Alchemists [Archive] - Wizards Community

Post/Author/DateTimePost
snakeman830

01-03-07, 06:56 PM
I've heard from a friend that the Alchemist is already a prestige class, but I wanted to make it a basic one. Tell me what you think


B.A.B Fort Ref Will 0 1 2 3 4 5 6 7 8 9
1. +0 +2 +2 +0 5 3 - - - - - - - - Alchemical Insight
2. +1 +3 +3 +0 6 4 - - - - - - - -
3. +1 +3 +3 +1 6 5 - - - - - - - - Evasion
4. +2 +4 +4 +1 6 6 3 - - - - - - - Brew Potion
5. +2 +4 +4 +1 6 6 4 - - - - - - - Rapid Craft: Day
6. +3 +5 +5 +2 6 6 5 3 - - - - - -
7. +3 +5 +5 +2 6 6 6 4 - - - - - - Improved Evsion
8. +4 +6 +6 +2 6 6 6 5 3 - - - - -
9. +4 +6 +6 +3 6 6 6 6 4 - - - - -
10. +5 +7 +7 +3 6 6 6 6 5 3 - - - - Transmute metal to gold/gold to metal 1/week, Rapid craft: Hour
11. +5 +7 +7 +3 6 6 6 6 6 4 - - - -
12.+6/+1 +8 +8 +4 6 6 6 6 6 5 3 - - - Transmute metal to gold/gold to metal 2/week
13.+6/+1 +8 +8 +4 6 6 6 6 6 6 4 - - -
14.+7/+2 +9 +9 +4 6 6 6 6 6 6 5 3 - - Transmute metal to gold/gold to metal 3/week
15.+7/+2 +9 +9 +5 6 6 6 6 6 6 6 4 - - Rapid Craft: five minutes
16.+8/+3 +10 +10 +5 6 6 6 6 6 6 6 5 3 - Transmute metal to gold/gold to metal 1/day
17.+8/+3 +10 +10 +5 6 6 6 6 6 6 6 6 4 -
18.+9/+4 +11 +11 +6 6 6 6 6 6 6 6 6 5 3 Transmute metal to gold/gold to metal 2/day
19.+9/+4 +11 +11 +6 6 6 6 6 6 6 6 6 6 4
20.+10/+5 +12 +12 +6 6 6 6 6 6 6 6 6 6 6 Transmute materials 3/day, Rapid Craft: 1 minute



Spells: Alchemists, like wizards, must prepare their spells from a spellbook. Unlike wizards, Alchemists have no inhabitions in sharing their spellbooks as it advances the science. Also, Alchemists are limited to the Sorcerer/Wizard spells of the school of Transmutation and Universals. Spellcasting for an Alchemist is governed by Intelligence.

Alchemical Insight: Alchemists are incredibly focused on their craft, granting them a bonus on Craft (alchemy) equal to their Alchemist level. Also, as Alchemists have learned when things will soon go boom in the lab, they recieve their intelligence modifier as a competence bonus on saving throws

Rapid Craft: By 5th level, Alchemists are so practiced at making Alchemical items that they can do so much faster. They now make Craft (alchemy) checks by the day instead of by the week. At 10th level, they become even faster, making them by the hour instead. At 15th level, it now takes them just five minutes to make a check. Finally, at 20th level, they make a check every minute of work instead.

Transmute metal to gold/gold to metal (Su): At 10th level, the Alchemist has finally mastered his signature ability; turning common metals into gold. Doing this only changes the material and not any other properties of the transmuted item. An Iron Golem affected by this ability, for example, retains its hit dice, abilities, and will still attack a foe, it just looks prettier and is more shiny while doing so. Every other level, the alchemist can use this ability more often.

Transmute Materials (Su): At 20th level, the Alchemist has gained mastery over transmuting items and is no longer restricted by the kind of material he can change. As with transmuting metals, this only changes the material of the object, no other properties. For instance, a person changed to stone is not petrified, but rather just made of rock. (This may change some things such as weight and hardness at the DM's discretion)

Hit Die: D6
Skill Points: 2 + Int Modifier
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Starting Gold: 4D6 *10
Alignment: Any

Armor Proficiencies: light armor, but no shields. Like Bards, Alchemists ignore arcane spell failure chance when weraing light armor.

Weapon Proficiencies: Dagger, Shortspear, Quarterstaff, Crossbow (all), sling
Alchemists have learned how to use a sling to hurl alchemical items a further distance then they can on their own. They do not take the normal -1 penalty on atack rolls.
Metamagick

01-03-07, 06:58 PM
I like it!!! Can do a little work but I am just happy that it isnt another FMA base class.....:P
snakeman830

01-03-07, 07:42 PM
Can do a little work but I am just happy that it isnt another FMA base class.....:P

Forgive my inexperience with these forums, FMA?
claypigeons

01-03-07, 07:47 PM
Forgive my inexperience with these forums, FMA?

The anime series Full Metal Alchemist. It seems to have a large following in the members of the board, who seek to recreate it within the DnD ruleset.
snakeman830

01-03-07, 07:50 PM
Ah, I though they were talking about something I had no clue about.

To be honest, I've never seen the show, but I do know a bit about it.

However, this is the first class I've ever made, so I'm not surprised it needs work. Anyone have suggestions?
Sines

01-03-07, 07:53 PM
Aye, to much adapting from other things. Can't really do FMA properly in D&D terms. Well, theres probably a way somewhere, but if I want FMA, I'll play Mage: The Awakening :D

Anyway, you could make these guys like Beguilers, Warmages, and Dread Necromancers. Decent sized spell list the immediately have full access to, but spontaneous casting. As it is, thier class features are somewhat limited, and they could also stand full simple weapon proficiency and 4 skill points per level.

As far as working on the given class features, they should be able to have access to various material affecting spell-like abilities a number of times per day. At lower levels, keep things in the same family, metal, organic, ect... with higher levels being able to use the ability on more complex changes. Or, perhaps... this is an idea, this is your class so work on the specifics... give them Transmutation Points = 1/2 Alchemist Level + Int, and have them expend, say, 1 for same state, same family (Aluminum to Steel) 1 for changing states (Water to Ice / Vapor). At higher levels, allow for multiple to be done at same time, in this case you could include the ability to transmute cross family at 4 per transmutation (3 to move between families, and 1 base) and transform Ice into Steel. Likewise, you can convert state and material (Ice to Acid, with the midstate of water) at a cost of 2, or do all three (Water to Steel) at 5.

In such a system, you need to decide how you will curtail transmutation of valuable materials, such as gold, adamantium, dragon scales, ect... easiest call is that all transmutations have a duration based on Alchemist level. Else just make the statement that any common material is permanent, but anything like gold or adamantium, and the duration is limited, 'Due to thier more complex natures'.
snakeman830

01-03-07, 08:17 PM
In such a system, you need to decide how you will curtail transmutation of valuable materials, such as gold, adamantium, dragon scales, ect... easiest call is that all transmutations have a duration based on Alchemist level. Else just make the statement that any common material is permanent, but anything like gold or adamantium, and the duration is limited, 'Due to thier more complex natures'.

As mentioned before, only the material is changed, not it's properties.

How's this: Appearance, texture, and weight change. Hardness only changes to the touch, it does not change in calculating damage. Other properties do not change (for example, an item transmuted to silver will not deal full damage to a lycanthrope unless that was it's original material, but it will sell for as much as a silver weapon, since people can't tell the difference)

I like the idea of your system, just not the system itself. Too complicated. (I know, mine isn't much easier to understand)

Please remember that they can only make those things from anything at 20th level, when they should have access to them anyway.
Sines

01-03-07, 09:45 PM
I'm saying it would make more sense if its spread out a bit more, at least add more flair to the class, I think.

Btw, just changing the material, not its properties, makes no sense. In such an example, you'd be making fake gold, and the only practical change is to reduce weight (Or increase, depending on circumstances) and to make it look like something else (i.e. make your +5 Shocking, Freezing, Burning, Holy Greatsword look like rusted iron). Besides, ability to change things at that point only at level 20? This is a Transmutation based class! By that level, you already have plenty of normal spells available for the same purpose. Perhaps give the uses per day of that ability at 10th, 15th, and 20th level.

Overall, however the 'Change it's material but not it's properties' is very confusing and contradictory. Also, you do not specify how much metal the Alchemist can turn to gold. As it's written he can either turn a spoon to gold, or a giant block of metal to gold.
snakeman830

01-04-07, 03:49 PM
ok, ok, it changes the material completely. Still, by the time they get the ability to even transmute metals, they should still have access to those materials anyway.:plotting: hmm.

All right, transmute metal to gold/gold to metal is being altered slightly: A metal item having been transmuted into gold can only be transmuted back to its original form

That ok?

Other changes: 4 skill points per level, proficient with all simple weapons plus hand and repeating crossbows.
snakeman830

01-08-07, 04:50 PM
Ok, take 2.

B.A.B Fort Ref Will 0 1 2 3 4 5 6 7 8 9
1. +0 +2 +2 +0 5 3 - - - - - - - - Alchemical Insight
2. +1 +3 +3 +0 6 4 - - - - - - - -
3. +1 +3 +3 +1 6 5 - - - - - - - - Evasion
4. +2 +4 +4 +1 6 6 3 - - - - - - - Brew Potion
5. +2 +4 +4 +1 6 6 4 - - - - - - - Rapid Craft: Day
6. +3 +5 +5 +2 6 6 5 3 - - - - - -
7. +3 +5 +5 +2 6 6 6 4 - - - - - - Improved Evsion
8. +4 +6 +6 +2 6 6 6 5 3 - - - - -
9. +4 +6 +6 +3 6 6 6 6 4 - - - - -
10. +5 +7 +7 +3 6 6 6 6 5 3 - - - - Transmute metal to gold/gold to metal 1/week, Rapid craft: Hour
11. +5 +7 +7 +3 6 6 6 6 6 4 - - - -
12.+6/+1 +8 +8 +4 6 6 6 6 6 5 3 - - - Transmute metal to gold/gold to metal 2/week
13.+6/+1 +8 +8 +4 6 6 6 6 6 6 4 - - -
14.+7/+2 +9 +9 +4 6 6 6 6 6 6 5 3 - - Transmute metal to gold/gold to metal 3/week
15.+7/+2 +9 +9 +5 6 6 6 6 6 6 6 4 - - Rapid Craft: five minutes
16.+8/+3 +10 +10 +5 6 6 6 6 6 6 6 5 3 - Transmute metal to gold/gold to metal 1/day
17.+8/+3 +10 +10 +5 6 6 6 6 6 6 6 6 4 -
18.+9/+4 +11 +11 +6 6 6 6 6 6 6 6 6 5 3 Transmute metal to gold/gold to metal 2/day
19.+9/+4 +11 +11 +6 6 6 6 6 6 6 6 6 6 4
20.+10/+5 +12 +12 +6 6 6 6 6 6 6 6 6 6 6 Transmute materials 3/day, Rapid Craft: 1 minute



Spells: Alchemists, like wizards, must prepare their spells from a spellbook. Unlike wizards, Alchemists have no inhabitions in sharing their spellbooks as it advances the science. Also, Alchemists are limited to the Sorcerer/Wizard spells of the school of Transmutation and Universals. Spellcasting for an Alchemist is governed by Intelligence.

Alchemical Insight: Alchemists are incredibly focused on their craft, granting them a bonus on Craft (alchemy) equal to their Alchemist level. Also, as Alchemists have learned when things will soon go boom in the lab, they recieve their intelligence modifier as a competence bonus on saving throws

Rapid Craft: By 5th level, Alchemists are so practiced at making Alchemical items that they can do so much faster. They now make Craft (alchemy) checks by the day instead of by the week. At 10th level, they become even faster, making them by the hour instead. At 15th level, it now takes them just five minutes to make a check. Finally, at 20th level, they make a check every minute of work instead.

Transmute metal to gold/gold to metal (Su): At 10th level, the Alchemist has finally mastered his signature ability; turning common metals into gold. Doing this only changes the material and not any other properties of the transmuted item. An Iron Golem affected by this ability, for example, retains its hit dice, abilities, and will still attack a foe, it just looks prettier and is more shiny while doing so. Every other level, the alchemist can use this ability more often. An item transmuted to gold can only be transmuted back into it's original state.

Transmute Materials (Su): At 20th level, the Alchemist has gained mastery over transmuting items and is no longer restricted by the kind of material he can change. As with transmuting metals, this only changes the material of the object, no other properties. For instance, a person changed to stone is not petrified, but rather just made of rock. (This may change some things such as weight and hardness at the DM's discretion)

Hit Die: D6
Skill Points: 4 + Int Modifier
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (any) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Starting Gold: 4D6 *10
Alignment: Any

Armor Proficiencies: light armor, but no shields. Like Bards, Alchemists ignore arcane spell failure chance when weraing light armor.

Weapon Proficiencies: all simple weapons, hand crossbow, and repeating crossbows.
Alchemists have learned how to use a sling to hurl alchemical items a further distance then they can on their own. They do not take the normal -1 penalty on atack rolls.



Is this better?