Alchemist (3.5e Class)
From D&D Wiki
A wizened gnome, with a rather manic gleam in his eyes, stands stirring a bubbling alembic late into the night.
Alchemists are powerful scientists who obsess over value of things. They seek to categorize, utilize, and turn magic into a science. They believe magic without rules is a worthless prospect, and avoid sorcerers. 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.
Making an Alchemist
Abilities: An alchemists relies on his intelligence for almost everything related to potions, which makes it his most important ability. If an alchemist chooses to join in combat, he must rely on his dexterity to aim and throw his potions. Many alchemists also sell potions on the market, and charisma can be helpful in getting better deals.
Races: A character of any race may become an alchemist, but races tending toward chaotic alignments will generally avoid alchemy as it is a difficult and long pursuit.
Alignment: Due to the nature of this discipline and the study required to understand potions, an alchemist must be constantly dedicated to his craft. The alchemist cannot be of chaotic alignment.
Starting Gold: 4d6 times 10 gp (140 gold).
Starting Age: Complex.
|Saving Throws||Special||Spell Potions per Day|
|1st||+0||+2||+0||+0||Alchemical Crafting, Simple Transmutation, Brew Potion||2||—||—||—||—||—||—|
|2nd||+1||+3||+0||+0||Skill Focus [Craft (Alchemy)]||3||0||—||—||—||—||—|
|5th||+3||+4||+1||+1||Bonus Feat, Share Spell Potion/1hr||3||3||1||—||—||—||—|
|10th||+7/+2||+7||+3||+3||Share Spell Potion/day, Homunculus Familiar||3||3||3||2||0||—||—|
|12th||+9/+4||+8||+4||+4||Weapon +1, Deoxidation Transmutation||3||3||3||3||2||—||—|
|13th||+9/+4||+8||+4||+4||Bonus Feat, Armor +1, Oxidation Transmutation||3||3||3||3||2||0||—|
|14th||+10/+5||+9||+4||+4||Gold Restoring, Gold to Lead, Lead to Gold||4||3||3||3||3||1||—|
|15th||+11/+6/+1||+9||+5||+5||Steel to Mithril||4||4||3||3||3||2||—|
|17th||+12/+7/+2||+10||+5||+5||Bonus Feat, Armor +2||4||4||4||4||3||3||1|
|18th||+13/+8/+3||+11||+6||+6||Mithril to Adamantine||4||4||4||4||4||3||2|
|20th||+15/+10/+5||+12||+6||+6||Secret of Alchemy||4||4||4||4||4||4||4|
Class Skills (6 + Int x4 at first level) The Alchemists class skills (and the key ability for each Skill) are Appraise (Int), Concentrate (con), Craft (any, taken individually) (Int), Decipher Script (Int),Disable Device (Dex) Heal (Wis), Knowledge ([any, taken individually])(Int), Listen (Wis), Profession (Int), Spot (Wis), Spellcraft (Int)
All of the following are class features of the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with light armor and simple weapons. They are unable to become proficient in other armors until they multiclass, however, they may become proficient in martial weapons. Alchemists may treat thrown splash weapons as simple weapons for the purpose of avoiding attack penalties.
Spell Potions: An alchemist casts arcane spells through potions, which are drawn from the sorcerer/wizard spell and spells containing the words cure or inflict from the cleric spell list. To learn a spell from these lists, it must either have a target of "you", "touch" or be a "ray". Spells that target "you" must be ingested to gain their effect, "touch" spells may be ingested, applied directly to an object, or used as a thrown splash weapon that applies the effect to any within the splash area. "Ray" spells must be used as thrown splash weapons, but only affect the target hit. A compiled list of these are available below in the Spell Potion List.
To learn, prepare, or use a spell potion, the alchemist must have an Intelligence score equal to at least 10 + the spell potion level. The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell potion level + the alchemist’s Intelligence modifier.
Like other spellcasters, an alchemist can use only a certain number of spell potions of each spell potion level per day. His base daily spell allotment is given on Table: The Alchemist. In addition, he receives bonus spells per day if he has a high Intelligence score. Until level 5, only an alchemist may use his potions, if they leave his possession (other than being used in a thrown attack), they become inert. At level 5, the alchemist's potions may persist 1 hour outside of his hands, but automatically become inert at the end of the day. At level 10, the alchemist's potions may persist until the end of the day. In addition, these spell potions may not be sold.
Unlike a bard or sorcerer, an alchemist may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour preparing his spell potions. He must decide which spell potions to prepare at this time.
An alchemist begins play with a formula book containing all 0-level formula. For each point of Intelligence bonus the alchemist has, the formula book contains one 1st-level formula of his choice, even though he may not prepare them till second level. At each new alchemist level, he gains two new formula of any spell level or levels that he can cast (based on his new alchemist level) for his formula book. At any time, an alchemist can also add spells found in other alchemists or wizard's spellbooks to his own.
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). An alchemist may choose not to use all of his alchemists points in a single day. Half of any unused points (rounded down) may be added to a surplus pool from which he may draw upon at any time. An alchemist may keep this pool as long as he may need, but it degrades at a rate of his alchemist level per day if he is unable to get a good night’s sleep.
Hanover, a level 4 alchemist has an Intelligence of 14 and 7 ranks in Craft(alchemy). He will gain 9 alchemy points a day, and if he does not spend any, 4 of them will carry over to his pool.
Alchemical Crafting: Alchemists can craft alchemical items from Table 1.1.3 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.
Skill Focus [Craft (alchemy)]: 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.
Poison Use: By third level, alchemists are trained in the safe handling of substances, and never risk accidentally poisoning themselves when handling poisons.
Alchemist Bonus Feats: An alchemist gains Brew Potion at first level as a bonus feat. Every four levels after that the alchemist may pick an Item Creation bonus feat.
Homunculus Familiar: In exchange for a total of 100 alchemy points the alchemist may summon a familiar as if by Ell's Handy Homunculus without having to pay for materials, performing skill checks, requiring Craft Construct or sacrificing XP. As long as the alchemist has the necessary alchemy points, this process takes 8 hours, and must be uninterrupted. During this time the alchemist must focus his alchemy points into a small stone or other object within a transmutation circle that will act as the base for the homunculus. Drawing a transmutation circle consumes 1/10 of a piece of chalk. During the process the alchemist may not move farther than 25 feet from the object acting as the base. 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, which starts at the same HD the old one died at. The homunculus familiar functions as a regular sorcerer/wizard familiar for abilities, natural armor, and Intelligence, but does not advance as the alchemist gains levels. Instead, the alchemist must perform another ritual lasting 4 hours and costing 50 alchemy points to increase the HD of the homunculus by one. The alchemist may increase the homunculus' HD to a maximum of his alchemist level. The homunculus bases all effects normally based on the wizard level on its own HD, with a progression that of its master. All homunculus familiars made by this class ability have the supernatural ability to speak one of their master's languages.
|0||Tindertwig, Sunrod, Luminous Water, Ice Chalk, Chalk|
|1||Base Acid, Insect Repellent, Smelling Salts|
|2||Antitoxin, Gravedust, Thunderstone, Melt Powder|
|3||Brittlebone, Greater Acid (See Below), Hydrogen Peroxide 3% Solution, Portable Pyre, Smokestick|
|4||Ironbane Acid, Liquid Smoke, Mist Pellet, Stonebreaker Acid, Woodripper Acid|
|5||Alchemist's Fire, Blood Thickener, Embalming Fire, Frostshard|
|6||Bloodwine, Fulminating Silver, Sleeping Fire, Soulrender Acid, Tanglefoot Bag, Synthetic Boomer Bile|
|7||Adrenaline, Dry Oil, Everburning Torch, Hydrogen Peroxide Undiluted|
|8||Fulminating Gold, Ghost Oil, Liquid Night, Razor Ice Powder|
|9||Gunpowder, Liquid Mortality|
Simple Transmutation: At first level, an alchemist affect objects as if from the spell Prestidigitation. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action.
Transmute Wood: At fourth level, an alchemist affect wooden objects as if from the spell Wood Shape, using his alchemist level as the caster level. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Transmute wood costs 1 alchemy point per cubic foot altered this way.
Transmute Stone: At eighth level, an alchemist affect stone objects as if from the spell Wood Shape, using his alchemist level as the caster level. He may do this a number of times per day equal to his Int modifier. Objects to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Transmute stone costs 1 alchemy point per cubic foot altered this way.
Deoxidation Transmutation: The alchemist has the ability to restore any rusted iron or iron based object to its 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 the alchemist's level. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Deoxidation transmutation costs 2 alchemy points.
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 rusting grasp. Objects or creatures to be effected by this ability must have a transmutation circle drawn upon or around them. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action if the object is stationary or a full round if the object is mobile. The transmutation may be performed as a swift action. Oxidation transmutation costs 3 alchemy points.
Lead to Gold: The alchemist has the ability to turn a block of lead into gold coins, 1/5 pound of gold (10gp) per 5 pounds of lead. The process of transmuting lead to gold costs 2 alchemy points per 5 pounds of lead. This ability requires a transmutation circle to be drawn upon or around the lead to be transmuted. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action.
Gold to Lead: The alchemist has the ability to turn an amount of gold into a amount of lead at a conversion rate of 1/5 pound gold into 5 pounds of lead. The process of transmuting gold to lead costs 1 alchemy points per 2/5 pound of gold converted. This ability requires a transmutation circle to be drawn upon or around the gold to be transmuted. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action.
Alchemical Enchantment: The alchemist has the ability to make weapons a little stronger or more powerful, giving them an effective enhancement bonus through alchemy. The alchemical bonus granted to weapons begins at 12th level with +1, and rises to +2 at 16th level. Armor can be enhanced this way starting at 13th level with +1, and rises to +2 at 17th level. This can bring an weapon or armor's effective enhancement bonus above +5. However, nothing can have more than a +10 total effective bonus, so this class-granted effective bonus cannot be used if the addition would increase it's total effective bonus above +10. Any bonus gained this way is considered an alchemical bonus and does not stack with any other alchemical bonus. This process costs 10 alchemy points, and requires 2 hour for a nonmagical item, or 8 hours for an already enchanted item.
Gold Restore: The alchemist can take any item and change it into gold equal to half its market price. Alchemists can only transmute metal objects this way. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The transmutation cost 2 alchemy point per 5 pounds of the substance being transmuted. A partial transmutation can not be performed.
Steel to Mithral: The alchemist has the ability to take any steel object, and turn it into artificial mithral. It gains all the properties of mithral, but cannot be sold for a profit as it is not natural mithral. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The process costs 3 alchemy points for every 5 pounds that the object weighs.
Plating: The alchemist can take weapons and armor and plate them with new metal. By using silver, an alchemist can create a silver plated sword to affect lycanthropes more effectively, or use cold iron to damage fey. When plating a weapon, it functions as the new metal for bypassing damage reduction, but retains all other effects of its old material. This process costs 6 alchemy points, and requires 10 minutes for a nonmagical item, or 1 hour for an enchanted item.
Mithral to Adamantium: The alchemist has the ability to take any mithral object, and turn it into artificial adamantium. It gains all the properties of adamantium, but cannot be sold for a profit as it is not natural adamantium. The object to be converted by this ability must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The process costs 4 alchemy points for every 5 pounds that the object weighs.
Transmutation Combination: 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 longswords +10 into a longsword +20 as total enchantments 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 two melded items.
Secret of Alchemy: At level 20 the alchemist may choose one of the following secrets of alchemy.
|“||An experienced alchemist will find that the Philosopher's Stone is a false idol, but in its place, they will find something worth even more.||”|
|—Valsin, Ancient Alchemist|
- Albedo: This alchemical process purifies a living target with a single radiant white blast removing all negative effects upon the target. This spell has the additional effect of acting as the spell atonement, with an unwilling creature having to make a Will save of 10 + Int + 1/2 alchemist's level or change it's alignment to match the alchemists. To perform this ability, the alchemist must expend a Albedo potion, and the target must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The Albedo potion costs 800gp, 20 alchemy points, and 8 hours to prepare.
- 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.
- 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.
- 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
- Rubedo: This potion allows the alchemist to fuse their own spirit, the spirit of a willing individual, or any loose spirit to an inanimate object. The spirit retains the ability scores and racial abilities it had in life unless it experienced a change in size, where it gains any adjustment that would normally be given by the change. The new creature becomes a construct with the living construct subtype, with all the effects that follow. If the new form does not have legs, it gains the ability to levitate 3 feet above the ground. The creature gains damage resistance/adamantine and magic equal to the hardness of the primary material of the new body. To perform the binding, the alchemist must expend a Rubedo potion, and the new body must have a transmutation circle drawn upon or around it. Drawing a transmutation circle consumes 1/10 of a piece of chalk and takes a standard action. The transmutation may be performed as a swift action. The Rubedo potion costs 1200gp, 30 alchemy points, and 8 hours to prepare.
- 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.
Spell Potion List
These are only the spells available on the SRD, an alchemist may be allowed to learn any spells that fit the prerequisites set above.
- 1st— Endure Elements, Protection from Chaos, Protection from Law, Protection from Good, Protection from Evil, Shield, Mage Armor, Comprehend Languages, Identify, True Strike, Shocking Grasp, Disguise Self, Magic Aura, Chill Touch, Ray of Enfeeblement, Expeditious Retreat, Jump, Magic Weapon, Cure Light Wounds, Inflict Light Wounds.
- 2nd— Arcane Lock, Scorching Ray, Obscure Object, Protection From Arrows, Resist Energy, See Invisibility, Touch of Idiocy, Continual Flame, Darkness, Blur, Invisibility, Mirror Image, Phantom Trap, False Life, Ghoul Touch, Alter Self, Bear's Endurance, Bull's Strength, Cat’s Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Levitate, Owl's Wisdom, Rope Trick, Spider Climb, Cure Moderate Wounds, Inflict Moderate Wounds.
- 3rd— Explosive Runes, Magic Circle against Chaos, Magic Circle against Law, Magic Circle against Evil, Magic Circle against Good, Nondetection, Protection From Energy, Sepia Snake Sigil, Arcane Sight, Tongues, Heroism, Daylight, Displacement, Illusory Script, Invisibility Sphere, Gentle Repose, Ray of Exhaustion, Vampiric Touch, Blink, Fly, Gaseous Form, Secret Page, Shrink Item, Water Breathing, Cure Serious Wounds, Inflict Serious Wounds.
- 4th— Dimensional Anchor, Fire Trap, Remove Curse, Stoneskin, Fire Shield, Greater Invisibility, Animate Dead, Bestow Curse, Contagion, Enervation, Mnemonic Enhancer, Polymorph, Stone Shape, Cure Critical Wounds, Inflict Critical Wounds.
- 6th— Antimagic Field, Legend Lore, True Seeing, Greater Heroism, Contingency, Shadow Walk, Disintegrate, Hardening, Mage's Lucubration, Mental Pinnacle, Transformation.
Playing an Alchemist
Religion: Alchemists rely on their understanding of science to survive. They are generally extremely critical when it comes to chaos and faith. With proof, they will acknowledge the gods, but will not blindly believe. Most Alchemists follow no deity, and believe solely in the powers of their science.
Other Classes: While the Alchemist will not work well with the cleric, druid, or sorcerer, they can accept classes that follow codes such as the Paladin or Knight, and those who categorize the world, such as Wizard. They recognize violence as a sometimes inevitable and necessary part of civilization.
Combat: While the Alchemist can be somewhat useful in fighting, they avoid the front line whenever possible, and assist their allies with creative use of their potions.
Advancement: Alchemists will avoid multiclassing in general, viewing it as an affront to their studies. They may change their focus if they experience dire circumstances, but only so. Once an alchemist multiclasses, he or she cannot gain any more levels in alchemist class.
Alchemists in the World
Some basic information on the average Alchemist.
|“||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.||”|
|—Hanover Fist, Human Alchemist|
Alchemists tend to live in larger cities where workshops and materials are easy to come by. Less social alchemists will create workshops far from civilization to protect their craft.
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.
Organizations: While it isn't very common, sometimes alchemists will band together into guilds to collectively safeguard their craft. Alchemists tend to be very reclusive as they do not like to be bothered or have their work stolen.
Characters with ranks in 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.
|11||Alchemists are researchers and loremasters who specialize in potions.|
|16||Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.|
|21||Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.|
|26||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.|
Alchemists in the Game
Alchemists rarely interact well with the divine or the magical. They don't like to be interrupted unless absolute necessary. Alchemists are support casters and skill users, so not while directly useful in combat are a great asset. They are, however, useful for strengthening items, and improvising weapons.
Adaptation: Not all Alchemists adhere to these rules. Alchemists will generally be loathe to accept anything that cannot be classified, but aren't all held by that conception.
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). --D.M.DemonicPanda