Alchemist (4e Class)

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Contents

[edit] Alchemist

<!-Quote (without quotation marks).->
Class Traits
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence,Wisdom, Constitution, Dexterity
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Tomes
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 7 + Constitution modifer
Trained Skills: Arcana.  Arcana
Build Options: Healing Alchemist, Hindering Alchemist
Class Features: Alchemy, Discovery, Brew Potion, bomb, mutagen

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Overview

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[edit] Alchemist Class Features

All alchemists hare these class features.

Alchemy: Not only are alchemists masters of creating mundane alchemical materials such as smokesticks and alchemist's fire, but also of fashioning magical potion-like extracts in which they may store their spells. An alchemist prepares their "spells" by mixing ingredients into a number of extracts, and then they "cast" the "spell" by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fragment of his own magical energy - this enables the creation the ability to cause powerful effects, but also binds the effects to the creator.

An alchemist can create three special types of magical items - extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist can drink in order to enhance their physical traits - both of these are discussed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form and, as such,their effects may be dispelled by powers like dispel magic, using the alchemist's level as the caster level. Unlike potions, however, extracts can have powerful effects that a potion normally couldn't have.

An alchemist can create only a certain amount of extracts of each level per day. An alchemist's base daily allotment of extracts is given in the table below. In addition, an alchemist recieves a bonus extracts each day if he has an Intelligence score over 18.

When an alchemist mixes an extract, they infuse a small portion of their magical energy - called their aura - into the chemicals and reagents in the extract. Because of this, an extract is tuned to a specific alchemist, and only that alchemist may use it. Therefore, whenever an extract leaves its creators possession, it immediately becomes inert. The extract reactivates as soon as the alchemist returns it to their keeping. Due to this, an alchemist cannot normally pass an extract out for their allies to use. An extract, once created, remains potent for 24 hours; after this period of time, it loses all of its magical properties. Mixing an extract takes 1 minute of work.

Although alchemists never actually cast spells, they do have a formula list that determines which extracts they can create. An extract is castthe by drinking it. The effects of an extract exactly mimic the properties of the spell its formula was based off of, except that it only affects the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses their level for determining any effect based upon caster level.

An alchemist may prepare an extract for any formula they know. To learn or use an extract, an alchemist must have an Intelligence score of at least 10 + the extract's level.

An alchemist may know any number of formulae. They store their formulae in a special tome called a formula book. They must refer to this book whenever they prepares an extract but not when they consume it. An alchemist begins play with two 1st-level formulae of their choice, plus a number of additional forumlae equal to their Intelligence modifier. At each new level, they gain one new formula of any level that they can create. An alchemist can also add formulae to their book just like a wizard adds spells to their spellbook,using the same costs, pages,and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard,however,cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.




Discovery: At 2nd level, and then again at every even numbered level thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist may only select a specific discovery once. Some discoveries can only be made if the alchemist has met certain prerequisites first,such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.



[edit] Powers

A <!- Plural Class Name -> powers are called <!- power name -> and are <!- fluff text ->. A list can be found [[<!- Class Name -> Powers (4e Power List)]].



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