Alchemist(magic type) [Archive] - Wizards Community

Post/Author/DateTimePost
dancingdragon

01-23-06, 05:26 PM
Alchemist”

Alignment: Nertral or good

Hit dice: d6

Class skills: Appraise, Bluff, Craft, Decipher Script, Gather Information, Heal, All Knowledge’s, Search, Spell craft, Spot, Survival, Use magic device.

Skill points: (4+int)*4

Each level skill points: 4+int

The table of Al chemist
Level----BAB-----Fortified---Reflex---Will----Special
1 +0 +2 +0 +2 Turn undead, Scribe Scroll
2 +1 +3 +0 +3 ND/1
3 +2 +3 +1 +3 Brew potions
4 +3 +4 +1 +4
5 +3 +4 +2 +4 Craft Magic Arms and Armor
6 +4 +5 +2 +5 Craft wand
7 +5 +5 +3 +5
8 +6/1 +6 +3 +6
9 +6/1 +6 +4 +6 Craft Rod
10 +7/2 +6 +4 +6
11 +8/3 +7 +4 +7
12 +8/3 +8 +4 +8 Craft Staff
13 +9/4 +8 +4 +8
14 +10/5 +9 +4 +9
15 +11/6/1 +9 +5 +9 +1 AC
16 +11/6/1 +10 +5 +10
17 +12/7/2 +10 +5 +10 +2 AC
18 +13/8/3 +11 +6 +11
19 +14/9/4 +12 +6 +12 +3 AC
20 +15/10/5 +12 +6 +12



Spells know
level 1-----2-----3-----4-----5-----6-----7-----8------9
1 2 1 0 0 0 0 0 0 0
2 2 1 0 0 0 0 0 0 0
3 3 1 1 0 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
5 3 2 1 0 0 0 0 0 0
6 4 2 2 1 0 0 0 0 0
7 4 3 2 1 0 0 0 0 0
8 4 3 2 2 0 0 0 0 0
9 5 4 3 2 1 0 0 0 0
10 5 4 3 2 1 0 0 0 0
11 5 4 3 2 1 0 0 0 0
12 6 4 3 2 1 1 0 0 0
13 6 5 4 2 2 1 0 0 0
14 6 5 4 3 2 2 1 0 0
15 6 5 4 3 2 2 1 1 0
16 6 5 4 3 2 2 2 1 1
All spells end at level 16.
They cast Arcane or diven magic. its your choice.
You can only wear light armor and use simple weapons

Spells per day
level 1----2----3----4----5----6----7----8----9
1 2 1 0 0 0 0 0 0 0
2 2 1 0 0 0 0 0 0 0
3 3 2 1 0 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
5 3 2 2 0 0 0 0 0 0
6 3 2 2 1 0 0 0 0 0
7 3 2 2 1 0 0 0 0 0
8 3 2 2 1 0 0 0 0 0
9 4 3 3 2 1 0 0 0 0
10 4 3 3 2 1 0 0 0 0
11 4 3 3 2 1 0 0 0 0
12 4 3 3 3 2 1 0 0 0
13 5 3 3 3 2 1 0 0 0
14 5 3 3 3 2 2 1 0 0
15 5 3 3 3 2 2 1 1 0
16 5 3 3 3 2 2 2 1 1

Thank you for looking, i hope you ake one of these.!!!!!!
Schitzophrenia_Manifest

01-23-06, 06:23 PM
Huh...so it seems to me like it could be a more balanced version of the artificer (though I'm not sure how turning undead fits into the theme). With a little cleaning up (replacing special abilities and making the spell lists, mostly) I think it'd be a good class.
Nephlite

01-23-06, 06:26 PM
Probably is mechanically and flavor wise alchemy is non-magical so the concept of the class is against itself.


After pretending you changed name to something decent:
Do they cast arcane or divine spells? I'm not asking what spell list they use. I'm asking what type. That changes balance.

A Bard can use divine spells but they are arcane when he uses them (cure light wound, Animate object, etc).

If they are arcane: can they cast in light armor like bard ('im thinking no if they have 9th level magic).

Abilities: kinda end at level 12. There is no reason not to multi-class/Prc after lel 12. That is poor balance.

You give a minor boost in AC I'll admit, but too little.

Why AC bonus? What reason?

Why so many feats (item creation ones)?
Why turn Undead?

How is this even an alchemist? A creator of magic items, but I see little alchemy...