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| stanman31202-21-08, 04:04 AM | Alchemist: The tide of the largest battle can be turned by the smallest vial, and it is this that makes the alchemist a potent ally in any situation. Their ability to brew, enhance, and manipulate potions gives them almost unparalleled supporting abilities. Alchemists combine a knowledge of nature with that of the arcane in order to maximize the potencies of their creations, but they aren't limited to merely brewing potions. The power of alchemy also allows them to transmute certain items, enhancing the effectiveness of weapons and armor temporarily. Adventures: Alchemists, like wizards, approach adventuring with extreme caution, priding themselves in their preparation rather than improvisation. Their ability to emulate a wide variety of effects gives them the ability to tackle nearly any situation, though they rarely travel alone. They prefer to travel with a group of adventurers and stay in the background, lending their abilities as a support role rather than taking a more direct role in combat. Alchemists generally don't adventure themselves, but those that do tend to do so in order to hunt down more valuable, rare materials and test their latest concoctions. Characteristics: The alchemist's strength lies in their ability to augment others. Be it through potions or powerful transmutations, alchemists are easily recognized by their obsession with manipulating the mercurial elements of nature. As they travel, they learn more recipes and more powerful transmutations, and, like wizards, can learn recipes from other alchemists, though rarely do they share their secrets. As alchemists improve, they learn how to augment themselves and their creations, able to do things with potions that other classes could only dream of. Alignment: Due to the ever-changing nature of alchemy, alchemists tend to favor chaos over law. However, some lawful alchemists are drawn to the discipline required for the field, spending hours pouring over new recipes and focusing on fine-tuning their abilities as art. Background: Alchemists hold a certain pride in their art, as wizards do, and as such find themselves slightly elitist However, since their effectiveness is directly connected to their allies instead of their own innate powers, they usually find themselves more agreeable and curbing their arrogance. However, some of them feel exactly the opposite -- that without them their teammates are worthless (regardless of whether or not it is true). Generally, though, this is not the case. Most alchemists are relatively level-headed and recognize the importance of working with a group. Races: Humans generally pick up alchemy out of curiosity or a desire to seek more power. Human alchemists often work in the same way as human wizards do, applying their innovation and creativity to coming up with new transmutations and elixirs. Elves and half-elves are drawn to the art of alchemy as they are with wizardry. They see alchemy as an art, and often are drawn to that aesthetic. The combination of nature and arcane also appeals greatly to elves, as they are already fond of both. Gnomes aren't as interesting in alchemy and transmutation as they are illusion, though some gnomes have been known to become alchemists in order to create illusion potions. The more traditional alchemist is extremely rare among gnomes, but it has happened on occasion. Dwarves and half-orcs almost never bother with alchemy, seeing it as a waste of their time. Dwarves are put off by the arcane and constantly-fluctuating nature of alchemy, while half-orcs simply tend to find it too subtle (as opposed to smashing doors with axes). The natural curiosity of halflings leads them to experiment with alchemy, though many of them find that it requires much more patience than they have. However, those that do find the patience to take up the art often do quite well with it. Other Classes: Alchemists work well with almost any other class. They see this as one of their strengths, and take pride at being able to support nearly any combination of other adventurers. There's nothing they like more than seeing one of their concoctions turn the tide of a battle. Role: Alchemists make a powerful backbone to any group with their diverse potion effects. Though they don't make particularly good fighters in the front line, no party will be worse off having an alchemist in their ranks. Game Rule Information: Alchemists have the following game statistics. Abilities: Intelligence determines the alchemists ability to learn other recipes, along with how many recipes he can learn at any given level. In addition, it is the key ability for many important skills, which are more important for alchemists than for other casters. Since they aren't naturally proficient with anything heavier than light armor and can't use shields, a high Dexterity can be very important if they find themselves suddenly under attack. It isn't advisable to ignore Constitution, as a dead alchemist tends to be much less useful than a live one. Alignment: Any. Hit Die: d4. Class Skills The alchemist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (alchemy), Knowledge (arcana), Knowledge (nature) (Int), Profession (Wis), Search (Int), Spellcraft (Int), and Survival (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features All of the following are class features of the alchemist. Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and light armor, but not shields. Recipes: Instead of casting spells like a cleric or a wizard, alchemists rely on recipes they've learned throughout their adventures to provide magical support. To learn a recipe, the alchemist must have an Intelligence score equal to at least 10 + recipe level (Int 10 for 0-level recipes, Int 11 for 1st-level recipes, and so forth). The Difficulty Class for a saving throw against an alchemist's elixir is 10 + the recipe level + alchemists Intelligence modifier. Unlike spells, there is no limit to how many potions an alchemist can use in a day. However, alchemists are limited by both time and resources when it comes to creating potions and casting transmutations. The number of recipes known by an alchemist at a given level is shown in Table 1-1: The Alchemist*. In addition, alchemists receive bonus recipes known if their Intelligence score is high enough. Alchemists memorize their recipes through tedious, meticulous studying and therefore know them innately. There is no need to keep a copy of the recipe on the alchemist's person, though in order to modify a recipe, the alchemist must have access to a written copy (See Creating Recipes). Brew Potion: At 1st level, an alchemist gains Brew Potion as a bonus feat. This feat enables her to create magical potions. Crafting Pool: Alchemists are masters at creating magical items, relying on them for their effectiveness. As such, they've become extremely adept at making these items and gain a pool of XP points they may use instead of character XP. The size of the pool varies by level, and unused points do not carry over between levels. See Table 1-2: Crafting Pool**. Magical Craftsman: Though alchemists are unable to cast spells, they are masters at what they do. They do not need to actually know how to cast the spell they are making into a potion, and, as such, are open to both arcane and divine magic. They may ignore restrictions on alignment for the purposes of creating potions. Supplement Materials: Starting at 2nd level, an alchemist may attempt to locate natural materials for his potions. A successful Survival check DC 15 + spell level results in a 25% decrease in the base gold cost and time spent for crafting a potion (though this reduction does not affect the XP cost). A critical success increases this discount to 33%. The check can only be made once per potion. Transmute: Starting at 3rd level, an alchemist can use their power to modify some of the basic properties of metal, stone, or wood once per day. Every third alchemist level increases the number of times per day by one. Transmuting an item requires 5 minutes of uninterrupted concentration, magical catalysts costing 10% of the item's base value, and a successful Knowledge (alchemy) check. The Difficulty Class is determined by the desired effect. Transmutations last for a maximum of 10 minutes per alchemist level. Alter Hardness – An alchemist can increase or decrease the hardness of an item by up to 1 point per three alchemist levels. The DC required is 15 + change in hardness. Alter Resistance – An alchemist can grant a piece of armor 1 point of damage reduction/adamantine per four caster levels. If the armor already has damage resistance on it, the alchemist's modifications stack. However, if she desires, she may remove damage reduction equal to her ability to increase it. Damage reduction can never become negative in this manner. The DC is 15 + 2 per point of damage reduction alteration. Alter Temperature – An alchemist can make drastic changes to the temperature of an item, causing those who make physical contact with it to receive cold or fire damage. Altered weapons deal extra fire or cold damage up to 1 point per two caster levels. Anyone wearing altered armor suffers the additional damage for each round she is wearing it. This effect causes the weapon or armor in question to be treated as magical for the purposes of damage reduction. The DC is 15 + item hardness. Alter Weight – An alchemist can increase or decrease the density of a mundane item, effectively altering its weight by up to 50%. This can also be used to alter the effectiveness of weapons and armor, allowing people who would normally not be able to wield certain equipment the ability to use it (or vice versa). For weapons, the effective weight of a weapon can be lowered or raised one category per ten alchemist levels (i.e. Great sword -> bastard sword -> longsword at 20th level). For armor, the alchemist may choose to either raise the max dexterity modifier, reduce armor check penalty (each 2 points reduced counts as a +1 for this purpose), or reduce land speed penalty (each increment of five feet counts as a +1 for this purpose). The combined total of the effects he chooses to apply may not exceed one per five caster levels. For example, Jerick, a 15th level alchemist, decides to transmute his ally's full plate. He increases the max dex modifier by +1, reduces the armor check penalty by 2, and lowers the land speed penalty by 5 feet. The DC is 15 + item hardness. Repair/Destroy – An alchemist can attempt to repair or destroy an item, restoring or removing 1d6 hit points per five alchemist levels. The DC is 10 + item's hardness. Items get Will saves (10 + alchemist level) where applicable, and if successful, negate the transmutation. An item that succeeds its will save cannot be affected by this ability again for 24 hours. Infuse Potion: Alchemists are naturally more gifted at creating potions than other classes. At 4th level, and every four thereafter, they gain a +1 bonus to their effective caster level for the purposes of determining spell effects. This bonus does not increase the base gold or XP cost. Delay Potion: At 5th level, the alchemist gains the ability to drink a potion and retain its effect for a later time. The effects of the potion can be staved off for up to two minutes per alchemist level. At any time before the end of the duration, the alchemist can activate the effect as a swift action. Only one potion can be delayed at a time. This ability can be used a number of times per day equal to the alchemist's Intelligence modifier. At 14th level, this becomes Improved Delay Potion, allowing the alchemist to have 2 potions delayed simultaneously. Quick Brew: At 5th level, the alchemist has become extremely good at making potions, reducing the amount of time needed from a full day to 6 hours. Metamagic Infusion: At 6th level, an alchemist may choose a metamagic feat for the purposes of potion creation. This grants him the ability to infuse his potions with the selected feat, though the appropriate spell slot modifications still apply, increasing the base gold and XP cost. At 12th and 18th level, the alchemist may either choose a new metamagic feat, or may reduce the spell slot penalty for a previously learned metamagic ability by 1. Ignite Potion: By 10th level, the alchemist has an incredible grasp of his art, and as such, knows how to modify it on the fly. As a standard action, the alchemist may take any potion he has created and alter it to become highly volatile, exploding on impact. This requires a successful Craft (Alchemy) check DC 15 + potion level. A potion used in this manner explodes in a diameter of [(spell level X 10) / 2] feet and deals out 1d6 points of damage per spell level. Any metamagic feats used in the creation of the original potion (i.e. Maximize Spell, Empower Spell) still apply to the new exploding potion. Skillwater: At 15th level, the alchemist gains the ability to draw from the skills and abilities of his/her teammates by extracting it from something of theirs. If a willing participant gives the alchemist something off their body (i.e. Hair, skin flakes, nail clippings), the alchemist can create a potion that grants him an enchantment bonus to one skill equivalent to the number of ranks the volunteer has purchased. Skillwater stays good for one hour per caster level, then reverts to normal water. This ability can be used once per day. Masterful Brewing: At 20th level, an alchemist's potions are so potent that each one created actually contains two doses, allowing it to be imbibed twice before it is consumed. There is no increase in time, cost, or base price. Creating Recipes Since alchemists pose extensive theoretical knowledge about the spells that they are trying to mimic, alchemists don't necessarily have to have a scroll sitting in front of them to create a recipe. As they alchemist levels up, they discover more and more about the mercurial forces around them and how to manipulate them. These revelations are reflected in the automatic recipes learned as they grow in level. To turn a standard spell into a recipe requires no skill checks. The only stipulation is that the alchemist has room to learn the recipe. However, many alchemists enjoy expanding their repertoire by creating custom potions. The first and simplest way for an alchemist to customize a spell is through a combination of multiple spells. By combining Bear's Endurance with Bull's Strength, you create quite the formidable tanking potion. Combine Cure Disease with Cure Moderate wounds to make the ultimate get-well elixir. Mix Invisibility and Expiditious Retreat for an almost guaranteed get-away drink! To find the effective level for a recipe, simply add the total spell levels of the spells being combined, and increase it by 1 (this cannot exceed 9). The alchemist must spend at least one day and 100 gold per recipe level researching this new combination. The alchemist need not know the recipe for the individual spells involved, but if he does, the gold and time spent is halved. Since the new mixture is unique, however, it still takes up its own slot for recipes known. *Unfortunately, since I'm an internet-moron, I had no clue how to do the charts. The essential level progression of the alchemist regarding base attacks and saves is identical to the wizard **The amount granted by the XP pool is 20 per 1,000 character xp (very close to the artificer, if I'm not mistaken) ***The number of recipes learned each level was pretty high, since alchemists have to craft each individual potion. I wanted to see how the overall idea and skills went over before posting exactly how many they should learn. ----------------------------------------------------------------------------------------------------------- Please, don't hesitate to contact me if you have any questions or comments! If you'd like to get a hold of me outside the message board, my AIM screen name is shelbyvillepk. Thanks in advance, everyone! |
| Killer_Rabbit02-21-08, 04:44 AM | I like the idea. Similar to the Inventor class i'm creating. Look down at the bottom left corner of the screen and click on vB Code. It has alot of things in there. Click here. http://pifro.com/dnd/NEW/ change the formatting to GLEEMAX and fill in the information. |
| zeratulcraft02-21-08, 04:49 AM | "Recipes: Instead of casting spells like a cleric or a wizard, alchemists rely on recipes they've learned throughout their adventures to provide magical support. To learn a recipe, the alchemist must have an Intelligence score equal to at least 10 + spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an alchemist's elixir is 10 + the spell level + alchemists Intelligence modifier. Unlike spells, there is no limit to how many potions an alchemist can use in a day. However, alchemists are limited by both time and resources when it comes to creating potions and casting transmutations. The number of recipes known by an alchemist at a given level is shown in Table 1-1: The Alchemist*. In addition, alchemists receive bonus recipes known if their Intelligence score is high enough. Alchemists memorize their recipes through tedious, meticulous studying and therefore know them innately. There is no need to keep a copy of the recipe on the alchemist's person, though in order to modify a recipe, the alchemist must have access to a written copy (See Creating Recipes)." Most of that was fixed when you Copy Pasted it, but yeah... |