond expectations. Prerequisites: Must have attempted a Human Transmutation and survived. Benefit: You are able to utilize your transmutations without a Transmutation Circle. Special: This feat is subject to DMs approval and should not be granted lightly. This feat should never be granted at character creation, only through in-game action, and may prove unbalancing if granted at level 1.[/QUOTE] See above. While the earliest this can be gotten is level 13 (the last sentence is redundant), this gives such a tremendous boost to the Alchemist. After all, this effectively makes the Array-line irrelevant. |
| BrokenAbility03-17-07, 02:33 PM | Good reflex save... I mostly thought it was because they're jumping around like crazy in that series and moving with near-superhuman speed at times. A reasonable explanation, though it is still not very common. If you've got suggestions for other names for the levels, let's hear them... I made this in the early morning, y' see. Nope, I'm just as bad with names as you are.:P I purposefully left out profession, as I never really saw the alchemists be super at what they did (Mustang aside, but that's charisma, not profession) apart from when they were using their alchemy. Well, isn't Profession about being able to make a living, no matter what tools they use? Really, every character should be able to get cash with Profession checks, anything else would be preposterous. He has access to all transmutations of the level he can invoke (Fundamental, Simple etc.), and gains access to a new category of those every odd level. Just didn't know how to formulate that. I think you just did. While I can't recall for sure seeing the same circle being used multiple times, I'm inclined to say that they can. Or maybe they should be like scrolls and be "burnt out" after use? It depends. Making them like scrolls would make more sense, as I don't think any non-dedicated array, like Mustang's glove, was ever used more than once, implying that reusable arrays are special compared to non-reusable arrays. However, making them write a new circle for every Transmutation they use would lower their power a lot, and wasting actions is nothing you want to do if at all possible. Besides, they are not that pwerful if you adjust some of the transmutations, so crippling them even more is unneccessary. |
| SilvercatMoonpaw03-17-07, 03:51 PM | In case it helps, someone already did something like this: http://boards1.wizards.com/showthread.php?t=498216 |
| BrazilRascal03-17-07, 04:29 PM | I'd add a DC penalty to Transmutations performed without a circle by those with the Gatewalker feat. For challenging transmutations, even the best Alchemists in the series still drew circles. This way, there's an element of risk in winging it and fdoing things the fast way. |
| Need_A_Life03-17-07, 06:38 PM | Response to your comments (w/o quotes): Analyse Materials: Okay, I'll remove the AC bonus. Deconstruct: Note, that at low-levels this will be the Alchemist's only offensive ability short of picking up a sword and being a +0BAB feat-less fighter. Reconstruct: Hmm, I'll move the bonus on tools from +5DC to +10DC, then. Elemental Bolt: I think I'll make this to "drawing heat into or out of an area" or something to that effect. Mending: Theoretically, you could repair anything. You'd of course have no know enough about the item to figure out its original shape, but anything from recreating a match to rebuilding a castle is possible, though the latter unlikely (who would want to make that transmutation circle, anyway?). Restrict: This is actually based off the truenamer who gains such an ability at about the same level. This simply gives our frail alchemist a chance to survive the day. Instant Reconfiguration: Yes, that's what I meant... my physics teacher would've strangled me... Razor Edge: Then you've just ruined your friend's magical sword. Skywards: This is based of The Conqueror of Shambala... I just came up with a (semi-)plausible explanation of how a chunk of metal could remain airborne. Far Circle: Note that it is not +2 caster level for all your powers, but +2 caster level when reconfiguring objects or creatures (by using the reconfigure transmutation or performing human transmutation). Shards: Allright... it's a little nitpicky, but I'll do it. Greater Deconstruction: Nah, I like this way better. Instant Column: Yea, I sortof forgot to spell it out, thinking that being slammed into a wall by a big, flat piece of rock was enough to indicate bludgeoning. Will add. Know Magic: Yea, even I had my doubts about this one. I'll change it to your way. Delayed Death: Assassin? It's based off the Crimson Alchemist... You make your opponents burst into flames from the inside. Densen Structure: As spell-like abilities, the damage-dealing transmutation suffer a 50% miss chance (they're not force effects) and the ones altering the environment (instant column, for example) don't affect them at all. This changes that. Also, yes if you beat the DC by 5 or more it'll definitely be advantageous... that's why you're supposed to beat the DC. Travelling Soul: Conqueror of Shambala. Alphonse uses it to talk to Edwardo-kun while he's on the other side of the Gate, by possessing an armour, leading to Ed's confusion about why Al's still in that d**ned armour. Create Chimera: Yea, only problem is that you're NEVER going to find a willing target here. It's a one-way thing only and if you happen to roll poorly on your will save your individuality is destroyed (but you aren't dead, so no resurrection). Also note that while it's a level 6 power, it's gained at level 13, the same time a psion would gain level 7 powers. This is intentional, you get lower save DCs but the abilities are comparable in power. Like quite a few things in FMA, this is something that can benefit you, but becoming a freak and risking oblivion is something few players will do without good reason. Soulbind: I'm not forcing anyone to use it, now am I? The way I see it, Ed was lucky when he tried it. He was so strong that he could bind Al's soul without losing himself in the process. Others might not be so lucky. Besides, it's not like you'll tamper with life and death lightly, anyway if your profession relies on Equivalent Exchange, huh? Suppress Elemental Energy: *sigh* okay, this is expanded in my weird little mind. I remember seeing that air=electricity, earth=acid, fire=fire, water=cold somewhere. That's what I meant, I'll fix it. Item Refinement: That's strange... our GM usually just said "deduct the GP and it's yours"... this is basically a meta-gamey form of Equivalent Exchange. Besides, it's nothing that cannot be achieved by going to the nearest wizard tower. Open Gate: Conqueror of Shambala. If you don't know, then watch the movie and then you'll understand. Perfect Containment: Just wanted a filler... Elemental Maelstrom: Is it unbalanced or just atypical? If it's the latter, I'm inclined to leave it be. Human Transmutation, Lesser: If the player decides to perform human transmutation (and even chooses to use a transmutation of that name), he knows what he is risking. Instant Cannon: Copy-paste error, it should read "1d8 per class level". Create Red Water: What? And the fact that none of the other powers had any descriptors indicated that I was keeping away from that? Besides, I am not about to start with alignment... this thread would go: "FMA => Alignment => Paladins => Fighters Suck" Defy Magic: Domo arigato! Human Transmutation: No, I am deliberately keeping this strict. Human transmutation is quite strict to begin with and trying to bring back the dead is the most dangerous thing. One of my friends and I were discussing that if you used Alchemy to change the colour of your hair (not dye it, mind you) it would be human transmutation (then jokes about a "hair-homunculus ensued). Human Transmutation, Greater: Right back at ya :D However, there are still a lot of Transmutations with a Range greater than Touch. If you wanted to keep in line with the show, wouldn't all Transmutations need to have Range: Touch? Re-read the manga or watch the anime (and the movie)... don't feel like explaining this. Well, ending a career due to a bad roll is never a good design choice, but it's decent anyway. I understand that you intended for the DCs to be easily met, because as a skill, it's incredibly easy to raise the check to high levels.I like not using "at will" powers constantly because there's an actual risk. It adds something reminding me of realism. I'd add a DC penalty to Transmutations performed without a circle by those with the Gatewalker feat. For challenging transmutations, even the best Alchemists in the series still drew circles. This way, there's an element of risk in winging it and fdoing things the fast way. Joinked! I think I'm in love... Just send me a PM, then :P |
| Prime3203-20-07, 10:47 AM | I like chimera creation. *Sneaks into the cave where the tarrasque is sleeping and begins drawing on the ground* :D As for Analyse materials, I think it should also provide a bonus on attack (and maybe damage) rolls against the target I wonder... what a gestalt character using both alchemist classes would be like... |
| OmNefarious03-20-07, 02:00 PM | I like it. I know at one point I was going to make a FMA themed class, but I might have to borrow this for one of my campaigns. Once you get it all figured out is all. Nice job though. |
| PrinceCurtis03-20-07, 03:46 PM | Looks like i'm trashing my that other FMA class i found in favor of this one. Nice. |
| Prime3203-20-07, 04:41 PM | Looking back at the other alchemist class (http://boards1.wizards.com/showthread.php?t=498216), I think you should include something similar to Overchannel Transmutation 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. |
| Need_A_Life03-23-07, 04:45 PM | Meh, I don't really like that thought. The alchemist is already on the high-powered end of the scale, having no limit to uses per day, rearranging the terrain and their only balancing point is that it takes time to transmute. If I start messing with caster level, then I'll just complicate things. |
| bob803-26-07, 03:38 AM | cool class i have 2 questions 1.How much red water does it take to make a Philosopher’s Stone and what does the stone do? 2.And what are the homunculus stats and/or template(if there is one)?. |
| Need_A_Life03-26-07, 05:51 PM | The red water is the essence of souls... Scar used several thousand souls in order to create the philosophers stone. I believe it should simply allow the alchemist to ignore components OR use without an array OR acheive best possible result on a transmutation (w/o having to roll). Perhaps a +10 to caster level, if you want to be generous. It's a major artifact anyway, so the GM gets to decide. A homunculus? I think they should have same stats as the base creature, except they gain construct traits, weakness to their original bodies, gain +1 innate bonus to all rolls (max +10) per red stone consumed, plus one wildcard ability. Don't really feel like statting out a race of people each of whom are supposed to have a very different ability... |
| Soac_Allarian07-25-07, 12:32 AM | :confused: dont you think that create chimera should have a hit dice limit? I like the idea but the vagueness of hit dice limits and changes makes it very ambiguious. I like the idea of this class, and believe it's extreamely close to where it wants to go. the only other problem i have is with the instant colloum. I screams bull rush to me. Also, and don't hate me for this, if Ed has the power to, with not much, effort put his brother back together which he does on multiple ocations, how is it that he and other alchemists are completely incapable of mending flesh and bone? It makes sense in the field of ressurection since the human soul is involved, and this is probibly stupid too, but i think that an alchemist should have an extreamly limited ability to cure (limited not becuase of making sense, but becuase it would be bugnuts to be able to heal indefinately). Maybe having a half-hour casting time... :weep: please don't hate me... |
| Merashin09-04-07, 09:11 PM | i suggest a feat that lessens the penalties for using human transmutation or soulbind, or if you don't like that route you could make it so that if you beat the dc by enough then the penalties are either lessened, or chosen by you. |
| PinkLover199109-09-07, 06:50 PM | I have a cuple question's for you with all these transmutations and different levels of transmutations and the fact that at level 20 you have 31 points first off do you kno all the spells from the level of transmutation? Second can you use any transmutaion you want to up to 31 times as if each spell you used costed you 1 point? Thered of all shouldn't you be able to cast/use alchemy without a transmutation circle like Edward or be like Lutenant Mustang with his glove >_> i hate how poeple think transmutation circles loose there power after being used Mustang never changes his gloves untill edward cuts the circle breaking the chain... o and hint of advise there should be a penalty to casting on an incomplete or broken circle:eek: well thats my two cents :twocents:^^ |
| Need_A_Life09-10-07, 05:03 PM | I have a cuple question's for you with all these transmutations and different levels of transmutations and the fact that at level 20 you have 31 pointsThat seems right. Don't remember how many transmutations there are, but 31 seems about right. first off do you kno all the spells from the level of transmutation?Affirmative. Second can you use any transmutaion you want to up to 31 times as if each spell you used costed you 1 point?At will, though each requires a transmutation circle, of which you can have 10 at level 20, so you could have 20 "readied" transmutation, as in "these can go off with a single action from me" but that'd still leave 11 ones you cannot immediately use, unless you "break" one of the former circles to draw a new one. Thered of all shouldn't you be able to cast/use alchemy without a transmutation circle like EdwardDid you watch the series? It's only people who've seen the Gate, who can do stuff like that. Also:Gatewalker (Alchemy) Whether deliberately or by accident, you have visited the Gate and learned the Truth about alchemy, giving you powers in return far beyond expectations. Prerequisites: Must have attempted a Human Transmutation and survived. Benefit: You are able to utilize your transmutations without a Transmutation Circle. Special: This feat is subject to DMs approval and should not be granted lightly. This feat should never be granted at character creation, only through in-game action, and may prove unbalancing if granted at level 1. (While it could be reasonable to assume that the requirement requires the Alchemist to use the "Human Transmutation, Lesser" power or the greater versions of same, human transmutation can be achieved with something as simple as the Reconfiguration power, so don't dismiss this out of hand!) or be like Lutenant Mustang with his glove >_> Yes, this is possible IIRC. I see nothing in what I've written in the class itself that prevents this :confused: i hate how poeple think transmutation circles loose there power after being used Mustang never changes his gloves untill edward cuts the circle breaking the chain...Well, Mustang's glove is clearly not something everyone have. It's a special creation that only the State Authorized Alchemists have any chance of owning, and not even all of them have one. o and hint of advise there should be a penalty to casting on an incomplete or broken circle:eek: well thats my two cents :twocents:^^ How about... *dundundun* it doesn't work.... OR "DMs call" :eek: |