https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cerin616&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T20:56:00ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=User:Cerin616&diff=1001978User:Cerin6162018-01-25T21:40:57Z<p>Cerin616: /* Who am I */</p>
<hr />
<div>==What up what up==<br />
<br />
Its about time I revamp this page.<br><br><br />
<br />
Drew here, avid gamer, long time DnD player now. I ahve played extensivly 3,5m experienced the tragedy that was 4, and have just begun delving into this glory of a piece of work that is 5e.<br><br />
I play world of warcraft, league of legends, heroes of the storm, and a ton of other games with my friends and fellow team members, Give No Effs. We stream on twitch, and have a good time.<br />
<br />
I have contributed a couple thigns to the community back in the day. I was young, I was foolish, I created things I saw on TV, and in games, and often the were unflavorful and overtuned.<br />
The one exception I note is Alchemist, which was a theoretical class a friend of mine thoguh up "craft item to use in combat" similar to an archivist. Origionally not meant to be a caster, the great community here rebalanced the class by turning spells into consumable and throwable potions.<br />
<br />
==Contact==<br />
'''Email''' Cerin616@gmail.com<br />
<br />
<br />
==My only weakness==<br />
Grammer issues while typeing. I dont fool around, when i want it done, it gets done, the only problem is i speed type and i forget to do capitolization, puntuation, etc.<br />
<br />
So, if you can, look through my contributions and please maybe do some editing...<br />
<br />
<br />
==What i have contributed==<br />
<br />
<br />
<br />
'''Classes'''<br />
<br />
* [[Alchemist (3.5e Class)]] - a new kind of buffer class<br />
* [[Combat Assassin (3.5e Prestige Class)]] - A better assassin, and a better better rouge.<br />
* [[Performer (3.5e Prestige Class)]] - Posted from To Do List, nice2meetU<br />
<br />
'''Races'''<br />
<br />
* [[Lycan Spawn (3.5e Race)]] Posted from To Do List Author of information was spikes01k<br />
* [[Tanathans (3.5e Race)]] Posted from To Do List author is MareltEkiran<br />
* [[Ewok (3.5e Race)]] Posted From WFRC, Author is DracoRuler<br />
* [[Kobold, from DracoRuler (3.5e Race)]] Posted from WFRC, Author is DracoRuler<br />
* [[Dricon (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Rovino (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Noctaven (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Skithita (3.5e Race)]] Posted from WFRC, Golem011<br />
* [[T'kerrik (3.5e Race)]] Posted from WFRC, Golem011<br />
* [[Nekomata (3.5e Race)]] Put in final touches from WFRC, Hiryuu<br />
* [[Velkurn (3.5e Race)]] Posted from WFRC, R.M.G.C.L.F.<br />
* [[Half-Orc, from R.M.G.C.L.F. (3.5e Race)]] Posted from WFRC, R.M.G.C.L.F.<br />
* [[Darkaralome (3.5e Race)]] posted from TO DO LIST, druidic.net<br />
<br />
'''Feats'''<br />
<br />
* [[Lycan Form Mastery (3.5e Feat)]] Posted from To Do List, Author of information was spikes01k<br />
<br />
'''Equipment'''<br />
<br />
* [[Lomepick (3.5e Equipment)]] posted for Darkaralome<br />
<br />
== I am available to help ==<br />
<br />
If anyone needs help editing a page, or posting an idea, feel free to ask me, i think everyone with an idea should be able to voice it. Just pop in and post it on my talk page, or throw me an email</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Psion_(5e_Class)&diff=1001977Talk:Psion (5e Class)2018-01-25T21:40:17Z<p>Cerin616: </p>
<hr />
<div>Current Balance issues:<br />
There are clearly those that are under the impression that balance issues '''have not''' been addressed for this class. However, after reading through both the logs and what is listed below, it appears to me that the vast majority of balance issues '''have''' been addressed. For sake of clarity (and to prevent editing wars), I would ask that any outstanding issues be listed here, above the main body of text. --[[User:Jager|Jager]] ([[User talk:Jager|talk]]) 15:52, 2 October 2017 (MDT)<br />
<br />
[]<br />
<br />
<br />
Just a quick question, it says psions learn cantrips according to the chart, but I don't see that number listed. Am I missing it somewhere?<br />
--fixed that, thanks!<br />
In addition to that there are a couple inconsistencies with the established 5e class/spells structure<br />
*no other class has a dual stat requirement (wis + int), and there is no listed reason for the wis stat other than that psion gets a saving throw in wis (no DC effects, modifiers, extra manifestation based on WIS etc).<br />
--See the Monk, Paladin, and Ranger, then get back to me.<br />
*The two homebrew psionic damage cantrips would be the only non-scaling damage cantrips in the game<br />
--Fair enough. I didn't think of that, thanks for the tip.<br/><br />
---Actually the one cantrip has an effect outside damage, so I did not scale it.<br />
Issues<br />
---Other damaging cantrips scale to damage as well as have effects<br />
<br />
*I have a flavor issue with this class, Psion's are known to counter the Vancian magic spell slot system and replace it with power points, a Psion not using this system just seams like a lie to me.<br />
--I do not know what the Vancian spell slot system is, this seems like a personal opinion to me.<br />
<br/>--[[User:Tubal-Cain|Tubal-Cain]] ([[User talk:Tubal-Cain|talk]]) 19:19, 5 July 2015 (MDT)<br />
<br/><br />
The Vancian Spell Slot System is the idea that spells are of specific levels, that you have specific amounts you can prepare of each level. IE It is the wizard/sorcerer system.<br />
Power Points were introduced to psion as a semi caster who can learn spells and then cast them freely for varying point costs. An equivalent concept would be if a sorcerer could sacrifice all his level 1 spells to cast an extra level 9 spell.<br />
Personally, I agree, it does not feel like a psion if its not using power points. read the link Lemiel14n3 provided below for the UA version of psion that only has 5 levels currently. Its very akin to the 3.5 psion casting system.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 14:33, 25 January 2018 (MST)<br />
<br />
[https://dnd.wizards.com/articles/features/awakened-mystic this might help you come up with some more ideas you can implement] [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 23:21, 7 July 2015 (MDT)<br />
<br />
== Acuity ==<br />
<br />
Additionally, there is an ability listed on the table called acuity that does not appear<br />
--Thanks for pointing this out, this was just a typo, I had an ability written down that I removed when making this page.<br />
<br />
== Feature ==<br />
<br />
Just wondering if there was any reason that the first manifestation feature was moved from 3rd to 7th level? I'm currently using this in a campaign and we haven't met for a few weeks, I just noticed the change. Personally, I'd say it makes more sense to not gain a feature at level 7 than at level 3, and for the battlemind I'm playing at least, having that feature at third level is really important, because that and precision mind at 2nd level are what really allow you to be useful in melee combat without investing too heavily in strength and gimping something else important (Dex for Ac, Int, Con, ect.) <br/><br />
--Feel free to look back at an older revision, if you'd rather use it than the current version. And I am really flattered that somebody is actually using this. Just look in History if you want to see the older version you were using. It's just Level 7 was too late for the Extra Attack feature<br />
<br />
---So then psystrike at level 3 at d4 then extra attack at level 5 and no feature at level 7?<br />
<br />
== Questions ==<br />
<br />
I had a few questions about some of the features;<br />
<br />
Psychoregenesis: does the effect stack multiple times for multiple Hd used during the same rest, or is it limited to once per short rest?<br />
<br />
Aura of mental rend: does the advantage and disadvantage apply to any spell you cast, or only to spells targeting enemies within the area of effect?<br />
<br />
Desperation: why is desperation limited to once per long rest when Psionic Reinforcement is usable as many times as you want? I realise Psionic Reinforcement is harder to get off, but it doesn't even take a bonus action or reaction, while Desperation takes an action. I wouldn't suggest making it unlimited, but maybe once per short rest, or increase it somehow.<br />
<br />
<br />
<br />
Not 100% where this should be, but bloodied is not a mechanic in 5e, you use it on the Desperation ability. -- 19:31, 28 September 2015<br />
<br />
I think someone's been messing with Psychoregenesis, because it doesn't list how often you can use it. Also, ''3d10'' extra psychic damage from Psystrike? What? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 22:21, 15 April 2016 (MDT)<br />
<br />
Precision mind: For the option of "They may also add their Intelligence modifier to their AC." What type of action is this and what is the duration? Reaction against one attack? or Reaction with duration of until your next turn (like shield spell?) Bonus action for a full round? I'm currently using it as reaction that last until your next turn, but I'm thinking it should only be against the next attack. Thoughts?<br />
<br />
== New Changes ==<br />
<br />
I redid the Manifestation features. I've come a long way in making classes since I made this one, and it was sloppy. The level at which the archetype features are gain mirrors a progression similar to the sorcerer. <br />
<br />
I also removed a few of the common psion features to clean this up and admittedly- nerf it.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 18:48, 20 December 2015 (MST)<br />
<br />
==Stub Removal==<br />
In regards to a "Dead Level" stub that was placed here, I am assuming that refers to a level in which no benefits are gained. Certainly, there are levels in which there are no class features, but like the sorcerer it's modeled on, a psion gains spell slots and casting level at those levels. Refer to the Spell chart!<br />
---[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 12:32, 7 March 2016 (MST)<br />
<br />
==backgrounds==<br />
<br />
What backgrounds do you recommend for this class? --[[Special:Contributions/209.97.85.48|209.97.85.48]] 13:11, 23 April 2016 (MDT)<br />
<br />
== Custom spells ==<br />
<br />
Reading through this, I just have to wonder about the damage output and effects for some of these custom spells, don't get me wrong I love them, but some of them send up little warning flags to me<br />
<br />
The biggest one being psion beacon, which has an absolutely ridiculous amount of damage. 4d6? The only other level one spell that is ranged and deals that much damage is Chromatic Orb, which requires a 50gp diamond, has 30 less range, and has no secondary effect. As well, it's one of the few damaging psion spells that don't require an Int save to take half damage. If anything, I think it would maybe make more sense to have a damage of this number on Mind Blast, since it both has the int save for the potential to deal half damage, and requires you to be within 10 feet of an opponent. I dunno, maybe it's just me, but I think this thing either needs to have it's damage nerfed or an int save thrown in that if the target succeeds it deals half damage and there is no advantage on next attack against them. I mean, inflict wounds deals more damage, but it's also a touch spell and has no side effect... If the damage is just nerfed, then this could make a good damage spell with a nice side effect, because advantage on the next attack is pretty damn good.<br />
<br />
Other than that, love the class, I used this one a couple weeks before you did the overhaul in one of my first games, but ended up swapping out the character warily, but am now regretting doing so looking at the changes!<br />
<br />
----<br />
Guiding Bolt. Literally does the same thing as Psion Beacon.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 09:02, 14 May 2016 (MDT)<br />
<br />
== Psystrike class feature - Level 14 (Battlemind) ==<br />
<br />
"At level 14, you can now channel your psychic energy through your weapons. You may expend a spell slot when making a weapon attack to deal an additional 3d10 psychic damage, and an extra 1d10 damage for every spell slot expended, to a maximum of 7d10."<br />
<br />
Contrast with a Paladin's Divine Smite class feature, which does 2d8 radiant damage (+1d8 against undead and fiends), and an extra 1d8 damage for every spell slot expended, to a maximum of 5d8 (6d8 vs undead/fiends). Add 1d8 for Improved Divine Smite at level 11.<br />
<br />
On average, a level 14 Psion using this feature does 16.5 damage (3d10) with a level 1 spell slot (keep in mind that they get spell slots of levels 6 and above as well). A level 14 Paladin does 3d8 with Improved Divine Smite, or 13.5 (18 against undead/fiends). With a level 2 spell slot, that's 22 damage vs 18 (22.5) damage; level 3, 27.5 vs 22.5 (27); level 4, 33 vs 27 (6d8 inc. IDS; against undead, 7d8, average 31.5).<br />
<br />
TL;DR One of the Psion archetype features is objectively better than the Paladin's primary feature - even against undead and fiends when using 3rd-level spell slots and greater.<br />
<br />
<br />
What is interesting to note is that where the Paladin's ability is based on the level of the spell expended, the Battlemind's ability is currently based on the number of spell slots expended. For balance purposes the Battlemind's ability should probably mirror the Paladin's Divine Smite.<br />
<br />
In addition, changing all instances of d10s to d6s would probably finish balancing this class feature. 3d6 damage averages 10.5, as compared to the Paladin's base 13.5 (3d8). A second level spell sacrificed would give 17.5 (5d6) for the Battlemind, compared to 18 (3d8) for the Paladin (without improved divine strike). A 4th level spell would give 24.5 (7d6) for the Battlemind, compared to 27 (5d8 + 1d8 from improved divine strike) for the Paladin. Even without factoring the bonus damage to Undead and fiends, the Paladin would now pull ahead. I believe this is relatively balanced.<br />
<br />
==Wild Talent==<br />
<br />
Is it possible to do a psionic version of the ritual caster for this class?--Redrum 13:44, 25 November 2017 (MST)<br />
<br />
==Psionic Weapon==<br />
<br />
I saw a "magical" weapon in the Volo's Guide to Monsters called a Mind Lash. Is it possible to do a variant for this class? --Redrum 13:58, 22 December 2017 (MST)</div>Cerin616https://www.dandwiki.com/w/index.php?title=User:Cerin616&diff=1001975User:Cerin6162018-01-25T21:38:17Z<p>Cerin616: /* Who am I */</p>
<hr />
<div>==What up what up==<br />
<br />
Its about time I revamp this page.<br><br><br />
<br />
Drew here, avid gamer, long time DnD player now. I ahve played extensivly 3,5m experienced the tragedy that was 4, and have just begun delving into this glory of a piece of work that is 5e.<br><br />
I play world of warcraft, league of legends, heroes of the storm, and a ton of other games with my friends and fellow team members, Give No Effs. We stream on twitch, and have a good time.<br />
<br />
I have contributed a couple thigns to the community back in the day. I was young, I was foolish, I created things I saw on TV, and in games, and often the were unflavorful and overtuned.<br />
The one exception I note is Alchemist, which was a theoretical class a friend of mine thoguh up "craft item to use in combat" similar to an archivist. Origionally not meant to be a caster, the great community here rebalanced the class by turning spells into consumable and throwable potions.<br />
<br />
==Contact==<br />
'''Email''' Cerin616@gmail.com<br />
'''messenger''' I have yahoo messenger... Drew_Major2003<br />
<br />
==My only weakness==<br />
Grammer issues while typeing. I dont fool around, when i want it done, it gets done, the only problem is i speed type and i forget to do capitolization, puntuation, etc.<br />
<br />
So, if you can, look through my contributions and please maybe do some editing...<br />
<br />
<br />
==What i have contributed==<br />
<br />
<br />
<br />
'''Classes'''<br />
<br />
* [[Alchemist (3.5e Class)]] - a new kind of buffer class<br />
* [[Combat Assassin (3.5e Prestige Class)]] - A better assassin, and a better better rouge.<br />
* [[Performer (3.5e Prestige Class)]] - Posted from To Do List, nice2meetU<br />
<br />
'''Races'''<br />
<br />
* [[Lycan Spawn (3.5e Race)]] Posted from To Do List Author of information was spikes01k<br />
* [[Tanathans (3.5e Race)]] Posted from To Do List author is MareltEkiran<br />
* [[Ewok (3.5e Race)]] Posted From WFRC, Author is DracoRuler<br />
* [[Kobold, from DracoRuler (3.5e Race)]] Posted from WFRC, Author is DracoRuler<br />
* [[Dricon (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Rovino (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Noctaven (3.5e Race)]] Posted from WFRC, AramilWindwalker<br />
* [[Skithita (3.5e Race)]] Posted from WFRC, Golem011<br />
* [[T'kerrik (3.5e Race)]] Posted from WFRC, Golem011<br />
* [[Nekomata (3.5e Race)]] Put in final touches from WFRC, Hiryuu<br />
* [[Velkurn (3.5e Race)]] Posted from WFRC, R.M.G.C.L.F.<br />
* [[Half-Orc, from R.M.G.C.L.F. (3.5e Race)]] Posted from WFRC, R.M.G.C.L.F.<br />
* [[Darkaralome (3.5e Race)]] posted from TO DO LIST, druidic.net<br />
<br />
'''Feats'''<br />
<br />
* [[Lycan Form Mastery (3.5e Feat)]] Posted from To Do List, Author of information was spikes01k<br />
<br />
'''Equipment'''<br />
<br />
* [[Lomepick (3.5e Equipment)]] posted for Darkaralome<br />
<br />
== I am available to help ==<br />
<br />
If anyone needs help editing a page, or posting an idea, feel free to ask me, i think everyone with an idea should be able to voice it. Just pop in and post it on my talk page, or throw me an email</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Psion_(5e_Class)&diff=1001972Talk:Psion (5e Class)2018-01-25T21:34:01Z<p>Cerin616: </p>
<hr />
<div>Current Balance issues:<br />
There are clearly those that are under the impression that balance issues '''have not''' been addressed for this class. However, after reading through both the logs and what is listed below, it appears to me that the vast majority of balance issues '''have''' been addressed. For sake of clarity (and to prevent editing wars), I would ask that any outstanding issues be listed here, above the main body of text. --[[User:Jager|Jager]] ([[User talk:Jager|talk]]) 15:52, 2 October 2017 (MDT)<br />
<br />
[]<br />
<br />
<br />
Just a quick question, it says psions learn cantrips according to the chart, but I don't see that number listed. Am I missing it somewhere?<br />
--fixed that, thanks!<br />
In addition to that there are a couple inconsistencies with the established 5e class/spells structure<br />
*no other class has a dual stat requirement (wis + int), and there is no listed reason for the wis stat other than that psion gets a saving throw in wis (no DC effects, modifiers, extra manifestation based on WIS etc).<br />
--See the Monk, Paladin, and Ranger, then get back to me.<br />
*The two homebrew psionic damage cantrips would be the only non-scaling damage cantrips in the game<br />
--Fair enough. I didn't think of that, thanks for the tip.<br/><br />
---Actually the one cantrip has an effect outside damage, so I did not scale it.<br />
Issues<br />
---Other damaging cantrips scale to damage as well as have effects<br />
<br />
*I have a flavor issue with this class, Psion's are known to counter the Vancian magic spell slot system and replace it with power points, a Psion not using this system just seams like a lie to me.<br />
--I do not know what the Vancian spell slot system is, this seems like a personal opinion to me.<br />
<br/>--[[User:Tubal-Cain|Tubal-Cain]] ([[User talk:Tubal-Cain|talk]]) 19:19, 5 July 2015 (MDT)<br />
<br/><br />
The Vancian Spell Slot System is the idea that spells are of specific levels, that you have specific amounts you can prepare of each level. IE It is the wizard/sorcerer system.<br />
Power Points were introduced to psion as a semi caster who can learn spells and then cast them freely for varying point costs. An equivalent concept would be if a sorcerer could sacrifice all his level 1 spells to cast an extra level 9 spell.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 14:33, 25 January 2018 (MST)<br />
<br />
[https://dnd.wizards.com/articles/features/awakened-mystic this might help you come up with some more ideas you can implement] [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 23:21, 7 July 2015 (MDT)<br />
<br />
== Acuity ==<br />
<br />
Additionally, there is an ability listed on the table called acuity that does not appear<br />
--Thanks for pointing this out, this was just a typo, I had an ability written down that I removed when making this page.<br />
<br />
== Feature ==<br />
<br />
Just wondering if there was any reason that the first manifestation feature was moved from 3rd to 7th level? I'm currently using this in a campaign and we haven't met for a few weeks, I just noticed the change. Personally, I'd say it makes more sense to not gain a feature at level 7 than at level 3, and for the battlemind I'm playing at least, having that feature at third level is really important, because that and precision mind at 2nd level are what really allow you to be useful in melee combat without investing too heavily in strength and gimping something else important (Dex for Ac, Int, Con, ect.) <br/><br />
--Feel free to look back at an older revision, if you'd rather use it than the current version. And I am really flattered that somebody is actually using this. Just look in History if you want to see the older version you were using. It's just Level 7 was too late for the Extra Attack feature<br />
<br />
---So then psystrike at level 3 at d4 then extra attack at level 5 and no feature at level 7?<br />
<br />
== Questions ==<br />
<br />
I had a few questions about some of the features;<br />
<br />
Psychoregenesis: does the effect stack multiple times for multiple Hd used during the same rest, or is it limited to once per short rest?<br />
<br />
Aura of mental rend: does the advantage and disadvantage apply to any spell you cast, or only to spells targeting enemies within the area of effect?<br />
<br />
Desperation: why is desperation limited to once per long rest when Psionic Reinforcement is usable as many times as you want? I realise Psionic Reinforcement is harder to get off, but it doesn't even take a bonus action or reaction, while Desperation takes an action. I wouldn't suggest making it unlimited, but maybe once per short rest, or increase it somehow.<br />
<br />
<br />
<br />
Not 100% where this should be, but bloodied is not a mechanic in 5e, you use it on the Desperation ability. -- 19:31, 28 September 2015<br />
<br />
I think someone's been messing with Psychoregenesis, because it doesn't list how often you can use it. Also, ''3d10'' extra psychic damage from Psystrike? What? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 22:21, 15 April 2016 (MDT)<br />
<br />
Precision mind: For the option of "They may also add their Intelligence modifier to their AC." What type of action is this and what is the duration? Reaction against one attack? or Reaction with duration of until your next turn (like shield spell?) Bonus action for a full round? I'm currently using it as reaction that last until your next turn, but I'm thinking it should only be against the next attack. Thoughts?<br />
<br />
== New Changes ==<br />
<br />
I redid the Manifestation features. I've come a long way in making classes since I made this one, and it was sloppy. The level at which the archetype features are gain mirrors a progression similar to the sorcerer. <br />
<br />
I also removed a few of the common psion features to clean this up and admittedly- nerf it.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 18:48, 20 December 2015 (MST)<br />
<br />
==Stub Removal==<br />
In regards to a "Dead Level" stub that was placed here, I am assuming that refers to a level in which no benefits are gained. Certainly, there are levels in which there are no class features, but like the sorcerer it's modeled on, a psion gains spell slots and casting level at those levels. Refer to the Spell chart!<br />
---[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 12:32, 7 March 2016 (MST)<br />
<br />
==backgrounds==<br />
<br />
What backgrounds do you recommend for this class? --[[Special:Contributions/209.97.85.48|209.97.85.48]] 13:11, 23 April 2016 (MDT)<br />
<br />
== Custom spells ==<br />
<br />
Reading through this, I just have to wonder about the damage output and effects for some of these custom spells, don't get me wrong I love them, but some of them send up little warning flags to me<br />
<br />
The biggest one being psion beacon, which has an absolutely ridiculous amount of damage. 4d6? The only other level one spell that is ranged and deals that much damage is Chromatic Orb, which requires a 50gp diamond, has 30 less range, and has no secondary effect. As well, it's one of the few damaging psion spells that don't require an Int save to take half damage. If anything, I think it would maybe make more sense to have a damage of this number on Mind Blast, since it both has the int save for the potential to deal half damage, and requires you to be within 10 feet of an opponent. I dunno, maybe it's just me, but I think this thing either needs to have it's damage nerfed or an int save thrown in that if the target succeeds it deals half damage and there is no advantage on next attack against them. I mean, inflict wounds deals more damage, but it's also a touch spell and has no side effect... If the damage is just nerfed, then this could make a good damage spell with a nice side effect, because advantage on the next attack is pretty damn good.<br />
<br />
Other than that, love the class, I used this one a couple weeks before you did the overhaul in one of my first games, but ended up swapping out the character warily, but am now regretting doing so looking at the changes!<br />
<br />
----<br />
Guiding Bolt. Literally does the same thing as Psion Beacon.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 09:02, 14 May 2016 (MDT)<br />
<br />
== Psystrike class feature - Level 14 (Battlemind) ==<br />
<br />
"At level 14, you can now channel your psychic energy through your weapons. You may expend a spell slot when making a weapon attack to deal an additional 3d10 psychic damage, and an extra 1d10 damage for every spell slot expended, to a maximum of 7d10."<br />
<br />
Contrast with a Paladin's Divine Smite class feature, which does 2d8 radiant damage (+1d8 against undead and fiends), and an extra 1d8 damage for every spell slot expended, to a maximum of 5d8 (6d8 vs undead/fiends). Add 1d8 for Improved Divine Smite at level 11.<br />
<br />
On average, a level 14 Psion using this feature does 16.5 damage (3d10) with a level 1 spell slot (keep in mind that they get spell slots of levels 6 and above as well). A level 14 Paladin does 3d8 with Improved Divine Smite, or 13.5 (18 against undead/fiends). With a level 2 spell slot, that's 22 damage vs 18 (22.5) damage; level 3, 27.5 vs 22.5 (27); level 4, 33 vs 27 (6d8 inc. IDS; against undead, 7d8, average 31.5).<br />
<br />
TL;DR One of the Psion archetype features is objectively better than the Paladin's primary feature - even against undead and fiends when using 3rd-level spell slots and greater.<br />
<br />
<br />
What is interesting to note is that where the Paladin's ability is based on the level of the spell expended, the Battlemind's ability is currently based on the number of spell slots expended. For balance purposes the Battlemind's ability should probably mirror the Paladin's Divine Smite.<br />
<br />
In addition, changing all instances of d10s to d6s would probably finish balancing this class feature. 3d6 damage averages 10.5, as compared to the Paladin's base 13.5 (3d8). A second level spell sacrificed would give 17.5 (5d6) for the Battlemind, compared to 18 (3d8) for the Paladin (without improved divine strike). A 4th level spell would give 24.5 (7d6) for the Battlemind, compared to 27 (5d8 + 1d8 from improved divine strike) for the Paladin. Even without factoring the bonus damage to Undead and fiends, the Paladin would now pull ahead. I believe this is relatively balanced.<br />
<br />
==Wild Talent==<br />
<br />
Is it possible to do a psionic version of the ritual caster for this class?--Redrum 13:44, 25 November 2017 (MST)<br />
<br />
==Psionic Weapon==<br />
<br />
I saw a "magical" weapon in the Volo's Guide to Monsters called a Mind Lash. Is it possible to do a variant for this class? --Redrum 13:58, 22 December 2017 (MST)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Psion_(5e_Class)&diff=1001970Talk:Psion (5e Class)2018-01-25T21:33:24Z<p>Cerin616: </p>
<hr />
<div>Current Balance issues:<br />
There are clearly those that are under the impression that balance issues '''have not''' been addressed for this class. However, after reading through both the logs and what is listed below, it appears to me that the vast majority of balance issues '''have''' been addressed. For sake of clarity (and to prevent editing wars), I would ask that any outstanding issues be listed here, above the main body of text. --[[User:Jager|Jager]] ([[User talk:Jager|talk]]) 15:52, 2 October 2017 (MDT)<br />
<br />
[]<br />
<br />
<br />
Just a quick question, it says psions learn cantrips according to the chart, but I don't see that number listed. Am I missing it somewhere?<br />
--fixed that, thanks!<br />
In addition to that there are a couple inconsistencies with the established 5e class/spells structure<br />
*no other class has a dual stat requirement (wis + int), and there is no listed reason for the wis stat other than that psion gets a saving throw in wis (no DC effects, modifiers, extra manifestation based on WIS etc).<br />
--See the Monk, Paladin, and Ranger, then get back to me.<br />
*The two homebrew psionic damage cantrips would be the only non-scaling damage cantrips in the game<br />
--Fair enough. I didn't think of that, thanks for the tip.<br/><br />
---Actually the one cantrip has an effect outside damage, so I did not scale it.<br />
Issues<br />
---Other damaging cantrips scale to damage as well as have effects<br />
<br />
*I have a flavor issue with this class, Psion's are known to counter the Vancian magic spell slot system and replace it with power points, a Psion not using this system just seams like a lie to me.<br />
--I do not know what the Vancian spell slot system is, this seems like a personal opinion to me.<br />
<br/>--[[User:Tubal-Cain|Tubal-Cain]] ([[User talk:Tubal-Cain|talk]]) 19:19, 5 July 2015 (MDT)<br />
The Vancian Spell Slot System is the idea that spells are of specific levels, that you have specific amounts you can prepare of each level. IE It is the wizard/sorcerer system.<br />
Power Points were introduced to psion as a semi caster who can learn spells and then cast them freely for varying point costs. An equivalent concept would be if a sorcerer could sacrifice all his level 1 spells to cast an extra level 9 spell.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 14:33, 25 January 2018 (MST)<br />
<br />
[https://dnd.wizards.com/articles/features/awakened-mystic this might help you come up with some more ideas you can implement] [[User:Lemiel14n3|Lemiel14n3]] ([[User talk:Lemiel14n3|talk]]) 23:21, 7 July 2015 (MDT)<br />
<br />
== Acuity ==<br />
<br />
Additionally, there is an ability listed on the table called acuity that does not appear<br />
--Thanks for pointing this out, this was just a typo, I had an ability written down that I removed when making this page.<br />
<br />
== Feature ==<br />
<br />
Just wondering if there was any reason that the first manifestation feature was moved from 3rd to 7th level? I'm currently using this in a campaign and we haven't met for a few weeks, I just noticed the change. Personally, I'd say it makes more sense to not gain a feature at level 7 than at level 3, and for the battlemind I'm playing at least, having that feature at third level is really important, because that and precision mind at 2nd level are what really allow you to be useful in melee combat without investing too heavily in strength and gimping something else important (Dex for Ac, Int, Con, ect.) <br/><br />
--Feel free to look back at an older revision, if you'd rather use it than the current version. And I am really flattered that somebody is actually using this. Just look in History if you want to see the older version you were using. It's just Level 7 was too late for the Extra Attack feature<br />
<br />
---So then psystrike at level 3 at d4 then extra attack at level 5 and no feature at level 7?<br />
<br />
== Questions ==<br />
<br />
I had a few questions about some of the features;<br />
<br />
Psychoregenesis: does the effect stack multiple times for multiple Hd used during the same rest, or is it limited to once per short rest?<br />
<br />
Aura of mental rend: does the advantage and disadvantage apply to any spell you cast, or only to spells targeting enemies within the area of effect?<br />
<br />
Desperation: why is desperation limited to once per long rest when Psionic Reinforcement is usable as many times as you want? I realise Psionic Reinforcement is harder to get off, but it doesn't even take a bonus action or reaction, while Desperation takes an action. I wouldn't suggest making it unlimited, but maybe once per short rest, or increase it somehow.<br />
<br />
<br />
<br />
Not 100% where this should be, but bloodied is not a mechanic in 5e, you use it on the Desperation ability. -- 19:31, 28 September 2015<br />
<br />
I think someone's been messing with Psychoregenesis, because it doesn't list how often you can use it. Also, ''3d10'' extra psychic damage from Psystrike? What? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 22:21, 15 April 2016 (MDT)<br />
<br />
Precision mind: For the option of "They may also add their Intelligence modifier to their AC." What type of action is this and what is the duration? Reaction against one attack? or Reaction with duration of until your next turn (like shield spell?) Bonus action for a full round? I'm currently using it as reaction that last until your next turn, but I'm thinking it should only be against the next attack. Thoughts?<br />
<br />
== New Changes ==<br />
<br />
I redid the Manifestation features. I've come a long way in making classes since I made this one, and it was sloppy. The level at which the archetype features are gain mirrors a progression similar to the sorcerer. <br />
<br />
I also removed a few of the common psion features to clean this up and admittedly- nerf it.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 18:48, 20 December 2015 (MST)<br />
<br />
==Stub Removal==<br />
In regards to a "Dead Level" stub that was placed here, I am assuming that refers to a level in which no benefits are gained. Certainly, there are levels in which there are no class features, but like the sorcerer it's modeled on, a psion gains spell slots and casting level at those levels. Refer to the Spell chart!<br />
---[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 12:32, 7 March 2016 (MST)<br />
<br />
==backgrounds==<br />
<br />
What backgrounds do you recommend for this class? --[[Special:Contributions/209.97.85.48|209.97.85.48]] 13:11, 23 April 2016 (MDT)<br />
<br />
== Custom spells ==<br />
<br />
Reading through this, I just have to wonder about the damage output and effects for some of these custom spells, don't get me wrong I love them, but some of them send up little warning flags to me<br />
<br />
The biggest one being psion beacon, which has an absolutely ridiculous amount of damage. 4d6? The only other level one spell that is ranged and deals that much damage is Chromatic Orb, which requires a 50gp diamond, has 30 less range, and has no secondary effect. As well, it's one of the few damaging psion spells that don't require an Int save to take half damage. If anything, I think it would maybe make more sense to have a damage of this number on Mind Blast, since it both has the int save for the potential to deal half damage, and requires you to be within 10 feet of an opponent. I dunno, maybe it's just me, but I think this thing either needs to have it's damage nerfed or an int save thrown in that if the target succeeds it deals half damage and there is no advantage on next attack against them. I mean, inflict wounds deals more damage, but it's also a touch spell and has no side effect... If the damage is just nerfed, then this could make a good damage spell with a nice side effect, because advantage on the next attack is pretty damn good.<br />
<br />
Other than that, love the class, I used this one a couple weeks before you did the overhaul in one of my first games, but ended up swapping out the character warily, but am now regretting doing so looking at the changes!<br />
<br />
----<br />
Guiding Bolt. Literally does the same thing as Psion Beacon.<br />
--[[User:D&#39;Artagnan|D&#39;Artagnan]] ([[User talk:D&#39;Artagnan|talk]]) 09:02, 14 May 2016 (MDT)<br />
<br />
== Psystrike class feature - Level 14 (Battlemind) ==<br />
<br />
"At level 14, you can now channel your psychic energy through your weapons. You may expend a spell slot when making a weapon attack to deal an additional 3d10 psychic damage, and an extra 1d10 damage for every spell slot expended, to a maximum of 7d10."<br />
<br />
Contrast with a Paladin's Divine Smite class feature, which does 2d8 radiant damage (+1d8 against undead and fiends), and an extra 1d8 damage for every spell slot expended, to a maximum of 5d8 (6d8 vs undead/fiends). Add 1d8 for Improved Divine Smite at level 11.<br />
<br />
On average, a level 14 Psion using this feature does 16.5 damage (3d10) with a level 1 spell slot (keep in mind that they get spell slots of levels 6 and above as well). A level 14 Paladin does 3d8 with Improved Divine Smite, or 13.5 (18 against undead/fiends). With a level 2 spell slot, that's 22 damage vs 18 (22.5) damage; level 3, 27.5 vs 22.5 (27); level 4, 33 vs 27 (6d8 inc. IDS; against undead, 7d8, average 31.5).<br />
<br />
TL;DR One of the Psion archetype features is objectively better than the Paladin's primary feature - even against undead and fiends when using 3rd-level spell slots and greater.<br />
<br />
<br />
What is interesting to note is that where the Paladin's ability is based on the level of the spell expended, the Battlemind's ability is currently based on the number of spell slots expended. For balance purposes the Battlemind's ability should probably mirror the Paladin's Divine Smite.<br />
<br />
In addition, changing all instances of d10s to d6s would probably finish balancing this class feature. 3d6 damage averages 10.5, as compared to the Paladin's base 13.5 (3d8). A second level spell sacrificed would give 17.5 (5d6) for the Battlemind, compared to 18 (3d8) for the Paladin (without improved divine strike). A 4th level spell would give 24.5 (7d6) for the Battlemind, compared to 27 (5d8 + 1d8 from improved divine strike) for the Paladin. Even without factoring the bonus damage to Undead and fiends, the Paladin would now pull ahead. I believe this is relatively balanced.<br />
<br />
==Wild Talent==<br />
<br />
Is it possible to do a psionic version of the ritual caster for this class?--Redrum 13:44, 25 November 2017 (MST)<br />
<br />
==Psionic Weapon==<br />
<br />
I saw a "magical" weapon in the Volo's Guide to Monsters called a Mind Lash. Is it possible to do a variant for this class? --Redrum 13:58, 22 December 2017 (MST)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=625634Talk:Alchemist (3.5e Class)2013-06-28T17:16:25Z<p>Cerin616: /* Any current owner? */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
:Working on balancing this issue currently. Thanks for the input.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 10:09, 7 June 2013 (MDT)<br />
<br />
::It's actually implied that Overized Weapon only allows the use of a single level higher than yourself, as it is available as a bloodline as part of a +3 level adjustment. [http://www.d20srd.org/srd/variant/races/bloodlines.htm#titan]<br />
<br />
::At any rate, I don't see anything overpowered about a Titan forging themselves a smaller body and retaining that ability. They were a titan who either recently died, or willingly gave up their body for the new one. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:29, 10 June 2013 (MDT)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I don't know who would technically be the owner. Although everyone in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)<br />
<br />
'''Thanks. Here's my thoughts so far.'''<br />
<br />
Damn, you just made most of the changes I was thinking about. In practice, the older system here that was being used for spell potions was almost unusable, so I've been using the pathfinder alchemist "spellcasting" progression, with everything else from this page. With spell-casting taking up Alchemy Points as before, I had to use the adjusted pathfinder spell levels to do anything even remotely worthwhile during the day, as almost all of my damage has come from Base Acid and Greater Acid. As long as we restrict the spell-potions to "Self", "Touch" and "Ray"(With touch and ray only working as splash potions) spells only, it wouldn't hurt to allow access to all Wizard Spells and Cure/Inflict cleric spells. We'd need to have the equivalent of a Spellbook and spells known, but as spell potions would have to be prepared anyways, this doesn't seem like a bad idea. <br />
<br />
0'th level spells would be Disrupt Undead, Ray of Frost, Light, Resistance, Cure Minor Wounds and Inflict Minor Wounds. <br />
1'st level spells would be Endure Elements, Protection from *, Shield, Mage Armor, Comprehend Languages, Identify(Lol. Strange for a potion, doesn't clash with class, though.), True Strike, Shocking Grasp, Disguise Self, Magic Aura, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Jump, Magic Weapon, Cure Light Wounds and Inflict Light Wounds.<br />
<br />
I would like to clarify the familiar ability, as Ell's Handy Homunculus is a toy at best with it's current wording, but if given regular Sorcerer/Wizard familiar abilities, and a progression based off of buying extra HD via Alchemy Points, I think it would be entirely worth using. What I would like to do now, is to allow the leftover Alchemy Points to be added to a pool(At the rate of 1/2, as you have it.), where the alchemist would need a pool of 100 alchemy points and a days channeling/infusing to create the familiar. And they can spend 50 points from the pool to add a HD, up to their class level maximum, to the homunculus.<br />
<br />
I'd also like to point out that the alchemist gains the ability to use alchemy circles to perform tasks, once they hit level 10, and only some of his abilities after this point use the chalk. I'd like to mix a few smaller non-combat flavor abilities earlier in the progression that use this, specifically creation as of Prestidigitation at level 1, Wood Shape at level 4, Stone Shape at level 8, using 1/10'th of a piece of chalk and an alchemy circle. <br />
<br />
For my last thought, the Secret of Alchemy options are all amazing, but need some wording updates. Rubedo, my favorite, is less than vague, and I'd like to update it to use the Living Construct template, being a being of free will and a soul, in a construct style body. <br />
<br />
I'd be willing to type up all of these changes myself, especially since you did most of the formatting work, but I'd like your opinion first, since you've done most of the work for the class so far. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:13, 9 June 2013 (MDT)<br />
<br />
Been a busy time at work, I like it though. I thought the capstone needed some work, although (I believe) Eiji did a decent job coming up with something interesting for it. The wording is a bit strange. The only other thing I can think of is that we make sure the method of creating an alchemist circle is constant. I noticed that the wording for it is strange, and there are a bunch of rules that aren't very concise. Last thing I want is a Monk mechanic where the rules for it are scattered all throughout a book, and it never gives clear answers on what is what.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 09:28, 25 June 2013 (MDT)<br />
<br />
Yeah, I went through and everything that uses a transmutation circle but the Familiar and the capstones use the same wording and time investment in the circle. I added Simple Transmutation, Transmute Wood, and Transmute Stone in order to make the transmutation circle a part of the class, and not something he randomly gains once reaching level 10. I'd like to add in a Transmute Metal(http://dndtools.eu/spells/races-of-faerun--23/shape-metal--3067/) skill as part of this progression, but it probably would have to go in somewhere level 15'ish for balance, so I'll have to fiddle with that later. <br />
<br />
And for those capstones, I'd like to set up so that anyone who plays this class will find them all equally appealing. I don't want a healing focused alchemist to ignore Albedo because it sucks, and the same with the other discoveries. You're locked into one of the 6 options, so each one needs to be usable in enough situations that someone would spend the rest of their characters life preparing that potion. <br />
<br />
I'm working on making sure everything has similar preparing rules, and the alchemy point drain for holding them just felt completely wrong and counter-intuitive. So far I've cleaned up Albedo and Rubedo, with Albedo being comfortably balanced. There is a spell that already exist that does the alignment shift better, but it requires a diamond worth 10k gold and a full year, so it doesn't seem like something that can be easily converted into a skill.<br />
<br />
My thoughts, mostly, on who would use each of the secrets. Some of them are already perfect for characters in these rolls, but all need a bit of tweaking. <br />
<br />
::Albedo: Healing, non-combat focused alchemists.<br />
:::Might need to add HP and limb regeneration effects to make it worth grabbing.<br />
::Citrinas: Melee combatant focused alchemists. <br />
:::Needs to be usable, right now takes too long for too little return.<br />
::Elixer of Life: Anti-Undead, immortality focused alchemists.<br />
:::Formatting, mostly, but takes too long to be useful, otherwise works fine.<br />
::Nigredo: Ranged combatant focused alchemists.<br />
:::Seems to be less save or die and just Die.<br />
::Rubedo: Research, immortality focused alchemists.<br />
:::Take a dying ally, give them a body. Build yourself an immortal research body. Catch a ghost, turn it into a little servant by giving it a harmless body. <br />
::Universal Solvent: Skillmonkey style alchemists.<br />
:::Just save or die. Probably needs more utility. Idea: Command-able jelly in a bottle?<br />
<br />
The big problem I see right now is the "Transmutation Combination" ability at level 19. There are rules in the Magic Item Compendium to combine magic items on creation, so the combined items are normal enough, but I don't really know how to balance things without losing touch with game mechanics. As of right now, the ability is sort of more expensive than crafting directly up to the double object in terms of gold, but without the XP expenditure. I'd sort of like to replace this skill with something else, but I draw a blank.<br />
<br />
Flavor wise, the main change I made to the class was make it so the alchemist realizes that his abilities are magic based, and that he focuses on magic as a science. He should be a bard equivalent character in the party, with that additional item support instead of being an additional alt-melee character. Most of his skills, if allowed to use on allies will be less powerful overall than having an equivalent level of bardic music, but will be more useful in specific situations.<br />
<br />
At any rate, the class needed a ton of formatting work, so with both of our edits, it is a whole lot easier to read than it was two months ago. Looking forward to more ideas.<br />
[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 15:17, 27 June 2013 (MDT)<br />
<br />
<br />
I like where you are going with this. So what if the capstone had a greater power and a lesser power. At level 20, any alchemist can use the lesser power, and only an alchemist who specializes in the greater power can use it. this specialization can change after a week of devoted study yadda yadda.<br />
I was trying to do some edits to the capstone to make it a bit more balanced, just because a bunch of it looked wildly confusing and powerful, such as the "I cant be hurt by anything" potion. Who wouldn't take con damage for full immunities?<br />
Ill do some thinking in my spare time, but between work, dming one game, and playing in another, its tough.<br />
<br />
Also, if it helps, I am aiming at T3 for balance, if you know the tier system for classes that's floating around the net.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 11:15, 28 June 2013 (MDT)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=625633Talk:Alchemist (3.5e Class)2013-06-28T17:15:13Z<p>Cerin616: /* Any current owner? */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
:Working on balancing this issue currently. Thanks for the input.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 10:09, 7 June 2013 (MDT)<br />
<br />
::It's actually implied that Overized Weapon only allows the use of a single level higher than yourself, as it is available as a bloodline as part of a +3 level adjustment. [http://www.d20srd.org/srd/variant/races/bloodlines.htm#titan]<br />
<br />
::At any rate, I don't see anything overpowered about a Titan forging themselves a smaller body and retaining that ability. They were a titan who either recently died, or willingly gave up their body for the new one. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:29, 10 June 2013 (MDT)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I don't know who would technically be the owner. Although everyone in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)<br />
<br />
'''Thanks. Here's my thoughts so far.'''<br />
<br />
Damn, you just made most of the changes I was thinking about. In practice, the older system here that was being used for spell potions was almost unusable, so I've been using the pathfinder alchemist "spellcasting" progression, with everything else from this page. With spell-casting taking up Alchemy Points as before, I had to use the adjusted pathfinder spell levels to do anything even remotely worthwhile during the day, as almost all of my damage has come from Base Acid and Greater Acid. As long as we restrict the spell-potions to "Self", "Touch" and "Ray"(With touch and ray only working as splash potions) spells only, it wouldn't hurt to allow access to all Wizard Spells and Cure/Inflict cleric spells. We'd need to have the equivalent of a Spellbook and spells known, but as spell potions would have to be prepared anyways, this doesn't seem like a bad idea. <br />
<br />
0'th level spells would be Disrupt Undead, Ray of Frost, Light, Resistance, Cure Minor Wounds and Inflict Minor Wounds. <br />
1'st level spells would be Endure Elements, Protection from *, Shield, Mage Armor, Comprehend Languages, Identify(Lol. Strange for a potion, doesn't clash with class, though.), True Strike, Shocking Grasp, Disguise Self, Magic Aura, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Jump, Magic Weapon, Cure Light Wounds and Inflict Light Wounds.<br />
<br />
I would like to clarify the familiar ability, as Ell's Handy Homunculus is a toy at best with it's current wording, but if given regular Sorcerer/Wizard familiar abilities, and a progression based off of buying extra HD via Alchemy Points, I think it would be entirely worth using. What I would like to do now, is to allow the leftover Alchemy Points to be added to a pool(At the rate of 1/2, as you have it.), where the alchemist would need a pool of 100 alchemy points and a days channeling/infusing to create the familiar. And they can spend 50 points from the pool to add a HD, up to their class level maximum, to the homunculus.<br />
<br />
I'd also like to point out that the alchemist gains the ability to use alchemy circles to perform tasks, once they hit level 10, and only some of his abilities after this point use the chalk. I'd like to mix a few smaller non-combat flavor abilities earlier in the progression that use this, specifically creation as of Prestidigitation at level 1, Wood Shape at level 4, Stone Shape at level 8, using 1/10'th of a piece of chalk and an alchemy circle. <br />
<br />
For my last thought, the Secret of Alchemy options are all amazing, but need some wording updates. Rubedo, my favorite, is less than vague, and I'd like to update it to use the Living Construct template, being a being of free will and a soul, in a construct style body. <br />
<br />
I'd be willing to type up all of these changes myself, especially since you did most of the formatting work, but I'd like your opinion first, since you've done most of the work for the class so far. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:13, 9 June 2013 (MDT)<br />
<br />
Been a busy time at work, I like it though. I thought the capstone needed some work, although (I believe) Eiji did a decent job coming up with something interesting for it. The wording is a bit strange. The only other thing I can think of is that we make sure the method of creating an alchemist circle is constant. I noticed that the wording for it is strange, and there are a bunch of rules that aren't very concise. Last thing I want is a Monk mechanic where the rules for it are scattered all throughout a book, and it never gives clear answers on what is what.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 09:28, 25 June 2013 (MDT)<br />
<br />
Yeah, I went through and everything that uses a transmutation circle but the Familiar and the capstones use the same wording and time investment in the circle. I added Simple Transmutation, Transmute Wood, and Transmute Stone in order to make the transmutation circle a part of the class, and not something he randomly gains once reaching level 10. I'd like to add in a Transmute Metal(http://dndtools.eu/spells/races-of-faerun--23/shape-metal--3067/) skill as part of this progression, but it probably would have to go in somewhere level 15'ish for balance, so I'll have to fiddle with that later. <br />
<br />
And for those capstones, I'd like to set up so that anyone who plays this class will find them all equally appealing. I don't want a healing focused alchemist to ignore Albedo because it sucks, and the same with the other discoveries. You're locked into one of the 6 options, so each one needs to be usable in enough situations that someone would spend the rest of their characters life preparing that potion. <br />
<br />
I'm working on making sure everything has similar preparing rules, and the alchemy point drain for holding them just felt completely wrong and counter-intuitive. So far I've cleaned up Albedo and Rubedo, with Albedo being comfortably balanced. There is a spell that already exist that does the alignment shift better, but it requires a diamond worth 10k gold and a full year, so it doesn't seem like something that can be easily converted into a skill.<br />
<br />
My thoughts, mostly, on who would use each of the secrets. Some of them are already perfect for characters in these rolls, but all need a bit of tweaking. <br />
<br />
::Albedo: Healing, non-combat focused alchemists.<br />
:::Might need to add HP and limb regeneration effects to make it worth grabbing.<br />
::Citrinas: Melee combatant focused alchemists. <br />
:::Needs to be usable, right now takes too long for too little return.<br />
::Elixer of Life: Anti-Undead, immortality focused alchemists.<br />
:::Formatting, mostly, but takes too long to be useful, otherwise works fine.<br />
::Nigredo: Ranged combatant focused alchemists.<br />
:::Seems to be less save or die and just Die.<br />
::Rubedo: Research, immortality focused alchemists.<br />
:::Take a dying ally, give them a body. Build yourself an immortal research body. Catch a ghost, turn it into a little servant by giving it a harmless body. <br />
::Universal Solvent: Skillmonkey style alchemists.<br />
:::Just save or die. Probably needs more utility. Idea: Command-able jelly in a bottle?<br />
<br />
The big problem I see right now is the "Transmutation Combination" ability at level 19. There are rules in the Magic Item Compendium to combine magic items on creation, so the combined items are normal enough, but I don't really know how to balance things without losing touch with game mechanics. As of right now, the ability is sort of more expensive than crafting directly up to the double object in terms of gold, but without the XP expenditure. I'd sort of like to replace this skill with something else, but I draw a blank.<br />
<br />
Flavor wise, the main change I made to the class was make it so the alchemist realizes that his abilities are magic based, and that he focuses on magic as a science. He should be a bard equivalent character in the party, with that additional item support instead of being an additional alt-melee character. Most of his skills, if allowed to use on allies will be less powerful overall than having an equivalent level of bardic music, but will be more useful in specific situations.<br />
<br />
At any rate, the class needed a ton of formatting work, so with both of our edits, it is a whole lot easier to read than it was two months ago. Looking forward to more ideas.<br />
[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 15:17, 27 June 2013 (MDT)<br />
<br />
<br />
I like where you are going with this. So what if the capstone had a greater power and a lesser power. At level 20, any alchemist can use the lesser power, and only an alchemist who specializes in the greater power can use it. this specialization can change after a week of devoted study yadda yadda.<br />
I was trying to do some edits to the capstone to make it a bit more balanced, just because a bunch of it looked wildly confusing and powerful, such as the "I cant be hurt by anything" potion. Who wouldn't take con damage for full immunities?<br />
Ill do some thinking in my spare time, but between work, dming one game, and playing in another, its tough.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 11:15, 28 June 2013 (MDT)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=625313Talk:Alchemist (3.5e Class)2013-06-25T15:28:44Z<p>Cerin616: /* Any current owner? */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
:Working on balancing this issue currently. Thanks for the input.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 10:09, 7 June 2013 (MDT)<br />
<br />
::It's actually implied that Overized Weapon only allows the use of a single level higher than yourself, as it is available as a bloodline as part of a +3 level adjustment. [http://www.d20srd.org/srd/variant/races/bloodlines.htm#titan]<br />
<br />
::At any rate, I don't see anything overpowered about a Titan forging themselves a smaller body and retaining that ability. They were a titan who either recently died, or willingly gave up their body for the new one. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:29, 10 June 2013 (MDT)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I don't know who would technically be the owner. Although everyone in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)<br />
<br />
'''Thanks. Here's my thoughts so far.'''<br />
<br />
Damn, you just made most of the changes I was thinking about. In practice, the older system here that was being used for spell potions was almost unusable, so I've been using the pathfinder alchemist "spellcasting" progression, with everything else from this page. With spell-casting taking up Alchemy Points as before, I had to use the adjusted pathfinder spell levels to do anything even remotely worthwhile during the day, as almost all of my damage has come from Base Acid and Greater Acid. As long as we restrict the spell-potions to "Self", "Touch" and "Ray"(With touch and ray only working as splash potions) spells only, it wouldn't hurt to allow access to all Wizard Spells and Cure/Inflict cleric spells. We'd need to have the equivalent of a Spellbook and spells known, but as spell potions would have to be prepared anyways, this doesn't seem like a bad idea. <br />
<br />
0'th level spells would be Disrupt Undead, Ray of Frost, Light, Resistance, Cure Minor Wounds and Inflict Minor Wounds. <br />
1'st level spells would be Endure Elements, Protection from *, Shield, Mage Armor, Comprehend Languages, Identify(Lol. Strange for a potion, doesn't clash with class, though.), True Strike, Shocking Grasp, Disguise Self, Magic Aura, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Jump, Magic Weapon, Cure Light Wounds and Inflict Light Wounds.<br />
<br />
I would like to clarify the familiar ability, as Ell's Handy Homunculus is a toy at best with it's current wording, but if given regular Sorcerer/Wizard familiar abilities, and a progression based off of buying extra HD via Alchemy Points, I think it would be entirely worth using. What I would like to do now, is to allow the leftover Alchemy Points to be added to a pool(At the rate of 1/2, as you have it.), where the alchemist would need a pool of 100 alchemy points and a days channeling/infusing to create the familiar. And they can spend 50 points from the pool to add a HD, up to their class level maximum, to the homunculus.<br />
<br />
I'd also like to point out that the alchemist gains the ability to use alchemy circles to perform tasks, once they hit level 10, and only some of his abilities after this point use the chalk. I'd like to mix a few smaller non-combat flavor abilities earlier in the progression that use this, specifically creation as of Prestidigitation at level 1, Wood Shape at level 4, Stone Shape at level 8, using 1/10'th of a piece of chalk and an alchemy circle. <br />
<br />
For my last thought, the Secret of Alchemy options are all amazing, but need some wording updates. Rubedo, my favorite, is less than vague, and I'd like to update it to use the Living Construct template, being a being of free will and a soul, in a construct style body. <br />
<br />
I'd be willing to type up all of these changes myself, especially since you did most of the formatting work, but I'd like your opinion first, since you've done most of the work for the class so far. [[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 13:13, 9 June 2013 (MDT)<br />
<br />
Been a busy time at work, I like it though. I thought the capstone needed some work, although (I believe) Eiji did a decent job coming up with something interesting for it. The wording is a bit strange. The only other thing I can think of is that we make sure the method of creating an alchemist circle is constant. I noticed that the wording for it is strange, and there are a bunch of rules that aren't very concise. Last thing I want is a Monk mechanic where the rules for it are scattered all throughout a book, and it never gives clear answers on what is what.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 09:28, 25 June 2013 (MDT)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622988Alchemist (3.5e Class)2013-06-07T20:54:17Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
<br/>'''Weapon and Armor Proficiency:'''<br/><br />
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
<br/>'''Alchemy Points:'''<br/><br />
An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
<br/>'''Alchemical Crafting:'''<br/><br />
Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
<br/>'''Skill Focus [Craft (Alchemy)]:'''<br/><br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
<br/>'''Poison Use:'''<br/><br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
<br/>'''Alchemist Bonus Feats:'''<br/><br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
<br/>'''Homunculus Familiar:'''<br/><br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622987Alchemist (3.5e Class)2013-06-07T20:52:03Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
<br />
<br/>'''Weapon and Armor Proficiency:'''<br/><br />
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
<br />
<br/>'''Alchemy Points:'''<br/><br />
An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
<br />
<br/>'''Alchemical Crafting:'''<br/><br />
Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
<br/>'''Skill Focus [Craft (Alchemy)]:'''<br/><br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
<br/>'''Poison Use:'''<br/><br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
<br/>'''Alchemist Bonus Feats:'''<br/><br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
<br/>'''Homunculus Familiar:'''<br/><br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622986Alchemist (3.5e Class)2013-06-07T20:51:10Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br/><br />
<br />
'''Weapon and Armor Proficiency:'''<br/><br />
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br/><br />
<br />
'''Alchemy Points:'''<br/><br />
An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
<br/><br />
'''Alchemical Crafting:'''<br/><br />
Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br/><br />
'''Skill Focus [Craft (Alchemy)]:'''<br/><br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
<br/>'''Poison Use:'''<br/><br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
<br/>'''Alchemist Bonus Feats:'''<br/><br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
<br/>'''Homunculus Familiar:'''<br/><br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622985Alchemist (3.5e Class)2013-06-07T20:50:09Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:'''<br/><br />
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:'''<br/><br />
An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:'''<br/><br />
Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br/><br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br/><br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br/><br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br/><br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622984Alchemist (3.5e Class)2013-06-07T20:49:26Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:'''<br/><br />
Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:'''<br/><br />
An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:'''<br/><br />
Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br/><br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br/><br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br/><br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br/><br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622983Alchemist (3.5e Class)2013-06-07T20:48:41Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
<br/>Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622982Alchemist (3.5e Class)2013-06-07T20:45:29Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622981Alchemist (3.5e Class)2013-06-07T20:44:10Z<p>Cerin616: /* Alchemical Alterations */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
Any bonus gained this way is considered an Alchemical bonus and does nto stack with any other alchemical bonus. An alchemist can remove an alchemical bonus as a swift action.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. These items cannot exceed any normal limitations (you cannot meld two +10 longswords into a +20 longsword as it cannot go above +10) and in addition to the alchemy point cost, it requires transmuting an amount of gold equal to the final item cost minus the cost of the more expensive of the two melded items<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622980Alchemist (3.5e Class)2013-06-07T20:32:10Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-3 - Alchemical Alteration<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622978Alchemist (3.5e Class)2013-06-07T20:06:10Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622977Alchemist (3.5e Class)2013-06-07T20:04:33Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | DC12 Poisons, Weapon +1, Fermentation<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | DC13 poisons, Armor +1<br />
| 4 || class="left" | DC14 poisons, Gold Restoring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | DC15 poisons, Steel to Mithril<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | DC16 poisons, Weapon +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | DC17 poisons, Armor +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | DC18 poisons, Plateing<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
|}<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622976Alchemist (3.5e Class)2013-06-07T19:38:03Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | [[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | [[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || class="left" | [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || class="left" | [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || class="left" | [[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || class="left" | [[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
|}<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622975Alchemist (3.5e Class)2013-06-07T19:32:04Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 0 || class="left" | [[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | [[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | [[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | [[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
|}<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622974Alchemist (3.5e Class)2013-06-07T19:30:16Z<p>Cerin616: </p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Table 1-2 - Alchemical Craft<br />
! Level || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || class="left" | Acolytes of necrosis are vile mages who feed on the life-force of living beings.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || class="left" | Acolytes of necrosis can raise the dead with their strange, innate magic, which is much more a curse than anything else.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || class="left" | While around the acolyte of necrosis, undead are empowered and harder to control.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || class="left" | Characters who get this result can know the names and locations of specific acolytes of necrosis and items related to them.<br />
|}<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
==={{#anc:Note}}===<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622973Alchemist (3.5e Class)2013-06-07T19:22:44Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Note}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Note|Gravedust]], [[#Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[#Note|Ironbane Acid]], [[#Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Note|Stonebreaker Acid]], [[#Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Note|Blood Thickener]], [[#Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[#Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Note|Ghost Oil]], [[#Note|Liquid Night]], [[#Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622972Alchemist (3.5e Class)2013-06-07T19:21:03Z<p>Cerin616: /* {{#anc:Authors' Note}} */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Note}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[##Authors' Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Authors' Note|Gravedust]], [[#Authors' Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Authors' Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Authors' Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[##Authors' Note|Ironbane Acid]], [[##Authors' Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[##Authors' Note|Stonebreaker Acid]], [[##Authors' Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[##Authors' Note|Blood Thickener]], [[##Authors' Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[##Authors' Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[##Authors' Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[##Authors' Note|Ghost Oil]], [[##Authors' Note|Liquid Night]], [[##Authors' Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[##Authors' Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622971Alchemist (3.5e Class)2013-06-07T19:18:49Z<p>Cerin616: /* {{#anc:Authors' Notes}} */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Authors' Note}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[##Authors' Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Authors' Note|Gravedust]], [[#Authors' Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Authors' Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Authors' Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[##Authors' Note|Ironbane Acid]], [[##Authors' Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[##Authors' Note|Stonebreaker Acid]], [[##Authors' Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[##Authors' Note|Blood Thickener]], [[##Authors' Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[##Authors' Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[##Authors' Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[##Authors' Note|Ghost Oil]], [[##Authors' Note|Liquid Night]], [[##Authors' Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[##Authors' Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622970Alchemist (3.5e Class)2013-06-07T19:17:48Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Authors' Notes}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[##Authors' Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Authors' Note|Gravedust]], [[#Authors' Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Authors' Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Authors' Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[##Authors' Note|Ironbane Acid]], [[##Authors' Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[##Authors' Note|Stonebreaker Acid]], [[##Authors' Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[##Authors' Note|Blood Thickener]], [[##Authors' Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[##Authors' Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[##Authors' Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[##Authors' Note|Ghost Oil]], [[##Authors' Note|Liquid Night]], [[##Authors' Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[##Authors' Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622969Alchemist (3.5e Class)2013-06-07T19:16:10Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Authors' Notes}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], [[#Author's Note|Ice Chalk]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], [[#Author's Note|Gravedust]], [[#Author's Note|Melt Powder]]<br />
<br />
3rd&mdash;[[#Author's Note|Brittlebone]], Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], [[#Author's Note|Portable Pyre]], [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;[[#Author's Note|Ironbane Acid]], [[#Author's Note|Liquid Smoke]], [[Mist Pellet (3.5e Equipment)|Mist Pellet]], [[#Author's Note|Stonebreaker Acid]], [[#Author's Note|Woodripper Acid]], Pressure Explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], [[#Author's Note|Blood Thickener]], [[#Author's Note|Embalming Fire]], [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; [[#Author's Note|Bloodwine]], [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], [[#Author's Note|Sleeping Fire]], [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], [[#Author's Note|Ghost Oil]], [[#Author's Note|Liquid Night]], [[#Author's Note|Razor Ice Powder]]<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], [[#Author's Note|Liquid Mortality]]<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622967Alchemist (3.5e Class)2013-06-07T19:12:55Z<p>Cerin616: /* Authors' Notes */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
=={{#anc:Authors' Notes}}==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk [[Author's Note|(See Note)]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622966Alchemist (3.5e Class)2013-06-07T19:10:20Z<p>Cerin616: </p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
{{#anc:note}}<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk [[Author's Note|(See Note)]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622965Alchemist (3.5e Class)2013-06-07T19:10:15Z<p>Cerin616: </p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
{{#anc:note<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk [[Author's Note|(See Note)]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622959Alchemist (3.5e Class)2013-06-07T19:06:28Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk [[Author's Note|(See Note)]], Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622958Alchemist (3.5e Class)2013-06-07T19:04:07Z<p>Cerin616: /* Authors' Notes */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622957Alchemist (3.5e Class)2013-06-07T19:03:44Z<p>Cerin616: /* Authors' Notes */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
[[<a name="Note"/>]]<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622956Alchemist (3.5e Class)2013-06-07T19:03:18Z<p>Cerin616: /* Authors' Notes */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<a name="Note"/><br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Combat_Assassin_(5e_Subclass)&diff=622955Combat Assassin (5e Subclass)2013-06-07T19:00:08Z<p>Cerin616: /* Requirements */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= not sure yet<br />
|editing=Post on discussion if you have ideas<br />
|type=Combat-Focused, Skilled<br />
|desc=The Combat Assassin is a silent killer, who is somewhat able to fight his way out of a tight situation<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Combat Assassin==<br />
<br />
'''Author:''' Drew Major<br />
<br />
'''Statues:''' not sure as of now<br />
<br />
{{Quote|A good assassin never knows, he only assumes. If things don't go my way I will adapt to the situation.<br />
|orig=Salgen, Human Assassin}}<br />
<br />
===Requirements===<br />
<br />
To qualify to become an epic Assassin, a character must fulfill all the following criteria. <br />
<br />
* '''[[SRD:Alignment|Alignment:]]''' Any Chaotic.<br />
<br />
* '''[[SRD:Skill Descriptions|Skills:]]''' [[SRD:Move Silently Skill|Move Silently]] 20 ranks, [[SRD:Hide Skill|Hide]] 20 ranks, [[SRD:Disguise Skill|Disguise]] 24 ranks, [[SRD:Spot Skill|Spot]] 10 ranks. <br />
<br />
* '''[[SRD:Feats|Feats:]]''' [[SRD:Weapon Finesse|Weapon Finesse]]. <br />
<br />
* '''Epic [[SRD:Feats|Feat]]:''' [[SRD:Devastating Critical|Devastating Critical]]. <br />
<br />
* '''Special:''' Must successfully use [[SRD:Death Attack|Death Attack]] to kill an opponent.<br />
<br />
===Class Skills===<br />
<br />
The Combat Assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), and [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]). <br />
<br />
'''Skill Points at Each Level:''' 6 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Table: The Combat Assassin''' <br />
<br />
{| class="d20" <br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 1st|| align="left" | Improved Uncanny dodge, minor counter attack, sneak attack 3d6, Kill strike<br />
|- class="even"<br />
| 2nd|| align="left" | Capture, Death From a Distance +1 level in Assassin class<br />
|-<br />
| 3rd|| align="left" | Sneak attack 4d6, break defense <br />
|- class="even"<br />
| 4th|| align="left" | Improved Evasion, +1 level in Assassin class<br />
|-<br />
| 5th|| align="left" | Crippling strike, sneak attack 5d6, Flank strike<br />
|- class="even"<br />
| 6th|| align="left" | Expert uncanny dodge, Counter Attack, + 1 level in Assassin class<br />
|-<br />
| 7th|| align="left" | sneak attack 6d6, Stealth<br />
|- class="even"<br />
| 8th|| align="left" | Slippery mind, Defensive Roll, +1 level in Assassin class<br />
|-<br />
| 9th|| align="left" | Sneak attack 7d6, Shadow Blend<br />
|- class="even"<br />
| 10th|| align="left" | Expert Counter Attack, +1 level in Assassin class<br />
|}<br />
<br />
*Any abilities gained from Combat Assassin do not stack with Assassin abilities (i.e. sneak attack of 7d6 Combat assassin and a 6d6 assassin do nto combine to 13d6, it stays at 7d6.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Combat_Assassin_(5e_Subclass)&diff=622954Combat Assassin (5e Subclass)2013-06-07T18:59:42Z<p>Cerin616: /* Requirements */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= not sure yet<br />
|editing=Post on discussion if you have ideas<br />
|type=Combat-Focused, Skilled<br />
|desc=The Combat Assassin is a silent killer, who is somewhat able to fight his way out of a tight situation<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Combat Assassin==<br />
<br />
'''Author:''' Drew Major<br />
<br />
'''Statues:''' not sure as of now<br />
<br />
{{Quote|A good assassin never knows, he only assumes. If things don't go my way I will adapt to the situation.<br />
|orig=Salgen, Human Assassin}}<br />
<br />
===Requirements===<br />
<br />
To qualify to become an epic infiltrator, a character must fulfill all the following criteria. <br />
<br />
* '''[[SRD:Alignment|Alignment:]]''' Any Chaotic.<br />
<br />
* '''[[SRD:Skill Descriptions|Skills:]]''' [[SRD:Move Silently Skill|Move Silently]] 20 ranks, [[SRD:Hide Skill|Hide]] 20 ranks, [[SRD:Disguise Skill|Disguise]] 24 ranks, [[SRD:Spot Skill|Spot]] 10 ranks. <br />
<br />
* '''[[SRD:Feats|Feats:]]''' [[SRD:Weapon Finesse|Weapon Finesse]]. <br />
<br />
* '''Epic [[SRD:Feats|Feat]]:''' [[SRD:Devastating Critical|Devastating Critical]]. <br />
<br />
* '''Special:''' Must successfully use [[SRD:Death Attack|Death Attack]] to kill an opponent.<br />
<br />
===Class Skills===<br />
<br />
The Combat Assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), and [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]). <br />
<br />
'''Skill Points at Each Level:''' 6 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Table: The Combat Assassin''' <br />
<br />
{| class="d20" <br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 1st|| align="left" | Improved Uncanny dodge, minor counter attack, sneak attack 3d6, Kill strike<br />
|- class="even"<br />
| 2nd|| align="left" | Capture, Death From a Distance +1 level in Assassin class<br />
|-<br />
| 3rd|| align="left" | Sneak attack 4d6, break defense <br />
|- class="even"<br />
| 4th|| align="left" | Improved Evasion, +1 level in Assassin class<br />
|-<br />
| 5th|| align="left" | Crippling strike, sneak attack 5d6, Flank strike<br />
|- class="even"<br />
| 6th|| align="left" | Expert uncanny dodge, Counter Attack, + 1 level in Assassin class<br />
|-<br />
| 7th|| align="left" | sneak attack 6d6, Stealth<br />
|- class="even"<br />
| 8th|| align="left" | Slippery mind, Defensive Roll, +1 level in Assassin class<br />
|-<br />
| 9th|| align="left" | Sneak attack 7d6, Shadow Blend<br />
|- class="even"<br />
| 10th|| align="left" | Expert Counter Attack, +1 level in Assassin class<br />
|}<br />
<br />
*Any abilities gained from Combat Assassin do not stack with Assassin abilities (i.e. sneak attack of 7d6 Combat assassin and a 6d6 assassin do nto combine to 13d6, it stays at 7d6.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622953Alchemist (3.5e Class)2013-06-07T18:54:44Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Alchemy Points:''' An alchemist has a number of alchemists points per day he can spend to craft new items. The number of points an alchemist has to spend is equal to (Alchemists Level) + (Intelligence Modifier) + (Ranks in Craft(Alchemy)/2 rounded down). For example, Hanover is a level 4 alchemist. He has an intelligence of 14 and this gives him a +2 modifier. Hanover has maximized his ranks in alchemy to 7. From this Hanover gains a total of 9 alchemy points per day (4 from level, 2 from intelligence, 3 from 7 ranks in Craft(Alchemy)). <br />
<br />
An Alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points will carry over to the next day.<br />
<br />
'''Alchemical Crafting:''' Alchemists can craft Alchemical items from Table 1-2 below. The level required to craft a specific item is equal to your Alchemist level and costs a number of alchemist points equal to the level Alchemical Craft being created. In addition, an Alchemist has gained knowledge of diverse and rare ingredients that allow him to replicate spells with his potions. An alchemist may have a number of potions shown on table 1-1 in the party at one time. Potions sold to NPCs that do not accompany the party do not count toward this limit. These potions may be crafted from the wizard/sorcerer or the cleric spell list. The cost to craft such a potion is equal to the level spell being crafted.<br />
<br />
'''Skill Focus [Craft (Alchemy)]:'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then he may choose any Skill Focus feat he meets the prerequisite of.<br />
<br />
'''Poison Use:'''<br />
Alchemists are trained in the use of poison and never risk accidentally poisoning themselves when handling poisons. <br />
<br />
'''Alchemist Bonus Feats:'''<br />
Alchemist gains Brew Potion at first level as a bonus feat. Every 4 levels after that the Alchemist may pick a [[SRD:Metamagic Feats|Metamagic Feats]] bonus feat which can be applied to any Spell-Potion as it is being brewed. This functions as normal, and an alchemist cannot brew a meta-magic spell-potion that is above the level he can hold.<br />
<br />
'''Homunculus Familiar:'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Pressure Explosives:'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622948Alchemist (3.5e Class)2013-06-07T18:38:54Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Spell potions held<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622946Alchemist (3.5e Class)2013-06-07T18:09:48Z<p>Cerin616: /* Class Features */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Weapon Magics, Mithril to Adamantine<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622945Alchemist (3.5e Class)2013-06-07T18:08:23Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | ||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | ||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622944Alchemist (3.5e Class)2013-06-07T18:07:31Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" |||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" |||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | ||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | ||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | ||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622943Alchemist (3.5e Class)2013-06-07T18:05:17Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" |||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" |||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" |||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" |||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" |Bonus [[SRD:Feats|Feat]]||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" |||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" |||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" |||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" |Secret of Alchemy, Bonus [[SRD:Feats|Feat]]||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622942Alchemist (3.5e Class)2013-06-07T18:04:55Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Authors' Notes==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | ||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" |Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | ||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus [[SRD:Feats|Feat]] ||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | ||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" |||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" |||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" |Alchemical Alteration||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" |||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | ||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" |||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" |Bonus [[SRD:Feats|Feat]]||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" |||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" |||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" |||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Mithral to Adamantium, Secret of Alchemy, Bonus [[SRD:Feats|Feat]]||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=622914Talk:Alchemist (3.5e Class)2013-06-07T16:13:22Z<p>Cerin616: /* Any current owner? */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
:Working on balancing this issue currently. Thanks for the input.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 10:09, 7 June 2013 (MDT)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I don't know who would technically be the owner. Although everyone in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=622912Talk:Alchemist (3.5e Class)2013-06-07T16:09:25Z<p>Cerin616: /* More Information needed for Rubedo */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
:Working on balancing this issue currently. Thanks for the input.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 10:09, 7 June 2013 (MDT)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I mean, I guess technically I am still the owner...? Although everyone else in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622911Alchemist (3.5e Class)2013-06-07T15:21:07Z<p>Cerin616: /* Alchemical Alterations */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Author's Note==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Level 1 Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Level 2 Alchemical Craft||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Level 3 Alchemical Craft, Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 4 Alchemical Craft||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 5 Alchemical Craft||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Level 6 Alchemical Craft||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Level 7 Alchemical Craft||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Level 8 Alchemical Craft||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Level 9 Alchemical Craft||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Level 1 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 2 Alchemical Alteration||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 3 Alchemical Alteration||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | Level 4 Alchemical Alteration||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Level 5 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 6 Alchemical Alteration||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 7 Alchemical Alteration||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | Level 8 Alchemical Alteration||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Level 9 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Mithral to Adamantium, Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, .2 lbs of gold (10gp) per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .2lb gold/5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
Any bonus made this way is an enhancement bonus, and as such will not stack with other enhancement bonuses.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. When plating a weapon, it gains half the effect of being made of a weapon of that material, and retains half the effect of its old material. For example, when plating a steel longsword with adamantine, it gains half the hardness of an adamantine sword and its total hitpoint pool is 1/2 steel + 1/2 hitpoint adamantine. This weapon can also negate adamantium DR by 1/2 (DR6/adamantine only reduces your damage by 3)<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies a living target with a single radiant white blast removing all negative effects upon the target, this can also be used in place of an atonement spell, and has the effect of the spell. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 1d4+2 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period and offer no benefits. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once, consumed by a mortal, it extends the drinker's life by 1d6 years. If this potion comes in contact with an undead creature, that creature is affected as if by a ''True Ressurection'' Spell, with the exception that an unwilling creature must make a will save vs 19 + int to avoid being forced back to the living. If an undead creture is changed in this way, it is striped of its undead template and any other benefits that require it to be undead. If the creature is being controlled by a cleric with ''rebuke undead'' the effect is broken. The undead creature returns to the state it was in before it became an undead.<br />
<br />
:''Nigredo:''(currently being reworked) The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder. As a Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of diameter. If the circle is more than 5 feet in diameter, the alchemist can draw a circle as a free action along with a move action that passes through each square necessary to draw the circle. Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' This potion allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any willing loose spirit to an inanimate object. The spirit retains its mental stats, and can see and hear as normal. It is also capable of casting any spells it knows that do not require somatic or verbal components. If the inanimate object is the same shape as the creature (such as a suit of armor or a target dummy) the creature has an effective strength, dexterity, and constitution of 10. It may move, attack, or perform any other actions. The creatures hit points are equivalent to the object it is inhabiting, and gains any hardness the object may have. If the object is destroyed the spirit is returned to its body. If it does not have a body, the spirit is destroyed. If a subject leaves its body behind to inhabit an inanimate object, the body is considered helpless, and any damage that might bring the body to 0 also destroys the spirit.A ''Rubedo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers a 1/2 cubic foot area. This acid dissolves any inanimate objects instantly, leaving behind a puddle of water with the same volume of the dissolved object. If a living creature is targeted, the creature takes 10d6 points of acid damage and, unless immune, must make a fortitude save vs 19+Alchemists intelligence bonus or die. If the creature successfully makes this save, it is immune to the effect of the solvent for 1d4+1 days. The solvent takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622909Alchemist (3.5e Class)2013-06-07T15:01:43Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Author's Note==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemists relies on his intelligence to craft now potions and to craft more powerful potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but the races tending toward chaotic alignments tend to avoid alchemy as it is a difficult to master, and long pursuit.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this discipline, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Level 1 Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Level 2 Alchemical Craft||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Level 3 Alchemical Craft, Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 4 Alchemical Craft||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 5 Alchemical Craft||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Level 6 Alchemical Craft||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Level 7 Alchemical Craft||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Level 8 Alchemical Craft||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Level 9 Alchemical Craft||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Level 1 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 2 Alchemical Alteration||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 3 Alchemical Alteration||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | Level 4 Alchemical Alteration||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Level 5 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 6 Alchemical Alteration||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 7 Alchemical Alteration||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | Level 8 Alchemical Alteration||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Level 9 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Mithral to Adamantium, Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, 1d6 coins per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .5lb gold/1.5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. If plating a weaker metal with a stronger metal (i.e. you don't have enough adamantium for a full weapon, but enough to plate it.) it increases the weapons hit points by half the amount of a weapon of that metal. (If plating with adamantium, find the hp of a weapon made of adamantium, divide it by two, and add that to your weapon HP) and to find the plated weapons DC, add its Current DC with the DC of a weapon made of the stronger metal, then divide the total by two. the weapon does not gain any bonuses of the metal that are derived form its strength. (i.e. Adamantium's ability to ignore the DC check of anything less than 20.) This cannot be used on objects that have converted Steel to Mithral or Mithral to Adamantium.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies the target with a single radiant white blow removing all negative effects upon the being except death, however this may also be used to invert the subjects Alignment. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 5d6 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once consumed by a mortal it extends the drinker's life by 1d6 years. If consumed by a Undead being the creature loses its immortality and then requires all acts that its living form had prior to turning. If they are a natural born undead the elixir kills them.<br />
<br />
:''Nigredo:'' The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder.Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of the circumference of the circle. Drawing the circle is considered a free action that is done while moving. The alchemist can draw a circle that is one five foot square around them in all directions as a free action.(15ft Diameter consuming 8/10 of a piece of chalk) A ''Nigredo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' Allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any loose spirit to an inanimate object such as a suit of armor. The spirit retains all abilities they had in their previous body if it is the same shape and has the same limbs as their prior body. The new vessel even if it would not normally be capable of moving may do so. If without limbs by flight. If with limbs basic movement. This process takes 3 hours/5 levels, 4 pieces of chalk that creates alchemist circle 5ft in diameter, and cost 4 Alchemy points per 5 levels.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers 1/2ft by 1/2ft area when broken automatically reducing the substances exposed to water. The process takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622907Alchemist (3.5e Class)2013-06-07T14:57:31Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Author's Note==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemist is able to find, extract and refine minerals and essences which he can then transmute and combine to create new and powerful substances. He is also skilled in the use of such substances to enhance his mental and physical abilities, notably to lengthen lifespan and gain invisibility. He can also use these substances in a way similar to "enchantment", but to call it that is equal to blasphemy to an Alchemist.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but an alchemist's specialty revolves around intelligence like a wizard. Preferred races are Gnomes, and Humans. Many alchemists who sell their work also need high charisma to get a good deal.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Due to the nature of this disciplin, and the study required to understand potion brewing and effects (an alchemist doesnt use magic to make potions, but rather potions to make magic) an alchemist must be constantly dedicated to his craft. The Alchemist cannot be any chaotic alignment.<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Level 1 Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Level 2 Alchemical Craft||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Level 3 Alchemical Craft, Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 4 Alchemical Craft||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 5 Alchemical Craft||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Level 6 Alchemical Craft||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Level 7 Alchemical Craft||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Level 8 Alchemical Craft||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Level 9 Alchemical Craft||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Level 1 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 2 Alchemical Alteration||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 3 Alchemical Alteration||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | Level 4 Alchemical Alteration||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Level 5 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 6 Alchemical Alteration||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 7 Alchemical Alteration||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | Level 8 Alchemical Alteration||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Level 9 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Mithral to Adamantium, Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, 1d6 coins per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .5lb gold/1.5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. If plating a weaker metal with a stronger metal (i.e. you don't have enough adamantium for a full weapon, but enough to plate it.) it increases the weapons hit points by half the amount of a weapon of that metal. (If plating with adamantium, find the hp of a weapon made of adamantium, divide it by two, and add that to your weapon HP) and to find the plated weapons DC, add its Current DC with the DC of a weapon made of the stronger metal, then divide the total by two. the weapon does not gain any bonuses of the metal that are derived form its strength. (i.e. Adamantium's ability to ignore the DC check of anything less than 20.) This cannot be used on objects that have converted Steel to Mithral or Mithral to Adamantium.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies the target with a single radiant white blow removing all negative effects upon the being except death, however this may also be used to invert the subjects Alignment. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 5d6 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once consumed by a mortal it extends the drinker's life by 1d6 years. If consumed by a Undead being the creature loses its immortality and then requires all acts that its living form had prior to turning. If they are a natural born undead the elixir kills them.<br />
<br />
:''Nigredo:'' The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder.Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of the circumference of the circle. Drawing the circle is considered a free action that is done while moving. The alchemist can draw a circle that is one five foot square around them in all directions as a free action.(15ft Diameter consuming 8/10 of a piece of chalk) A ''Nigredo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' Allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any loose spirit to an inanimate object such as a suit of armor. The spirit retains all abilities they had in their previous body if it is the same shape and has the same limbs as their prior body. The new vessel even if it would not normally be capable of moving may do so. If without limbs by flight. If with limbs basic movement. This process takes 3 hours/5 levels, 4 pieces of chalk that creates alchemist circle 5ft in diameter, and cost 4 Alchemy points per 5 levels.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers 1/2ft by 1/2ft area when broken automatically reducing the substances exposed to water. The process takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Class)&diff=622906Alchemist (3.5e Class)2013-06-07T14:55:55Z<p>Cerin616: /* Making an Alchemist */</p>
<hr />
<div><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for testing, Playable <br />
|editing=Post on [[Talk:Alchemist (DnD Class)|discussion]] if you have ideas<br />
|type=Skilled<br />
|desc=A person who makes potions and the art of transmutation such as metal to gold.<br />
}}<br />
<br />
==Author's Note==<br />
<br />
Some of these substances are from off site materials such as Libris Mortis for the Positoxins i.e. (Gravedust, Bloodwine, Liquid Mortality) as well as nonpositoxins such as (Brittlebone, Embalming Fire, Ghost Oil, and Liquid Night), Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359), Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)), Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder) and Oriental Adventures (Liquid Smoke, Sleeping Fire).<br />
--D.M.DemonicPanda<br />
<br />
==Alchemist==<br />
<br />
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.<br />
<br />
Alchemists are powerful scientists who obsess over value of things. They constantly seek to find a way to make the worthless into something worthwhile. Many Alchemists spend their time making potions to heal or harm, and often to restore life. Almost every alchemist has the ultimate goal of finding or creating the philosopher's stone. <br />
<br />
===Making an Alchemist===<br />
<br />
<br />
'''Abilities:''' An alchemist is able to find, extract and refine minerals and essences which he can then transmute and combine to create new and powerful substances. He is also skilled in the use of such substances to enhance his mental and physical abilities, notably to lengthen lifespan and gain invisibility. He can also use these substances in a way similar to "enchantment", but to call it that is equal to blasphemy to an Alchemist.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race can be an alchemist but an alchemist's specialty revolves around intelligence like a wizard. Preferred races are Gnomes, and Humans. Many alchemists who sell their work also need high charisma to get a good deal.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Alchemists cannot be chaotic. They must be neutral or lawful. Alchemists can be anything on the good-evil axis. They can be a good alchemist who uses their magic to heal, or an evil one seeking the stone to become immortal. <br />
<br />
'''Starting Gold:''' 4d6 times 10 gp (140 gold).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Alchemist=====<br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
! colspan="7" | Potions Available Per Day<br />''by potion level''<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
! 0 || 1 || 2 || 3 || 4 || 5 || 6<br />
|-<br />
|1st|| class="left" | +0 || +2 || +0|| +0<br />
| class="left" | Level 1 Alchemical Craft, Skill Focus [Craft (Alchemy)],Brew Potion Bonus [[SRD:Feats|Feat]]||2|||||||||||||<br />
|- class="even" <br />
||2nd|| class="left" | +1 || +3 || +0 || +0<br />
| class="left" | Level 2 Alchemical Craft||3|||||||||||||<br />
|-<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Level 3 Alchemical Craft, Poison Use||3||1|||||||||||<br />
|- class="even"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 4 Alchemical Craft||3||2|||||||||||<br />
|-<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Level 5 Alchemical Craft||3||3||1||||||||<br />
|- class="even"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Level 6 Alchemical Craft||3||3||2|||||||||<br />
|-<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Level 7 Alchemical Craft||3||3||3||2|1||||||<br />
|- class="even"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +2<br />
| class="left" | Level 8 Alchemical Craft||3||3||3||3|2||||||<br />
|-<br />
|9th||class="left" | +6/+1 || +6 || +3 || +3<br />
| class="left" | Level 9 Alchemical Craft||3||3||3||3|3||1||||<br />
|- class="even"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +3<br />
| class="left" |Homunculus Familiar||3||3||3||3|3||2||||<br />
|-<br />
|11th||class="left" | +8/+3 || +7 || +3 || +3<br />
| class="left" | Level 1 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3|3||3||1||<br />
|- class="even"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 2 Alchemical Alteration||3||3||3||3||3||2||<br />
|-<br />
|13th||class="left" | +9/+4 || +8 || +4 || +4<br />
| class="left" | Level 3 Alchemical Alteration||3||3||3||3|3||3||3||1<br />
|- class="even"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +4<br />
| class="left" | Level 4 Alchemical Alteration||3||3||3||3||3||3||2<br />
|-<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +5<br />
| class="left" | Level 5 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||3||3||3||3||3||3||3<br />
|- class="even"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 6 Alchemical Alteration||4||3||3||3||3||3||3<br />
|-<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +5<br />
| class="left" | Level 7 Alchemical Alteration||4||4||3||3||3||3||3<br />
|- class="even"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +6<br />
| class="left" | Level 8 Alchemical Alteration||4||4||4||3||3||3||3<br />
|-<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +6<br />
| class="left" | Level 9 Alchemical Alteration, Bonus [[SRD:Feats|Feat]]||4||4||4||4||3||3||3<br />
|- class="even"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +6<br />
| class="left" | Mithral to Adamantium, Secret of Alchemy||4||4||4||4||4||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
=== Class Skills ===<br />
<br />
'''[[SRD:Class|Class]] [[SRD:Skills|Skills]] (4 + [[SRD:intelligence|Int]] x4 at first level)'''<br />
The Alchemists [[SRD:Class|class]] [[SRD:Skills|skills]] (and the [[SRD:Key Ability|key ability]] for each [[SRD:Skills|Skill]])<br />
[[SRD:Appraise Skill|Appraise (Int)]],Alchemy(Int), [[SRD:Concentration Skill|Concentrate]] ([[SRD:constitution|con]]), [[SRD:Craft Skill|Craft]] (Any, taken individually) ([[SRD:intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:intelligence|Int]]), [[SRD:Heal|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge|Knowledge]] [Any, taken individually]([[SRD:intelligence|Int]]), [[SRD:Listen|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:intelligence|Int]]), [[SRD:spot|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft|Spellcraft]] ([[SRD:Intelligence|Int]]) <br />
|}<br />
<br />
==== Class Features ====<br />
<br />
The Alchemist has very science based features. All of the following are class features of the Alchemist.<br />
<br />
'''Weapon and Armor Proficiency:''' Alchemists are proficient with light armor and simple weapons. Their time spent studying they craft leaves them with little time for combat training. They are unable to become proficient in other armors until they multi class. They can, however, become proficient in martial weapons. Alchemist may treat [[SRD:Acid|Base Acid]] and Greater Acid as simple weapons for the purpose of avoiding attack penalties.<br />
<br />
'''Potion making guidelines'''<br />
The alchemist can quickly make anything he has the level ability to work with. The alchemist needs to have alchemists tools and a lab in order to work his power, and is limited in its uses. This is reflecting in "Alchemy Points", which are equal to (alchemists level)+(INT modifier)+ (half ranks in alchemy). Each Alchemical Craft requires its level in Alchemy Points and the proper time be spent. Positoxins in addition to the time and alchemy points also require 1 vial of [[SRD:Holy Water|Holy Water]]. Also this process does not create vials or flasks and these must be bought or made via a Craft(Glassblowing) Check.<br />
<br />
For example, a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, and lvls 1,2,3 alchemical alteration.<br />
He has 21 Alchemy Points (21=13+3+5) to use each day. Each Alchemical Craft takes 10 minutes per level of Alchemical Craft being used, with 0th level counting as 1/2 (so creating two sunrods takes 10 minutes and 1 Alchemy Point, creating gunpowder takes 90 minutes and 9 Alchemy Points).<br />
<br />
'''Potion Recipe Guidelines'''<br />
Alchemists by nature abhor the so called un-explained, and the magic users as being all powerful. Most alchemists will spend their lives trying and successfully duplicating most so called magical wonders; simply through the application of the alchemical process.<br /> The alchemists has the ability to create potions to reproduce "spell" like effects. The cost of these potions is the base cost of the potion equivalent alchemist points. ex:'' a level 13 alchemist with an intelligence modifier of +3 and 10 ranks in alchemy can use all alchemical craft, lvls 1,2,3 alchemical alterations, and lvl 0-6 arcane spells to duplicate alchemically. The alchemist has a limited amount of alchemist points available at anyone given time but may allow them to acrue over several days. However when duplicating arcane spells alchemically the alchemist is limited to only so many to be used per day regardless of the number of alchemists points, time, or other requirements that may be available.''<br />
<br />
It is possible for the alchemist to continue their studies and become far more advanced in the creation of alchemical potions. However a prestige class must be taken in order to be come an ''Alchemist Savant''. Where this Prestige class would most commonly only be allowed ''spell vials'' or what is referred to here as ''potions'' up to level 3 arcane spells. An alchemist as a core class that has taken ''Alchemist Savant'' as a prestige class will then be able to utilize 4,5,6 level arcane spells, at the proper progression from the chart above, as well as gain the specialized abilities of the ''Alchemist Savant''. <br />
<br />
<br />
'''{{#anc:Alchemical Craft}}:''' Alchemists can use their skills to create potions and other scientific objects.<br />
<br />
0 lvl&mdash;[[SRD:Tindertwig|Tindertwig]], [[SRD:Sunrod|Sunrod]], [[Luminous Water (3.5e Equipment)|Luminous Water]], Ice Chalk (See Note), Chalk<br />
<br />
1st&mdash;[[SRD:Acid|Base Acid]], [[Insect Repellent (3.5e Equipment)|Insect Repellent]], [[Smelling Salts (3.5e Equipment)|Smelling Salts]]<br />
<br />
2nd&mdash;[[SRD:Antitoxin|Antitoxin]], Gravedust (See Note), Melt Powder (See Note)<br />
<br />
3rd&mdash;Brittlebone (See Note), Greater Acid (See Below), [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide 3% Solution]], Portable Pyre (See Note), [[SRD:Smokestick|Smokestick]]<br />
<br />
4th&mdash;Ironbane Acid (See Note), Liquid Smoke (See Note), [[Mist Pellet (3.5e Equipment)|Mist Pellet]], Stonebreaker Acid (See Note), Woodripper Acid (See Note), pressure explosives <br />
<br />
5th&mdash;[[SRD:Alchemist's Fire|Alchemist's Fire]], Blood Thickener (See Note), Embalming Fire (See Note), [[Frostshard (3.5e Equipment)|Frostshard]]<br />
<br />
6th&mdash; Bloodwine (See Note), [[Fulminating Silver (3.5e Equipment)|Fulminating Silver]], Sleeping Fire (See Note), [[Soulrender Acid (3.5e Equipment)|Soulrender Acid]], [[SRD:Tanglefoot Bag|Tanglefoot Bag]], [[Synthetic Boomer Bile (3.5e Equipment)|Synthetic Boomer Bile]]<br />
<br />
7th&mdash; [[Adrenaline (3.5e Equipment)|Adrenaline]], [[DryOil (3.5e Equipment)|Dry Oil]], [[SRD:Everburning Torch|Everburning Torch]], [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide Undiluted]]<br />
<br />
8th&mdash;[[Fulminating Gold (3.5e Equipment)|Fulminating Gold]], Ghost Oil (See Note), Liquid Night (See Note), Razor Ice Powder (See Note)<br />
<br />
9th&mdash;[[Gunpowder (3.5e Equipment)|Gunpowder]], Liquid Mortality (See Note)<br />
<br />
'''{{#anc:Alchemical Alterations}}:''' Alchemists can use their powers to alter one substance into another, strengthen weapons, and armor.<br />
<br />
1st&mdash; DC11 poisons, Deoxidation Transmutation, Gold to Lead, Lead to Gold, Oxidation Transmutation<br />
<br />
2nd&mdash; DC12 Poisons, Weapon +1, Fermentation<br />
<br />
3rd&mdash;DC13 poisons, Armor +1<br />
<br />
4th&mdash;DC14 poisons, Gold Restoring<br />
<br />
5th&mdash;DC15 poisons, Steel to Mithril<br />
<br />
6th&mdash;DC16 poisons, Weapon +2<br />
<br />
7th&mdash;DC17 poisons, Armor +2<br />
<br />
8th&mdash;DC18 poisons, Plateing<br />
<br />
9th&mdash;DC20 poisons, Secret of Alchemy, Weapon Magics<br />
<br />
** any items you do not understand and i have not explained, feel free to look up.<br />
<br />
'''Skill Focus [Craft (Alchemy)]'''<br />
The Alchemist receives the Skill Focus feat for Craft (Alchemy). If the Alchemist already has this Feat then it may be applied to any of the following skills; [[SRD:Forgery Skill|Forgery]], [[SRD:Concentration Skill|Concentration]], [[SRD:Appraise Skill|Appraise]]<br />
<br />
'''Poison Use'''<br />
The Alchemist are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to an object. <br />
<br />
'''Pressure Explosives'''<br />
The Alchemist, with his knowledge of chemical reaction, can combine chemicals to create a pressure reaction which if put in a sealed container, will cause an explosion. There are many ways to use this skill and create improvised weapons.<br />
<br />
'''Alchemist Bonus Feats'''<br />
Alchemist may choose feats from the following list; [[SRD:Diligent|Diligent]], [[SRD:Metamagic Feats|Metamagic Feats]], [[SRD:Greater Fortitude|Greater Fortitude]], [[Alcohol Resistance (DnD Feat)|Alcohol Resistance]], [[Let Me Try (DnD Feat)| Let Me Try]], [[Craft Anywhere (DnD Feat)|Craft Anywhere]]<br />
<br />
'''Greater Acid'''<br />
The Alchemist has the ability to create an acid that can burn its way through wood and soft metals. It can also be used as a thrown weapon dealing 2d6 on contact and an additional 1d6 of splash damage in a 15ft diameter.<br />
<br />
'''Homunculus Familiar'''<br />
In exchange for a total of 100 Alchemy Points the Alchemist may summon a familiar as if by [[Ell's Handy Homunculus (DnD Spell)|Ell's Handy Homunculus]] without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. The process takes a number of days equal to the time it takes for your alchemist to generate the 100 Alchemy Points plus three hours. During this time the Alchemist must focus his Alchemy Points into a rune inscribed stone or other object that shall act as a base for the Homunculus' body to form around. Also during the process the alchemist may not move farther than 25ft. from the object acting as the base. If he does the stone begins to lose the Alchemy points at a rate of 1 Point/Minute. An Alchemist may only have 1 Homunculus under his control at one time and must wait 1 week after it is destroyed to begin forming a new one. The Homunculus familiar receives none of the regular Sorcerer/Wizard Familiars. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages, as only one familiar can be obtained(non epic characters)if the character has a previous familiar feat the player may choose to remove ether this feat, or the other feat, for a different familiar feat such as enchanted familiar.<br />
<br />
'''Spell Potions'''<br />
A spell-caster can cast any known spell (that they have the sufficient level proficiency for) into a potion. The spell must be cast how ever, spells from items can not be used,unless the essence of the magic is extracted, making the item it cam from useless,much like a charge-less wand. Additionally gnomish spells stem from genetic, spells of this nature can be applied to potions. The cost of making potions can be determined by the dungeon master. Xp can be taken from the player, or gold. The most logicle system is to remove one spell per day, and one craft per day.<br />
<br />
===Alchemical Alterations===<br />
<br />
'''Deoxidation Transmutation''' The alchemist has the ability to cause any rusted iron or iron based object to release the Oxygen that causes the metal to become stronger repairing it to the original state. If the target is a iron or iron based creature is the target of this ability it heals the creature of 3d6 damage +1/2 levels of Alchemist. Objects or Creatures must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 2 Alchemy Points.<br />
<br />
'''Lead to Gold''' The alchemist has the ability to turn a block of lead into gold coins, 1d6 coins per 5 pounds of lead. The process of Transmuting Lead to Gold takes 3d4 (10 minutes)/5lb. of lead being transmuted. This ability takes 2 Alchemy Points per 5 pounds of Lead.<br />
<br />
'''Gold to Lead''' The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of .5lb gold/1.5lb of Lead. This cost 2 Alchemy points per .5lb converted. This ability requires direct contact with the object and a transmutation circle to be drawn upon it. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile.<br />
<br />
'''Oxidation Transmutation''' The alchemist has the ability to cause any iron or iron based object to rust upon transmutation. This ability is as the druid spell [[SRD:Rusting Grasp|Rusting Grasp]]. However the object in question must have a transmutation circle drawn upon it. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation may be performed as a swift action. Oxidation Transmutation cost 3 Alchemy Points.<br />
<br />
'''Armor and Weapon +1/+2'''<br />
The Alchemist has the ability to make weapons a little stronger or more powerful, giving them a +1 or +2 bonus to damage or armor class. <br />
*To grant a +1 bonus to damage the process takes 4d6 (10 minutes) +1 hour/bonus or special ability already applied to the weapon. <br />
This ability takes 5 Alchemy Points for +1 to damage.<br />
*To grant a +2 bonus to damage the process takes 4d10 (10 minutes) +2 hours/bonus or special ability already granted to the weapon.<br />
This ability takes 12 Alchemy Points for a +2 bonus to damage.<br />
*To grant a +1 bonus to AC the process takes 5d6 (10 minutes) +1 hour/bonus or special ability already applied to the piece of armor.<br />
This ability takes 7 Alchemy Points for a +1 bonus to AC.<br />
*To grant a +2 bonus to AC the process takes 5d10 (10 minutes) +2 hours/bonus or special ability already granted to the piece of armor.<br />
This ability takes 16 Alchemy Points for a +2 bonus to AC.<br />
<br />
'''Fermentation'''<br />
Convert carbohydrates of a food or liquid(except water and alcohol) into alcohols. This causes the object to become extremely intoxicating and flammable. Flammable liquids formed deal 3d6 upon ignition and burn for 1d4+1 rounds. When intoxicating food is eaten it causes the creature to become intoxicated taking -4 on all dexterity based checks unless it succeeds a will based saving throw of 10 + Alchemist Level. This process takes 5 minutes for every 1/2 pound to be converted and cost 1 Alchemy Point.<br />
<br />
'''Gold Restore'''<br />
The Alchemist can take any item and change it into gold equal to half its market price. Alchemist can only transmute Metal objects this way. The conversion may be performed as a swift action if a transmutation circle has been drawn upon the object. Drawing a transmutation circle takes a standard action if the object is stationary and a full round if the object is mobile. Drawing a transmutation circle consumes 1/10 of a piece of chalk. The transmutation cost 2 Alchemy Point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.<br />
<br />
'''Steel to Mithral'''<br />
The Alchemist has the ability to take any weapon or armor and change it from steel to Mithral strength steel. It gains no bonus other than enhanced HP and higher break DC. The item gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The process takes 10 minutes and 3 points per 5 pounds.<br />
<br />
'''Mithral to Adamantium''' The Alchemist can take any mithral weapon or armor (including one alchemically changed from steel) and turn it into adamantium. The item gains all properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. This process takes 15 minutes and 4 points per 5 pounds.<br />
<br />
'''Plating'''<br />
The Alchemist can take other metals and use them to give the weapon or armor a plating. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively. If plating a weaker metal with a stronger metal (i.e. you don't have enough adamantium for a full weapon, but enough to plate it.) it increases the weapons hit points by half the amount of a weapon of that metal. (If plating with adamantium, find the hp of a weapon made of adamantium, divide it by two, and add that to your weapon HP) and to find the plated weapons DC, add its Current DC with the DC of a weapon made of the stronger metal, then divide the total by two. the weapon does not gain any bonuses of the metal that are derived form its strength. (i.e. Adamantium's ability to ignore the DC check of anything less than 20.) This cannot be used on objects that have converted Steel to Mithral or Mithral to Adamantium.<br />
<br />
'''Weapon Magics''' At high levels the Alchemist can take an item with magical properties, and meld it with any other object, giving the other object all its properties. An Alchemist can meld a ring of protection (+2 AC) with a spider ring (+2 to climb), and have a spider ring of protection (+2 to AC and Climb). Or meld a ring of protection (+2 to AC) with half plate armor and get halfplate of protection, or halfplate +2. No more than 4 items can be melded for improved effects in a single item.<br />
<br />
'''Secret of Alchemy:''' At level 20 the Alchemist may choose one Secret of Alchemy<br />
:''Albedo:'' This Alchemical Process purifies the target with a single radiant white blow removing all negative effects upon the being except death, however this may also be used to invert the subjects Alignment. This process takes 4 hours/3 levels, 300gp in raw materials, 12 alchemy points, and 1 piece of chalk. A use of this ability may be stored by the alchemist however it cost 1 per hour that it is maintained. The actual application to the subject is instantaneous however requires physical contact between the alchemist and the subject.<br />
<br />
:''Citrinas:''This Alchemical process creates a potion that grants temporary invulnerability to whomever uses it. The subject upon ingesting the silver liquid will begin to shine gold. The being becomes immune to all physical means of damage for 5d6 rounds and puts off a golden light illuminating a 30ft radius around themselves. Once the potion wears off however the user will be unable to ingest another sample for 1d4+1 days otherwise the potion will drain the user 1 constitution point per use after the first during this period. This potion takes 6 hours to create, cost 15 alchemy points and 800g in materials.<br />
<br />
:''Minor Elixir of Life:'' The Alchemist can create 1 vial of a crimson liquid that takes 1d4+1 days and 500g worth of material components as well as 15 Alchemy Points to create. The liquid once consumed by a mortal it extends the drinker's life by 1d6 years. If consumed by a Undead being the creature loses its immortality and then requires all acts that its living form had prior to turning. If they are a natural born undead the elixir kills them.<br />
<br />
:''Nigredo:'' The alchemical process allows the user to cause things to violently decompose and burn to become a pure black powder.Swift Action, a transmutation circle must be drawn. 1/10th of a piece of chalk is consumed for every 5ft of the circumference of the circle. Drawing the circle is considered a free action that is done while moving. The alchemist can draw a circle that is one five foot square around them in all directions as a free action.(15ft Diameter consuming 8/10 of a piece of chalk) A ''Nigredo Potion'' must be produced prior to or after the circle has been drawn. A ''Nigredo Potion'' takes 6 hours to create, and cost 15 alchemy points and 800g in materials.Once the circle has been drawn any target that is moved/or moves freely into the circle and fits in its entirety into the circle can be struck with the ''Nigredo Potion'' as a swift action. The action of holding the potion at the ready can be used as a held action to be used at the first possible chance without interrupting an opposing targets turn or round set. Bypassing initiative scores, however if this action is held at the ready the ''Nigredo Potion'' is so unstable it takes a large amount of concentration from the alchemist and will come at the cost of 1 alchemist point per round held. The ''Nigredo'' alchemical process being followed, and the application of the potion to a target while in the transmutation circle in its entirety with a successful ranged touch attack the results will be. The potion deals 5d10+Int modifier initial damage. And the target takes damage over time of 10+Int modifier damage until the target is destroyed. However no save is available. This effect has no chance of removal or reprieve. If the ''Nigredo Potion'' is used against a target outside or not fully enclosed in the transmutation circle the target Takes 5d10+ Int. Modifier damage, then 10 damage + Int. Modifier for 1d6 rounds. If a fortitude save of 10+half the alchemist lvl + Int. Modifier is passed. Then the initial strike of 5d10+Int. modifier remains but, the damage over time is then 5 damage+Int. Modifier for 1d6 rounds. Once the target has been destroyed while either in the transmutation circle or not. So long as it is destroyed after the ''Nigredo Potion'' has be successfully applied. The target upon death decays to a pile of pure black powder. Target: One creature or object<br />
<br />
:''Rubedo:'' Allows the Alchemist to fuse their own spirit, the spirit of a willing individual, or any loose spirit to an inanimate object such as a suit of armor. The spirit retains all abilities they had in their previous body if it is the same shape and has the same limbs as their prior body. The new vessel even if it would not normally be capable of moving may do so. If without limbs by flight. If with limbs basic movement. This process takes 3 hours/5 levels, 4 pieces of chalk that creates alchemist circle 5ft in diameter, and cost 4 Alchemy points per 5 levels.<br />
<br />
:''Universal Solvent:'' Allows the user to create an acid that can dissolve anything save glass. A single vial covers 1/2ft by 1/2ft area when broken automatically reducing the substances exposed to water. The process takes 5 hours to create a single vial in addition to 500g in raw materials and 16 alchemy points.<br />
<br />
==Campaign Information==<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Religion:''' Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to magic and piety. Most Alchemists follow no deity, and believe solely in the power of their chemicals themselves.<br />
<br />
'''Other Classes:''' While the Alchemist will not work well with the paladin, cleric, druid, wizard, or sorcerer, they can accept classes that do not rely on magic or gods. As scientists they recognize violence as a sometimes inevitable and necessary part of civilization.<br />
<br />
'''Combat:''' While the Alchemist can be somewhat useful in fighting, the Alchemists greatest power lies in his ability to create improvised weapons(i.e. explosive potions). they have the ability to alter matter itself and this also has its own place in combat.<br />
<br />
'''Advancement:''' Alchemists will avoid multiclassing to anything that requires holiness or magic. The usual multi class options will involve basic combat ability or other scientific advancement.<br />
Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.<br />
<br />
====Alchemists in the World====<br />
<br />
Some basic information on the average Alchemist.<br />
<br />
{{quote|Look around you, all you see is vials and random chemicals, all which are nothing on their own. When I look I see a vast number of options... I could take a number of these vials, and depending on what I mix, I could do anything.<br />
|orig=Hanover Fist, Human Alchemist}}<br />
<br />
Alchemists tend to live in larger cities where it is easy to find materials to work with, although sometimes an alchemist will stock up and move somewhere remote to keep his work hidden.<br />
<br />
'''Daily Life:''' Alchemists like to spend most of their days inside studying and are usually only drawn out of their home from a need for food, water, materials, or the hope of getting some rare material with which to work.<br />
<br />
'''Organizations:''' While it isn't very common, sometimes there will be a local gathering of alchemists to share what they know or any new discoveries. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are more of a buffer class, and are not very useful in combat themselves. They are, however, useful for strengthening items, and improvising weapons.<br />
<br />
'''Adaptation:''' Not all Alchemists adhere to these rules however. Some alchemists are more open minded, they may accept magic or divinity, but they will always be somewhat critical, and will always see science as the stronger power.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>Cerin616https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(3.5e_Class)&diff=622893Talk:Alchemist (3.5e Class)2013-06-07T14:07:18Z<p>Cerin616: /* Any current owner? */</p>
<hr />
<div>2/18/2008 - Got annoyed that no one actually put any effort into this class after the first day, so I fixed it. Skill list, skills per level, feats, and over all progression has been fixed. Now if only we can make a new system for how many concoctions one can make in a day. {{unsigned| 67.159.45.92 |01:08, 19 February, 2008 (UTC)}}<br />
<br />
==Needs Artificer Prestige option==<br />
Alchemy fits the mechanistic nature of Artificers far better than wizards and Sorcerers do. There should be an Alchemist Artificer Prestige class (Subtract wand making and substitute Boom-tube gun manufacture (They can make Gunpowder, why not a primitive gun with potion-delivering projectiles?)<br />
<br />
==Slightly overpowered==<br />
The ability to create arcane spells through potions is fair, but as it stands, they can play a fairly decent arcane caster, while maintaining a complete repertoire of alchemist class powers. The overpoweredness is actually greatest at first level, where they can easily prepare a couple of level 1 arcane spells and still have a vast array of other effects under their belt. Add to this the fact that a couple of days downtime grants them near omnipotence, having 20-odd potions ready to use. Perhaps reducing the number of spell effects that they can recreate by one per day would be enough.<br />
<br />
==Marked for Deletion?! :O==<br />
I can't allow this to be deleted! I promised a friend of mine that I would make this class. If no one is willing to finish what this person started, I will gladly take over the task. The only help I will need is in putting it into a proper template; I don't know what's required for a base class, having made only a single prestige class so far. Plus, it will probably need grammar and spelling revisions - I type fast, and sometimes don't go back to check my work. <small>—The preceding unsigned comment was added by [[User:Cerin616|Cerin616]] ([[User talk:Cerin616|talk]] • [[Special:Contributions/Cerin616|contribs]]) 03:47, 9 January, 2008 (UTC). Please sign your posts!</small><br />
<br />
:If you're willing to fill in the basic details of the class, like features gained at each level, saves, BAB, and spells (if applicable), I'm sure people here (myself included) are willing to help format and edit your class. Don't wait too long, though. -- [[User:Cronocke|Cronocke]] 22:55, 8 January 2008 (MST)<br />
<br />
::You have my hand. I'd edit it now but I don't know which direction you're going with it. Off hand seems like a poor BAB class with high crafting abilities, poor Fort and Reflex, good Will, skills everywhere, and something rather kickass to make up for the rather commoner-riffic basic stats. -- [[User:Eiji|Eiji]] 23:03, 8 January 2008 (MST)<br />
<br />
:::If I may, I'd like to suggest copying the table code from something like [[Marksman (DnD Class)|Marksman]] and editing it to fit this class, as that way the table will look better. -- [[User:Cronocke|Cronocke]] 03:11, 9 January 2008 (MST)<br />
<br />
==Apologies to Sakurasboy for taking the page over, and more issues==<br />
<br />
Another tough part is coming up with a system of making potions etc... I dont want it quite as limited as spells, but the whole powerpoint thing is weak too... If you guys have any suggestions, im willing to listen<br />
Plus im going in a kind of direction where by himself the alchemist is finished in a battle, but he is more of a buffer class with his potion making skills. He can make some protective things, but not enough to be a power class. ill get back to editing it soon. -- [[User:Cerin616|Cerin616]] 5:53, 9 January 2008 (EST)<br />
<br />
:I am finished editing for now, i may come back on in a little, but most of the important info is there. -- [[User:Cerin616|Cerin616]] 7:58, 9 January 2008 (EST)<br />
<br />
::Interesting. I have some difficultly understanding it all but that is probably because the powers/quasi-spells are unfinished. One thing I DID see that interested me greatly, though, was the idea of turning steel to the properties of mythril. I like that, a lot, and promote the idea of an alchemist being able to alter your weapon properties, either on the fly (something like Silversheen but for adamantium, mithril, darkwood, fruitcake, etc), and more permanent crafts which can use the current systems contained in the Craft skill and anything else appropriate (perhaps Craft Magic Arms & Armor, in spite of it not being a spellcasting class, to where they have access to the feat to perform certain scientific enchantments of typically magical abilities? I dunno.<br />
::Anyway, I'll at least try to think of a nifty capstone for you. For the way of doing things, maybe X/potions can be created a day would work, and refresh when you sleep? Almost spellcasting, but I'm thinking more sorcerer than wizard, doing it on the fly. -- [[User:Eiji|Eiji]] 18:40, 9 January 2008 (MST)<br />
<br />
:::What you said about the magic in weapons, that was one part i didnt elaborate on yet. In alchemical alteration lvl 9 the alchemist gains the ability to meld amulets, rings, etc into the actual weapon itself (im thinking of a limit of how many magical items he can blend in). The weapon would then gain the properties of the magic item.<br />
:::I was also going to put in the epic alchemist facts that at lvl 25 the alchemist can turn steel into mithral entirely, giving it every component of the metal, and at level 30 mithral to adamantium. Also what you said about the silversheen, that is almost exactly what "plateing" is doing. Its like having a silver plated steel sword, only silversheen is only limited to silver, while plateing can plate it with any metal (i.e. adamantium or mithral to make it slightly stronger, silver to affect lycanthrops, etc.) I like your idea of the x/potions a day though, ill try and elaborate off of that. Im hitting the bed now, so i will work more tomarrow -- [[User:Cerin616|Cerin616]] 22:22, 9 January 2008 (EST)<br />
<br />
::::Please indent your comments (use this <nowiki>:</nowiki> symbol) and try not to turn topic titles into paragraphs. As for your plating idea, it seems interesting, although mithral, you should note, would not make a weapon stronger. The only thing it does is make a weapon lighter in weight (but not in category), and a plating of mithral would be too minor to have a noteworthy effect. -- [[User:Cronocke|Cronocke]] 06:26, 10 January 2008 (MST)<br />
<br />
::::: plated with mithral, a steel weapon would increase form a hardness of 10 to 13, but the weight difference would have no effect, seeing as your adding metal..., so thats a good point, unless that +3 to DC was really that important...<br />
:::::And sorry about the topic title thing, i just wanted it in there, lol. [[User:Cerin616|Cerin616]] 12:17, 10 January 2008 (EST)<br />
<br />
:::::: It's ok that you took it over. I was having a hard time coming up with ideas for it. All in all though. I think from now on I might stick to making races. I'll throw a race together for the alchemist class now. Probably a gnome variation or something. Anyways I'm kinda glad you took over. I was also having a hard time finding time to do it. At least I helped in a small way to save the alchemist idea from deletion. Thanks man. [[User:Sakurasboy|Sakurasboy]] 1:14, 05 February 2008<br />
<br />
== Rating ==<br />
<br />
<s>'''Formatting - 4/5:'''</s> I give this a 4/5 on formatting because it has no links, does not use [[Template:Quote]] with the first quote, and uses x instead of &times; (<nowiki>&times</nowiki>). --[[User:Green Dragon|Green Dragon]] 13:46, 21 February 2008 (MST)<br />
<br />
:Editing this up to add in some links and such --[[User:Cerin616|Cerin616, Drew]] 22:10, 6 October 2008 (MDT)<br />
<br />
::I have removed my rating and I hope to see this class continue to improve! --[[User:Green Dragon|Green Dragon]] 10:39, 7 October 2008 (MDT)<br />
<br />
== Comment ==<br />
<br />
I strongly oppose the deletion of the [[Alchemist (DnD Class)|Alchemist]] this class is perfectly playable. All because it isn't a combat class doesn't mean it should be deleted. Also this class is actually being used in one of my campains and works out perfectly sure he's not on the front lines but he is a very useful tactical member of their squad. If worse comes to worse i will adopt the class, even though it is playable and operational as is. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:48 April 2, 2009 (EST)<br />
<br />
:Feel free to adopt the class. I agree, just because a cast isn't that good at combat doesn't mean that they can't be useful. --[[User:Sabre070|Sabre070]] 18:59, 2 April 2009 (MDT)<br />
<br />
::Did you read the candidate for deletion message? I didn't propose it because it's not a combat class. I proposed it because there's not enough damn information in the page for someone who doesn't know what's going on to use it. [[User:Surgo|Surgo]] 20:37, 2 April 2009 (MDT)<br />
<br />
:::Sorry... But what do you think now better? --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 07:43, 3 April 2009 (EST)<br />
<br />
== Class Edits ==<br />
<br />
I'm adding the Brew Alchemical Potion (DnD Feat) to this class as by popular demand however it is currently only in its preliminary stages. This acts to immitate some of the spells people have grown to love. Plz don't smite me!!! --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 20:04, 3 April 2009 (EST)<br />
<br />
:'''Alchemical Potions''': This ability grants the Alchemist the [[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]] feat that immitates spells of other classes. However brewing these potions use Alchemy points and ingredients that are consumed in making the potions.<br />
<br />
::Has temporarily been removed do to the fact that I don't know what to do with it. [[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]] Added. {{Unsigned|D.M.DemonicPanda|13:45, 4 April 2009 (MDT)}}<br />
<br />
:::Added Oxidation Transmutation to make this class more useful in combat. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 23:24, 8 April 2009<br />
<br />
::::Added the Ability to create Melt Powder and Razor Ice Powder from ''Frostburn'' as well as Chalk. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:55, 9 April 2009<br />
<br />
::::Added the the ability to create Liquid Night, Brittlebone, Embalming Fire and Ghost Oil from Libris Morris. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 19:15, 9 April 2009<br />
<br />
::::Added the ability to create Blood Thickener and the Portable Pyre form Dragon Magazine 324. [[User:D.M.DemonicPanda|DemonicPanda]] 17:14, 22 April 2009<br />
<br />
::::Added the ability to create a Minor Elixer of Life to help you outlive your allys and win all the loot. [[USer:D.M.DemonicPanda|Demonic Panda]] 22:22, 19 May 2009<br />
<br />
::::Added the Deoxidation Transmutation to balance out the Oxidation transmutation in the spirit of the true alchemist in that all must be in balance. Also if you've read the book don't go see Angels and Demons. [[User:D.M.DemonicPanda|Demonic Panda]] 20:01, 24 May 2009<br />
<br />
::::Added the Gold to Lead Transmutation counteracting the acts of the Lead to Gold transmutation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the Ability to create Insect Repellent. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability to create Ironbane Acid, Stonebreaker Acid, and Woodripper Acid from Dragon Magazine 359.<br />
[[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
::::Added the ability Rubedo that can fuse spirits to objects to make the animate and Fermentation. [[User:D.M.DemonicPanda|Demonic Panda]]<br />
<br />
== Infinite Wealth ==<br />
<br />
:''Discussion moved from [[User talk:Mister Sinister#Alchemist]]''<br />
<br />
My Alchemist class may be able to create infinite wealth however this process would take an extremly long time can only have alchemy points equal to his alchemist level(Minimum 10) + modifier (On average +3/4) + Craft(Alchemy) rank (usually max around 40). Each 5lb conversion costing two of these points. Thus creating a fairly balanced ability however I understand your concern. --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 16:46, 7 April 2009 (MDT)<br />
<br />
:Balanced Now? (Only Refering to the monitary aspect) --[[User:D.M.DemonicPanda|D.M.DemonicPanda]] 18:46, 9 April 2009<br />
<br />
== I think this is an excellent Foundation ==<br />
I will be honest here I am new to editing wiki sites so I am trying not to mess anything up. However can we not site the information if we are drawing it from a certain text.<br />
<br />
Also the Secret of alchemy is great I love that but what are the controlling factors for Nigredo, not sure who added those but I am having trouble finding reference material on the power as it is listed here.<br />
--[[User:Siamko|Siamko]] 07:19, 1 May 2010 (UTC)<br />
<br />
== Alchemist goals ==<br />
<br />
The Alchemist actually has three goals<br />
<br />
1.) They believed that some elements could be changed into others. They attempted to change base metals (lead, tin) into valuable ones like gold.<br />
<br />
2.) They believed they could find a substance that would give them eternal life<br />
<br />
3.) They beleieved they could produce a universal solvent that would desolve all substances (wich really would never work, what the heck would you store it in?)<br />
<br />
You only cover two of the three goals of the alchemists in this class. I am just pointing this out in case you didn't already realize your missing something. :)--[[User:Vrail|Vrail]] 00:25, 3 May 2010 (UTC)<br />
<br />
== More Information needed for Rubedo ==<br />
<br />
It says that the subject retains all abilities they had previously, but that doesn't seem appropriate. For example, if applied to a suit of armor, it would make sense that they wouldn't breathe, and they would be subject to rusting. If applied to a wooden Mannequin they would be vulnerable to rotting if wet, and fire if dry. It's also not established if/how the cure spells would work for subjects whose bodies are made of strange materials since it's not quite clear if they're a living creature. Does the subject of a Rubedo become a [[Construct]]? Am I to understand that you can use Rubedo to bind loose spirits whether they're willing or not? It doesn't mention anything about what abilities the subject retains if their new body is not the same shape as their old one. It also doesn't mention how to handle size changes. i.e. if, hypothetically, outsiders had spirits, if a [[SRD:Titan|Titan]] were brought back in a human sized suit of armor, would their Oversized weapon ability still allow them to use a gargantuan warhammer, or just a warhammer one size category above their current one?[[User:Ziv|Ziv]] 12:49, 2 July 2010 (UTC)<br />
<br />
== not sure what your trying to do but i may have some ideas for you ==<br />
<br />
well first off the whole alchemist thing has been thought of. second if you are going for full metal alchemist then you may want to try watching the shows or reading the manga or looking it up on Google. now that i got that out of the way. ALCHEMISTS DON'T JUST TURN THINGS INTO GOLD!!! alchemists believe in the law of equivalent exchange. meaning to gain something, something of equal value must be lost. this of course is assuming that you use the normal transmutation method. if you happen to make/find a philosophers stone on the other hand you can make things out of thin air without having to waste a lot of energy. im not sure how alchemy came into being but basicly they can make anything from anything. they can change molicules in the air to make them more flamable they can also take the metal out of the ground and transmute it into gold for thier journey. basic alchemy is a 3 step phase 1st is the recognition of the material that you are transmuting 2nd is the act of breaking down that element into its base molicules and 3rd is the reconstruction of those elements into something new... again if this isnt what you are trying to do then sorry i saw alchemist and i saw transmute. but anyways. to transmute you have to have the correct circle for the transmutation. you also have to have the required energy to do it. most alchemists are part of the military but there are some that are scientists or renegades so they can basicly be of any race, gender, or alighnmen and they also can serve almost any god. all you have to do is find out how to do the transmutations and not make them overpowered and you can make a really good class<br />
<br />
:I'm not even the author, but I think you watch too much anime. Real alchemy is not based on Full-metal alchemist; It's vice versa, and hardly, even, since Full-metal alchemist adds all kinds of fantasy elements to it. Pro-tip: Alchemy is pretty much chemistry, although people used to think you could do all of the crazy things like turning lead into gold with it. For being a potion making and spell class, it's fitting. [[User:Jwguy|Jwguy]] 10:33, 23 July 2011 (MDT)<br />
<br />
== Alchemist ==<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because the Alchemist described here is played like a support role; at least when compared to the average kick-in-the-door barbarian. The Alchemist can be a great asset to your team improving everyone's armor and weapon rolls, as well as contribute to crazy roleplay feats that other classes would have deemed impossible (They turned that evil Mind Flayer into a good guy!) The in battle power tends to seem a little lacking, especially when the alchemist is at her lower levels: Their battle prowess with martial weapons would be comparable to a wizard or sorcerer. Later on in the campaign when the character has leveled a significant amount the alchemist is able to contribute a bit more. For example there is a spell at level 20 that, if chosen, will pretty much reduce ANY thing into a pile of black ash. The power doesn't need to be adjusted however because the alchemist has no need for a zanbato. They would prefer to keep to themselves and keep studying their books. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because this class if easy to use and understand minus the fact that Alchemist points may be a hard concept for people running off of super basic "Roll the D20 and roleplay" methods. --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because any DM or player could easily integrate this class into their game right now. The format doesn't need any changing besides the personal preference of the DM --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because the character is down to earth and a breath of fresh air when compared to some of the more garish and outlandish classes and races you see. I am insisting that all of my PCs at least give this class a look. I would like to see some sort of greater transformation at level 20 or mayhaps more development into epic level characters. Also there was a bit of a disappointment when I couldn't find any actual info about the Philosophers Stone, even though it was mentioned. I suppose that just leaves room for the DM to be creative though. This class is my current favorite and I will be applying this to my next campaign that is about to start --[[Special:Contributions/72.174.29.226|72.174.29.226]] 23:12, 15 February 2013 (MST)<br />
<br />
== Any current owner? == <br />
<br />
I really like the direction this class is going, and am playing it(Albeit with the pathfinder Alchemist's spellcasting), in a current game. A lot of things need clarification and cleanup, though, and I would like to know if anyone currently has claim to this page. If not, I'd love to take ownership of it and clean it up a bit. --[[User:Atlas|Atlas]] ([[User talk:Atlas|talk]]) 17:34, 1 June 2013 (MDT)<br />
<br />
<br />
Lets see if I can remember how to wiki stuff. So, I mean, I guess technically I am still the owner...? Although everyone else in the talk page get a lot of credit for the tweaking and balancing that went into this page. If you want to make some changes, feel free. I am going to make a backup of the class. The fact that you are playing means you might be able to give some insight others cannot.--[[User:Cerin616|Cerin616, Drew]] ([[User talk:Cerin616|talk]]) 08:07, 7 June 2013 (MDT)</div>Cerin616