Alchemist(not fullmetal) [Archive] - Wizards Community

Post/Author/DateTimePost
Maltivix

04-21-05, 02:07 PM
Alchemist
Alchemy the power of studying the
phisical realm of matter, breaking it down and re
assembling it to something completely different.
Alchemy is a science and must follow the natural
laws, to obtain anything something of equivelent
value to the product must be sacrificed.
Adventures: Most alchemists prefer to
act on their own, their attitude toward less
intelligent creatures is most likely the cause of
this.When Alchemists do travel in groups, they
act as stratigists and lend a hand in more difficult
problems.Their goals are the persuit of unkown
knowledge, to go where few have went.
The Alchemist
Level BAB FS RS WS Special
1st +0 +0 +0 +2 Brew Potion or
Elixer , Studious, Tramsmutation Lv. 1
2nd +1 +0 +0 +3
3rd +1 +0 +0 +3 Transmutation
Lv.2
4th +2 +1 +1 +3
5th +2 +1 +1 +4 Alchemist
Mind
6th +3 +2 +2 +5 Transmutation
Lv.3
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Transmutation
Lv.4
10th +5 +3 +3 +7 Alchemy
Mastery
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Transmutation
Lv.5
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Transmutation
Lv.6
16th +8/+3 +5 +5 +10 Grand
Alchemy
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Forbiden
Alchemy, Transmutation Lv.7
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12
Charachteristics: Alchemists through
years of training and intense study of the
physical realm have learned the abilitity to create
and augment matter. They look toward knoledge
for all answers and never trust chance. They are
mostly scolars who through family generations
have attended Academies. They seek only the
answers to life, and master in how to manipulate
life’s principles.
Alighnment: Alchemists have no true
alighnment, they tend to stay neutral and favor
niether side. Yet some alchemists tend to become
to overwhelmed by their own power, and head
toward chaotic madness. Also Alchemist will aid
good in times of war, based on the fact that good
alighned characters tend to know a little more
about life’s meaning than those who favor evil.
Religion: Most Alchemists see religion
as a waste of valuable time, thinking that
religious ideas are justy a way for Idiots to make
them selves feel more knowledgable
Background: Alchemists are scholars,
they mostly have lived their lives through books,
more than experience. Most have attended
schools since they were very young, and later
move on to become researchers, or teachers at
schools.
Races: Alchemy is is a very distinct
breed of Science, used by Dwarves,Humans, and
Gnomes. Most other races see alchemy as a fraud
or a threat to the world itself. Elves most of all
see alchemy as a forrbiden art and disgraceful to
all life’s work.
Role: Alchemists play a role as the
stratigist the “Brains Behind the Brawn”. When
it comes to combat they prefer to keep a distance
and assists with potions and elixers(most
common is Alchemist’s Fire). They also assist in
getting through tough situations through logical
thinking, and when it comes to it blowing things
up.
Game Ruel Information
Alchemists have the following game statistics
Abilities: Charisma, Intelligence, and
Dexterity . These are needed for their alchemist
practice and spell casting capabilities.
Alighnment: Any Neutral or Non-
Lawful
Hit Die: d4
Class Skills
The Alchemists Class Skills are Bluff,
Concentration, Craft(Alchemy),Deciefer Script
Knoledge(Arcana),Knoledge
(History),Knoledge( Nature), Knoledge(
Nobility) and Spell Craft
Skill points at 1st level: (3+Int
modifier)x4.
Skill points at each additional level:
3+ Int modifier.
Class Features
All of the following are class features of
the the Alchemist
Weapon and armor Proficiencies:
Alchemists do not have any weapon or armor
proficiencies.
Yet they choose splash weapons as a weapon of
choice.( see Pg. 158 of players hand book)
Alchemist: an alchemist is not a spell
caster, but is treated as one for the use of his
spell caster like abilities. For example the ability
to brew potions.
Brew Potion or Elixer: Apon reching
level one an alchemist can create potions and
elixers the same as a Spell Caster, but Ignoring
the prerequisets, this is treated as having the feat
brew potion. For the purpose of the spells, an
alchemist may select,3rd level or lower spells
from both the cleric and sorcerer spell lists. But
he can not use spells from the following schools,
illusion, evocation, congeration, and
necromancy. At each level he selects a single
spell from one of these lists and may record it,for
the purpose of crafting potions only, in his
Alchemic Jornal( see below). He cannot use any
of these spells for casting nor may he use spells
from other classes for this ability.
Alchemic Jornal: a large tome that
consists of over 1000 pages, it is equivelent in
porpotions to a spell book. The jornal is split up
into different sections. The sections are as
follows:
1st Section- is a index of minerals and
elements needed to be used for alchemic
practices
2nd Section- is an arcane encyclopedia,
this allows them to learn the ability to create
potions and understand various spells.
3rd Section- is a log of history and local
knoledge ( well known legends, town history,
excetera)
4th Section- is a section for the
alchemist to store his spells for potions.
5th Section- is a complete text on
Alchemy, including how to create transmutation
circles and potions.
Studious: Alchemists are always at
study, and through these studies they can perpare
for the times ahead, each day an alchemist must
spend exactly 2 hours studying , whether it be
research he is working on or just a tome of his
intrest. An alchemist can spend extra time
studying, for every 2 hours extra the alchemist
gains a temporary +1 bonus to all skills requiring
an Inteligence based check, this modifier only
lasts for the 2x the amount of extra study.
Alchemist Mind: Apon reaching 5th
level an Alchemist can creat his concontions at a
quickened pace, and can creat an alchemist Item
in half the time nessecairy. He also is cabable of
keeping himself calm under pressure an can add
an additional +2 to his concentration checks
during combat.
Transmutation: an alchemist is able to
use Fabricatre as a spell like ability, this ability
can be used as many times per day under certain
measures. He casts it as a sorcerer of level equal
to the tansmutation level , he must make a
concentration check equal to 12 + 1 for every
five pounds of material. A failed concentration
check does not cause the spell not to activate but
insteads causes the materials being fabricated to
be rewened copletely and unable to be useful in
any way. Also to use this ability he must use a
transmutation circle ( See Below).
Transmutation Circle: is a complex
gyometric pattern that allows an alchemist to
transmutate items for his transmutation
ability(See Above). A transmutation circle can
be drawn apon any flat area. To draw a
transmutation circle is a full-round action. It also
provokes an attack of opportunity in combat. A
transmutation circle can be dramn with eihter
ink, chalk, or engraved/ embroided on to to skin
or clothing. A transmutation circle can be used
more than once providied that it has not been
smuged or worn away. The use of a
transmutation circle is a standard action, and has
the same effect as casting the spell fabricate.
Grand Alchemy: apon reaching 16th
level an alchemist can now transform lead to
gold, he does this the same as any transmutation
but using lead as the material component.
Unfortunatly the gold is not pure gold and can
only be sold at half it’s value.
Forbbiden Alchemy: apon reaching
18th level an alchemist, learns a dark secret of
alchemy, the forrbiden study, the transmutation
and augmentation of biological biengs. An
alchemist can now take any animals, trained or
not, and turn them into a chimerical creature (
see monster manual 2). He does this the same as
his other transmutations, using the animals as the
material component.
Reinforcements

04-21-05, 07:16 PM
Formatting, for great justice!

Alchemist

Alchemy the power of studying the physical realm of matter, breaking it down and re-assembling it to something completely different. Alchemy is a science and must follow the natural laws, to obtain anything something of equivalent value to the product must be sacrificed.

Adventures: Most alchemists prefer to act on their own, their attitude toward less intelligent creatures is most likely the cause of this.When Alchemists do travel in groups, they act as strategists and lend a hand in more difficult problems.Their goals are the persuit of unkown knowledge, to go where few have gone.

The Alchemist
Level BAB FS RS WS Special
1st +0 +0 +0 +2 Brew Potion or Elixer , Studious, Transmutation Lv. 1
2nd +1 +0 +0 +3
3rd +1 +0 +0 +3 Transmutation Lv.2
4th +2 +1 +1 +3
5th +2 +1 +1 +4 Alchemist Mind
6th +3 +2 +2 +5 Transmutation Lv.3
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Transmutation Lv.4
10th +5 +3 +3 +7 Alchemy Mastery
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Transmutation Lv.5
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Transmutation Lv.6
16th +8/+3 +5 +5 +10 Grand Alchemy
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Forbidden Alchemy, Transmutation Lv.7
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12

Characteristics: Alchemists, through years of training and intense study of the physical realm, have gained the ability to create and augment matter. They look toward knowledge for all answers and never trust chance. They are mostly scholars who have attended Academies through family generations. They seek only the answers to life, and to master the manipulation of life’s principles.

Alignment: Alchemists have no true alignment, they tend to stay neutral and favor neither side. Yet some alchemists tend to become too overwhelmed by their own power, and head toward chaotic madness. Also, alchemists will aid good in times of war, based on the fact that good aligned characters tend to know a little more about life’s meaning than those who favor evil.

Religion: Most alchemists see religion as a waste of valuable time, thinking that religious ideas are justy a way for idiots to make themselves feel more knowledgeable.

Background: Alchemists are scholars; they mostly have lived their lives through books more than experience. Most have attended schools since they were very young, and later move on to become researchers, or teachers at
schools.

Races: Alchemy is is a very distinct breed of science, used by dwarves, humans, and gnomes. Most other races see alchemy as a fraud or a threat to the world itself. Elves most of all see alchemy as a forrbiden art and disgraceful to all life’s work.

Role: Alchemists play a role as the strategist the “Brains Behind the Brawn." When it comes to combat they prefer to keep a distance and assists with potions and elixirs(most common is alchemist’s fire). They also assist in getting through tough situations through logical thinking, and when it comes to it blowing things up.

Game Rule Information
Alchemists have the following game statistics:

Abilities: Charisma, Intelligence, and Dexterity . These are needed for their alchemist practice and spell casting capabilities.

Alignment: Any neutral or non-lawful

Hit Die: d4

Class Skills
The Alchemist's Class Skills are: Bluff, Concentration, Craft (Alchemy),Decipher Script Knowledge (Arcana),Knowledge (History),Knowledge (Nature), Knowledge (Nobility and Royalty), and Spellcraft.
Skill points at 1st level: (3+Int modifier) x 4.
Skill points at each additional level: 3 + Int modifier.

Class Features
All of the following are class features of the the Alchemist.

Weapon and armor Proficiencies:
Alchemists do not have any weapon or armor proficiencies, but they choose splash weapons as a weapon of choice. (see Pg. 158 of the Player's Handbook)

Alchemist (ex): An alchemist is not a spell caster, but is treated as one for the use of his spell caster like abilities. For example, the ability to brew potions.

Brew Potion or Elixir: An alchemist can create potions and elixirs the same as a spell caster, but ignoring the prerequisites, this is treated as having the feat Brew Potion. For the purpose of the spells, an alchemist may select, 3rd level or lower spells from both the cleric and sorcerer spell lists. But he may not use spells from the following schools: illusion, evocation, conjuration, and necromancy. At each level he selects a single spell from one of these lists and may record it,for the purpose of crafting potions only, in his Alchemic Journal (see below). He cannot use any of these spells for casting nor may he use spells from other classes for this ability.

Alchemic Journal: A large tome that consists of over 1000 pages, it is equivelent in proportions to a spell book. The journal is split up into different sections. The sections are as follows:

1st Section- An index of minerals and elements needed to be used for alchemic practices.
2nd Section- An arcane encyclopedia, this allows them to learn the ability to create potions and understand various spells.
3rd Section- A log of history and local knowledge (well known legends, town history, etc.)
4th Section- A section for the alchemist to store his spells for potions.
5th Section- A complete text on alchemy, including how to create transmutation circles and potions.

Studious: Alchemists are always at study, and through these studies they can perpare for the times ahead, each day an alchemist must spend exactly 2 hours studying , whether it be research he is working on or just a tome of his intrest. An alchemist can spend extra time
studying, for every 2 hours extra the alchemist gains a temporary +1 bonus to all skills requiring an Intelligence based check, this modifier only lasts for the 2x the amount of extra study.

Alchemist Mind: Upon reaching 5th level an Alchemist can creat his concoctions at a quickened pace, and can create an alchemical item in half the time normally necessary. He also is capable of keeping himself calm under pressure an can add an additional +2 to his concentration checks during combat.

Transmutation: An alchemist is able to use fabricate as a spell like ability, this ability can be used as many times per day under certain measures. He casts it as a sorcerer of level equal to the transmutation level , he must make a concentration check equal to 12+1 for every five pounds of material. A failed concentration
check does not cause the spell not to activate but instead causes the materials being fabricated to be completely ruined and unable to be used in any way. Also to use this ability he must use a transmutation circle (see below).

Transmutation Circle: A complex geometric pattern that allows an alchemist to transmute items for his transmutation ability (see above). A transmutation circle can be drawn apon any flat area. Drawing a transmutation circle is a full-round action that provokes attacks of opportunity. A transmutation circle can be drawn with either ink, chalk, or engraved/ embroided on to to skin
or clothing. A transmutation circle can be used more than once providied that it has not been smudged or worn away. The use of a transmutation circle is a standard action, and has the same effect as casting the spell fabricate.

Grand Alchemy: Upon reaching 16th
level an alchemist can now transform lead to gold, he does this the same as any transmutation but using lead as the material component. Unfortunatly, the gold is not pure gold and can only be sold at half it’s value.

Forbidden Alchemy: Upon reaching 18th level, an alchemist learns a dark secret of alchemy, the forbidden study, the transmutation and augmentation of biological biengs. An alchemist can now take any animals, trained or
not, and turn them into a chimerical creature (see Monster Manual 2). He does this the same as his other transmutations, using the animals as the material component.
Manyfist

04-21-05, 11:25 PM
Sounds like a Mix of FF Alchemist, D&D's Artificer, and FMA's Alchemist. My advice is make a more original alchemist class. I mean Alchemist where the sciencetist of their day. So if you can make them a bit more Artificery and less FMA Alchemistry. By the way how old are you? Or is English your second language? For your spelling is horendus.
Reinforcements

04-22-05, 01:21 AM
By the way how old are you? Or is English your second language? For your spelling is horendus.
Please tell me you're being deliberately ironic.

As for the class, now that I've had some time to rest after that fantastic formatting/proofreading job, here're my impressions of the class itself. It's, well, not very good. For one thing, it's very, very weak; basically all they can do is make potions and cast fabricate. You cannot give a class no weapon proficiencies; they need something. On an unrelated note, you REALLY can't let them turn lead into gold. Oh my, no. I am intrigued by the concept, though.
The WarOverlord

04-22-05, 02:08 AM
Well, To a really knowledgeable Artifist of Alchemist Magic is a Electromagnetic force in the 47 Mhz range that makes the mind able to interject it's thoughts into physical form, the will to alter reality and "magic users" are just knowledgeable about the Ether, Psionists are just in-tune with the "Mind space" part of the "Ether", Sorcerers are just lucky to be able to innately make reality bend to their will via being in-tune with the "Ether", and Clerics depend on "godlings" (Just another type of being in the Multiverse) that can alter reality via will or mind and past the ability to their brain washed flunkies.

If calling the immortals "godlings" seems "Heresy" then a vial of "Anti-life" aligned to the "godling"'s personal essence thrown at the "godling" by a cornered Alchemist would Heretical, yes? :P (short of fleeing any thing done to the vial will cause the godling to die if it is in the immediate vicinity)

P.S. When a god is addressed as "godling" by someone most gods do take caution as there are bigger fish in existence that could crush a god like an ant and gobble it's homeplane in one gulp (There are a few "immortal eaters" out there that make immortals flee in terror as well)
The WarOverlord

04-22-05, 02:13 AM
Please tell me you're being deliberately ironic.

As for the class, now that I've had some time to rest after that fantastic formatting/proofreading job, here're my impressions of the class itself. It's, well, not very good. For one thing, it's very, very weak; basically all they can do is make potions and cast fabricate. You cannot give a class no weapon proficiencies; they need something. On an unrelated note, you REALLY can't let them turn lead into gold. Oh my, no. I am intrigued by the concept, though.

Potions or devices that effect biology or alter reality seems the natural means of fighting.

A Potion of Fireball, A "harming touch" via gloves that don't affect the Alchemist but does harm to other lifeforms that come in contact with them, a Device that can alter reality to turn 10 gallons of air around a target to Acid via a pushing a button that creates the proper "alchemical sequence" in reality, etc

And lets not forget throwing a potion that turns a Dragon into a Chicken :P

a rod of Lightning or magic missiles isn't much of a mystery to a Alchemist/Artifister as it's just stored Ether energy in a reality altering form and creating devices powered by the Ether or that can create changes in reality via "Spell Circuitry" (Techno-Magic) is a possibility and more likely what the Alchemist?Artifist would attempt with the regular ones made by Mages and Clerics Crude, primitive, and made in arrogant mystery and unnecessary haughty rituals that only make it seem like they are important. (Why Alchemist/Artifist can create almost any magical device at Level 1...most Restrictions mages/Clerics/Bards/Psionist impose on themselves are self imposed or believe they "can't" until they learn enough are finally thought the "Secret/mystery")

Oh, Gond is a godling that is a Artificer/Alchemist, yes?
Nuntius128

04-22-05, 03:13 AM
Yeah... this class really does kinda bite. At 16th level, you can turn lead into gold, but half-gold. How much lead do you see in your campaign? I see infinitely more gold than lead in mine. Lead, as far as I know, is only used for Bullets, and some rocks do the trick just as well.

Also, if you want an Alchemist, I suggest Wizard. Polymorph(any of them) will aid you considerably.
boredgremlin

04-22-05, 03:54 AM
Seems better for NPC's then PC's. Thier combat abilities kinda suck. I cant see any player picking this one. Doesnt look they would have a snowballs chance of surviving to high level.
Exavier

04-22-05, 06:48 AM
I think this class is a neat idea actually. Even if it is a lot like the type of Alchemy from Full Metal I like that. I always thought it would make a fairly neat D&D class. But I have to agree that it seems underpowered. I'm honestly not sure how someone would be able to survive later into a game with it. Maybe if someone tried using that with another class but I dunno. Probably needs some tweaking to make it a bit stronger.
Maltivix

04-22-05, 04:01 PM
Sorry about spelling and gramatical errors, I'm 19. English is my primary language but, unfortunateley. I have a writing disability.So please stay off that subgect if you do not mind. Also I would like to thank Rienforcments for the reformating, I had transffered itover from PDF and it did'nt come out well.Also this is not Fullmetal. I reapeat it is not. This class is based off a
book, reffered to as the Alchemist Handbook, it is a collection of historical novels that give people an idea on what alchemists of the middle ages, were attemting. Also I have started using this class in game and have found it not to be weak at all. True it is'nt all that good at combat but, it acts as the support with it's potions.
Maltivix

04-22-05, 04:05 PM
Also I would like to thank War Overlord for his supporting reply.
boredgremlin

04-22-05, 07:45 PM
How much money is being givin out in this campaign? Brewin potions is kinda expensive. Especially at low levels. Maybe if your DM is giving out too much money it could work. But it seems like you would have to either give him the ability to make potions cheaper or increase his combat effectiveness to allow him to survive in a regular wealth game. It is a neat idea though.
Manyfist

04-22-05, 09:24 PM
[COLOR=Black]Sorry about spelling and gramatical errors, I'm 19. English is my primary language but, unfortunateley. I have a writing disability.So please stay off that subgect if you do not mind. Also I would like to thank Rienforcments for the reformating, I had transffered itover from PDF and it did'nt come out well.Also this is not Fullmetal. I reapeat it is not. This class is based off a
book, reffered to as the Alchemist Handbook, it is a collection of historical novels that give people an idea on what alchemists of the middle ages, were attemting. Also I have started using this class in game and have found it not to be weak at all. True it is'nt all that good at combat but, it acts as the support with it's potions.
Sorry about that, for the Ironic and sarcastic reply all roled into one. Hmmm... I think it really needs some work, since well it looks like its based off of FMA. As you should know that Alchemist TRIED to make lead into gold, yet they where un-sucessful, they did make Pyre(fools gold). If you want a fantasy Alchemist, I think you should take the Artificer, which is kinda like an Alchemist, except it applies mostly to constructs. By the way I know how it is to have a disablity, so I am so sorry about the previous comment.
Exavier

04-22-05, 09:50 PM
Well I personally like this Alchemist class how it is and I don't think it needs any changing. If its going fine in a normal game then I guess that's good. I might try to test out myself to see whether or not I personally think that its strong enough as a single class by itself. Honestly I do have to agree that I think it seems slightly underpowered and also about the money thing. But then again from the sounds of it that could be wrong assumption on my part.